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Introduction and Purpose........................................................................................................................................ ............................................................................................................................ Ability Scores.............................................................................................................................................................. Strength........................................................................................................................................................ Dexterity....................................................................................................................................................... Constitution................................................................................................................................................. Intelligence................................................................................................................................................... Wisdom........................................................................................................................................................ Charisma...................................................................................................................................................... Character Races......................................................................................................................................................... Dwarves........................................................................................................................................................ Elves............................................................................................................................................................... Gnomes........................................................................................................................................................ Half elves...................................................................................................................................................... Halflings........................................................................................................................................................ Half-orcs....................................................................................................................................................... Humans........................................................................................................................................................ Character Classes....................................................................................................................................................... Assassin......................................................................................................................................................... Cleric............................................................................................................................................................1 Druid............................................................................................................................................................1 Fighter..........................................................................................................................................................1 Illusionist.....................................................................................................................................................1 Magic user..................................................................................................................................................1 Paladin.........................................................................................................................................................1 Ranger.........................................................................................................................................................2 Thief.............................................................................................................................................................2 Multiclassing and Dual-Classing............................................................................................................................2 Alignment...................................................................................................................................................................2 Money.........................................................................................................................................................................2 Equipment..................................................................................................................................................................2 Armor Class...............................................................................................................................................................2 Weapon Proficiencies..............................................................................................................................................2 ........................................................................................................................................2 Time Measurement..................................................................................................................................................2 Encumbrance and Base Move Rate.....................................................................................................................2 Gaining Levels...........................................................................................................................................................3 Experience..................................................................................................................................................................3 Sign up to vote on this title Light.............................................................................................................................................................................3 Useful Not useful Darkvision..................................................................................................................................................................3 Falling..........................................................................................................................................................................3 Item Saving Throws..................................................................................................................................................3
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Introduction and Purpose........................................................................................................................................ ............................................................................................................................ Ability Scores.............................................................................................................................................................. Strength........................................................................................................................................................ Dexterity....................................................................................................................................................... Constitution................................................................................................................................................. Intelligence................................................................................................................................................... Wisdom........................................................................................................................................................ Charisma...................................................................................................................................................... Character Races......................................................................................................................................................... Dwarves........................................................................................................................................................ Elves............................................................................................................................................................... Gnomes........................................................................................................................................................ Half elves...................................................................................................................................................... Halflings........................................................................................................................................................ Half-orcs....................................................................................................................................................... Humans........................................................................................................................................................ Character Classes....................................................................................................................................................... Assassin......................................................................................................................................................... Cleric............................................................................................................................................................1 Druid............................................................................................................................................................1 Fighter..........................................................................................................................................................1 Illusionist.....................................................................................................................................................1 Magic user..................................................................................................................................................1 Paladin.........................................................................................................................................................1 Ranger.........................................................................................................................................................2 Thief.............................................................................................................................................................2 Multiclassing and Dual-Classing............................................................................................................................2 Alignment...................................................................................................................................................................2 Money.........................................................................................................................................................................2 Equipment..................................................................................................................................................................2 Armor Class...............................................................................................................................................................2 Weapon Proficiencies..............................................................................................................................................2 ........................................................................................................................................2 Time Measurement..................................................................................................................................................2 Encumbrance and Base Move Rate.....................................................................................................................2 Gaining Levels...........................................................................................................................................................3 Experience..................................................................................................................................................................3 Sign up to vote on this title Light.............................................................................................................................................................................3 Useful Not useful Darkvision..................................................................................................................................................................3 Falling..........................................................................................................................................................................3 Item Saving Throws..................................................................................................................................................3
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This document represents a compilation of rules for old school-style fantasy gaming. The book is intended to reproduce underlying rules used in the late 1970s to early 1980s, which being rules are not subject to copyright, without using any of the copyrighted "artistic presentation" originally used to convey those rules. In creating this new "artistic presentation," we have made use of the System Reference Document produced by Wizards of the Coast, Inc. The reason for going back to square one and restating the underlying rules is simple. It allows old school publishers (both commercial and fans) to reference the rules set forth in this document without making reference to any protected trademark. (This document is trademarked, but the use of the trademark is permitted under the terms of the OSRICTM open license --- see below). By using this document in tandem with the Open Game License of WOTC, a publisher should be able to create products for old-school fantasy gaming and clearly make reference to this particular rule set without violating the terms of the Open Game License.
A character's basic attributes are represente by six "ability scores." These abilities are Dexterity (Dex), Constitution (Con), Inte Wisdom (Wis), and Charisma (Cha). The related to the character's physical qualities, a three are mental. Each of these abilities is rep number from 3-18, the higher the bet Master ("GM") will decide how you should g scores. For a truly brutal game, characters using 3d6 for each ability. Because these nu relatively low (compared to other methods scores, described below) and cannot be swi the players will be forced to use thei creating a party of adventurers from whateve the dice hand to them.
Many GMs will allow the players to roll up si and then decide which scores will go with This gives the players more flexibility to c party and to decide among themselves who Thus, in many ways, this entire book is nothing more than a the magic user, the fighter, etc. A player ma You're Reading a Preview tool for old-school writers, a stepping stone to put the table wanting to play a particular type of c original, non-copyrightable portion of the old-school rules unless all the gamers agree that they want to Unlock full access with a free trial. into an open license, as permitted by law. Great pains with a completely random challenge it is usu have been taken to ensure that we have used none of the toward letting the players take on the fant original artistic presentation, for we have theDownload greatest With Free satisfyTrial them the most. possible respect for the authors who originally created these games. We considered the non-copyrightable rules In addition to eliminating or reducing the ran to be the numerical algorithms that would be in a character's strengths and weaknesses, the computer version of the game (most precedent in the area allow players a bit of a numerical advant of game copyrights has come from computer games, not permit ability scores to be rolled using 4d6, RPGs), and have included these and the relations between result of the lowest die. This method, obviou the results of the formulae. "To hit" numbers are a clear in higher Signscores. up to vote on this title example. On the other hand, level titles other than "name" Useful Not useful level are clearly artistic presentation and are excluded. When "name" level does not create a numerical effect such as taxes from a stronghold or the ability to improve fighting Strength is a measure of physical power, an
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3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 18.01-18.50 18.51-18.75 18.76-18.90 18.91-18.99
-3 -2 -1 0 0 0 0 0 +1 +1 +1 +2 +2 +2
-1 -1 0 0 0 0 0 +1 +1 +2 +3 +3 +4 +5
-35 -25 -15 0 0 +10 +20 +35 +50 +75 +100 +125 +150 +200
19
+3
+6
+300
1 1 1 1-2 1-2 1-2 1-2 1-3 1-3 1-3 1-3 1-4 1-4 1-4 (1 in 6 extraordinary success) 1-5 (2 in 6 extraordinary success) survive being raised from the Resurrection/Raise Dead) and to surv magical change in form, such as that polymorph spell (Survive System Shock).
Dexterity is a measure of the character's speed, hand-eye coordination, and nimbleness of foot. It affects the accuracy of missile fire and the character's ability to dodge blows, so a high dexterity score can be extremely useful to characters of any class. It is the most important ability You're Reading a Preview score for thieves.
Unlock full Except in surprise situations, Dexterity does not modify theaccess with a free trial. initiative roll in melee combat. However, it may modify 3 -2 initiative in missile combat (see "Combat"). 4 -1 Download With Free Trial 5 -1 6 -1 7 0 3 -3 -3 +4 8 0 4 -2 -2 +3 9 0 5 -1 -1 +2 10 0 6 0 0 +1 11 0 Sign up to vote on 7 0 0 0 12 0 this title 8 0 0 0 13 Useful Not 0 useful 9 0 0 0 14 0 10 0 0 0 15 +1 11 0 0 0 16 2
40 45 50 55 60 65 70 75 80 85 90 92 94 96
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Characters with intelligence higher than 18 are not affected by certain spells of the illusion type (whether cast by a magic user, cleric, illusionist, etc.). A character with intelligence 19 is immune to the effects of first level illusion spells. If a character were to attain the godly intelligence of 20, he or she would also be immune to second level illusion spells, and so on.
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
0 0 0 0 0 1 1 2 2 3 3 4 4 5 6 7
3 4 5 6 7 8 9
-3 -2 -1 -1 -1 0 0
creature reacts to negotiation approaches; 30% will generally indicate hostility or attacks scores may indicate a willingness to neg make friends. Note that a character i permitted a Reaction roll, since some cre hostile irrespective of the character's Cha course any negotiation approaches must language that the creature understands.
Charisma does not determine the outcome o although it will affect them. The GM may we play through the encounter and determine t NPC's reactions based on what the player sa the scores on the character sheet.
3 4 5 6 7 8 9 10 11 12 You're Reading a Preview 13 14 Unlock full access with a free trial. A character's wisdom score indicates how "in tune" the 15 character is with his surroundings. This translates not only 16 to general awareness, but also to mystical attunement and With Free17 Download Trial the ability to understand peoples' motives. It is, in many 18 ways, a measure of the "sixth sense."
1 1 2 2 3 3 4 4 4 5 5 6 7 8 10 15
-30 -25 -20 -15 -10 -5 0 0 0 0 0 +5 +15 +20 +30 +40
: It is a GM's discretion whether to adjust a cha scoresSign based onvote the character's up to on this title age.
Useful
Not usefulDemi-humans
with several "free" languages. None may le two additional languages over and above th
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adventurous, loving the luster of gold, the glitter of gems, and the quality of well-wrought metals. Dwarves can live to an age of 350 years or more.
Illusionist Magic User Paladin Ranger Thief
N/A N/A N/A N/A Unlimited
+1 constitution, -1 charisma (with respect to all but dwarves) +1 to hit against goblins, half-orcs, hobgoblins, and orcs. +1 bonus per 3.5 points of Con to saves against magic Elves are thinner and generally smaller in and poison humans. The elves have a powerful bond w -4 penalty to any attacks made against the dwarf by do not have souls; their thinking and moti giants, ogres, ogre mages, titans and trolls. alien to those of humankind, and it is perilous Languages: Dwarven, gnomish, goblin, kobold, and Some elven clans have built elaborate civiliz orcish, and the common tongue and the appropriate and beautiful places of profound alignment tongue. Regardless of intelligence, a dwarf may craftsmanship, and long history. Such elve only ever learn two languages in addition to those listed. chaotic good in alignment and friendly, Darkvision 60 ft humans. More numerous are the Within ten feet, a dwarf can detect certain facts predominantly chaotic neutral in alignment concerning engineering, stonework, etc. Although no friendly to other races, inclining even significant time is required, the character must deliberately Intruding into the territory of such elves is in observe his or her surroundings (i.e., the player must state their sense of humor with regard to huma that the dwarf is using this particular talent in order to gain arbitrary and, at worst, cruel. Different as t information). varied elven cultures all share the sam Detect the existence of slopes or grades: 75% unless the game master chooses otherwise. Detect the existence of new construction: 75% to an age of 1,000 years or more. Detect sliding or shifting rooms or walls: 66% Detect traps involving stonework: 50% You're Reading a Preview Determine depth underground: 50% +1 dexterity, -1 constitution Multiclass restrictions: the more restrictive of any two Multiclass restrictions: the less restrictive of Unlock full access with a free trial. class requirements apply to multiclassed dwarven requirements apply to multiclassed elv characters for the use of class abilities except that thieving abilities can only wearing armor permitted to thieves. Download With Free Trial Permitted class options: Assassin, Cleric, Fighter, Thief, 90% resistance to sleep and charm Fighter/Thief Any pulled bow: +1 to hit Movement Rate: 90 ft Longsword and short sword: +1 to hit Starting Age: Languages: Common, elven, gnoll, Cleric: 250 + 2d20 halfling, hobgoblin, orcish. Languages in Fighter: 40+5d4 are only possible if the character has an intell Thief: 75+3d6 with one language Sign additional up to vote on this title possible for intelligence over 15. Not useful Useful Darkvision 60 ft Detect secret doors: 1 in 6 chance to notic Minimum/Maximum ability scores (after adjustment for when passing within 10ft, 2 in 6 chance to d •
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•
•
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• • • • •
•
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• • • •
• • •
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Detect the existence of unsafe wal 70% Determine depth underground: 60 Determine direction of north unde Multiclass restrictions: multiclassed gnom may wear only leather armor, no better. •
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of Elf is not a valid choice for the character: Strength Dexterity Constitution Intelligence Wisdom Charisma
3/18 7/19 8/18 8/18 3/18 8/18
• •
•
Permitted Class Options: Assassin, Illusionist, Thief, Fighter/Illusionist, Illusionist/Thief. Movement Rate: 90 ft Starting Age: Cleric: 300 + 3d12 Fighter: 60+5d4 Magic User 100+2d12 Thief: 80+5d4 • • • •
Assassin Cleric Druid Fighter Illusionist Magic User Paladin Ranger Thief
10 7 N/A 7 (Str 18), 6 (Str 17), 5 (Str 16 and below) N/A 11 (Int 18+), 10 (Int 17), 9 (Int 16 and below) N/A N/A Unlimited
Minimum/Maximum ability scores (after a race); if the ability scores rolled do not fal limits, then the race of Gnome is not a valid character:
Strength 6/18 Dexterity 3/18 Constitution 8/18 You're Reading aIntelligence Preview 7/18 Wisdom 3/18 Unlock full access with a free trial. Gnomes are small folk imbued with the wilding power of Charisma 3/18 illusion and misdirection. They are inveterate burrowers, often seeking hilly lands where gems and precious metals With Free Trial Download may be found. On average, they are shorter and slimmer of build than dwarves, with larger noses and longer beards. Assassin 8 Like dwarves, who are perhaps related to gnomes from Cleric 7 some time in the distant and mythical past, gnomes are Druid N/A quite resistant to magic and sensitive to the nuances of Fighter 6 (Str 18), 5 (Str 17 and b construction. Gnomes can live to an age of 650 years or Illusionist 7 (One of Dex or Int 18+ 17), 5 ( more. 17+), (Dex and Int Sign up to vote on6this title under 17) Useful Not useful User Magic N/A +1 bonus per 3.5 points of Con to saves against magic Paladin N/A and poison Ranger N/A •
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Secret doors: When searching, a half-elf character can detect secret doors on a 2 in 6 and concealed doors on a 3 in 6. When passing within 10ft of a concealed door, a half elf will notice it on a 1 in 6. Languages: Common, elvish, gnoll, gnome, goblin, halfling, hobgoblin, orcish. •
capable of moving very quietly and marksmen; given the right personality become excellent thieves. Halflings live to b more old.
•
-1 Str, +1 Dex +1 bonus per 3.5 points of Con to saves (both aimed magic items and spells) and pois +3 bonus to attacks with a bow or sling Languages: Common, dwarven, gnome, g and orcish. For every point of intelligenc halfling may learn an additional languag acquire further languages than these, intelligence. Multiclass restrictions: Use of thieving a possible when wearing armor permitted to th Surprise: 4 in 6 chance to surprise when tra metal armor and alone, or more than 90ft others, or with a party entirely consisting o halflings. If a door must be opened (or som the chance of surprise drops to 2 in 6. •
Permitted Class Options: Assassin, Cleric, Fighter, Magicuser, Ranger, Thief, Cleric/Fighter, Cleric/Ranger, Cleric/Magic user, Fighter/Magic user, Fighter/Thief, Magic user/Thief, Cleric/Fighter/Magic user, or Fighter/Magic user/Thief. Movement Rate: 120 ft Starting Age: Cleric: 40 + 2d4 Fighter: 22+3d4 Magic User: 30+2d8 Thief: 22+3d8 • • • •
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of half-elf is not a valid choice for the character: Strength Dexterity Constitution Intelligence Wisdom Charisma
3/18 6/18 6/18 4/18 3/18 3/18
•
• •
•
•
Permitted Class Options: Fighter, Thief, or Fig Movement Rate: 90 ft Starting Age: Fighter: 20+3d4 You're Reading a PreviewThief: 40+2d4 • •
Unlock full access with a free trial.
Minimum/Maximum ability scores (after a Download With Free Trial
race); if the ability scores rolled do not fal limits, then the race of halfling is not a valid character:
Assassin Cleric Druid Fighter Illusionist Magic User
11 5 N/A 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and below) N/A 8 (Int 18+), 7 (Int 17), 6 (Int 16 and below)
Strength 6/17 Dexterity 8/19 Constitution 10/18 Sign up to vote on this title Intelligence 6/18 Useful 3/17 Not useful Wisdom Charisma 3/18
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although they are severely limited in classes that do not focus upon violence and death. Orcish blood runs strong in these half-breeds, and most of them are shifty, morally questionable, and unsophisticated. They are typically ugly, carrying the mark of orcish ancestry, but the same ancestry makes them deadly adversaries when the chips are down and the swords are out. Half orcs can live to be 70 years old or older.
+1 Str and Con, -2 Cha Darkvision 60 ft Languages: Common, orcish. A half orc may learn a maximum of two additional languages, regardless of intelligence. Multiclass Restrictions: For armor, the more restrictive of any two class requirements apply to multiclassed half orc characters for the use of class abilities. For weapons, the less restrictive requirements apply. •
Assassin Cleric Druid Fighter Illusionist Magic User Paladin Ranger Thief
15 Unlimited 14 Unlimited Unlimited Unlimited Unlimited Unlimited Unlimited
• •
•
Starting age: Cleric 20+1d4 Fighter 15+1d4 Mage 24+2d8 Thief 20+1d4 • • • •
Class Options: Assassin, Cleric, Fighter, Thief, Cleric/Fighter, Cleric/Thief, Cleric/Assassin, Fighter/Thief, Fighter/Assassin. Assassins are stealthy killers, trained by Movement Rate: 120 ft guilds in the arts of spying, disguise, poison Starting Age: Although assassins of lower level are little m Cleric: 20+1d4 trained thugs, the eminences of th Fighter: 13+1d4 profession are so feared as to be spok You're Reading a Preview Thief: 20+2d4 whispers. High-level assassins are artists o their experience with hunting highlyUnlock full access with a free trial. coupled with extensive education and trainin the sinister nobility of this class a silken, r Minimum/Maximum ability scores (after adjustment for With Free over Trial their true, murderous natures. This ven Download race); if the ability scores rolled do not fall within these things pertaining to the assassins, is decepti limits, then the race of half orc is not a valid choice for the the higher echelons of an assassins guild re character: cunning and a complete absence of me characters must begin with an evil alignment. Strength 6/18 Dexterity 3/17 Virtually all cities (and many towns) will ha wa Constitution 13/19 assassins operating within the city Sign up to vote on this title Intelligence 3/17 surrounding region, made up of 6-24 assass Useful Not useful Wisdom 3/14 level.Player character assassins, if they are Charisma 3/12 the local guild, will be invited to join ranging from polite to violent). Joining a gu • • •
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the assassins will abandon the guild and depart the area, normally leaving the guild reduced to a quarter of its original membership. The grandmaster of assassins (a campaign may have one or more) is a figure of legend and fear. These dark eminences usually live far from the cities, in remote and well-guarded locations - their fame is such that those who need their services will seek them out. To advance to 15th level, an assassin must find and kill one of the existing grandmasters.
Minimum Scores:
Str 12, Dex 12, Con 6, Int 11, Wis 6 Hit Die Type: d6 (max 15) Alignment: Any evil Experience bonus: None Armor/shield Permitted: Leather or studded leather only (shields allowed) Weapons Permitted: Any Weapon Proficiencies: 3 + 1 every 4 levels Penalty to hit for non-proficiency: -3 Weapon Specialization: N/A
with one chance per day to do so. The b seeing through a disguise increases anot assassin is posing as another class, race or ge chance). The GM may assign additiona bonuses to this check if the observer is unu intelligent (or particularly stupid), and comm course, applies at all times.
Assassins are not inherently better a than any other character class capable of usi generally have more opportunities to gain poisons and their effects.
The assassin has thief abilities levels below the assassin's level. At first leve has the thieving abilities of a first level thief gain the abilities of a second level thi fourth level.
Ninth and higher-level assa 15+ may learn languages that it would be im non-assassin to learn. An assassin can learn tongue other than his own, druids' cant, and as additional languages, but can only learn a four such special languages, one for intelligence above 14. Only one such lan per level above eighth. Such lang You're Reading alearned Preview If an assassin gains surprise against an and above any limits imposed by the assas opponent (see "Combat") he may elect to assassinate the Unlock full access withintelligence. a free trial. victim. The assassin need not roll to hit for an assassination When an assassin reaches attempt, which is a special attack resulting in a chance to or she has received sufficient training to cast kill the victim instantly and ensure damage even if the With Free Trial Download arcane scroll (magic user or illusionist). victim is not successfully killed. The percentage chance to kill a victim is 50%, with a bonus of 5% per level of the assassin and a penalty of 5% for every two levels of the target (rounding down; in the case of monsters, substitute "hit dice" for "level"). These numbers are approximate, for the GM should modify the assassin's chances slightly 1 Sign up to 0 vote on this1title upward or downward according to the circumstances 2 1,600 2 guarded or wary targets are less likely to be killed, and Useful Not useful 3 3,000 3 unwary victims are more likely to die. If the assassination 4 5,750 4 The assa attempt does not succeed, the attack still inflicts normal assassins as damage, together with any applicable bonuses. The
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Type of Saving Throw
1-4 5-8 9-12 13-15
14 12 10 8
16 15 14 13
13 12 11 10
12 11 10 9
Roll required to hit Armor Class 1-4 5-8 9-12 13-15
26 24 21 20
25 23 20 20
24 22 20 20
23 21 20 20
22 20 20 20
21 20 20 19
20 20 20 18
20 20 19 17
20 20 18 16
Clerics are moral and spiritual leaders, warriors of faith who preach the will of the gods, interpret omens and portents, and strike down the evil or unfaithful. Most clerics have a patron deity, but some are champions of a particular moral alig alignm nmen ent, t, vener venerati ating ng all all deit deitie iess of that that alig alignm nmen entt in addition to a patron deity, and yet others are the servants of a particular particular pantheon pantheon of deities. deities. In a world of swords swords and sorcery, force of arms often speaks louder than moral suasion, and clerics are trained to do battle against the enemies of their gods. Some clerics are fanatics, zealously seekin seeking g new convert convertss or huntin hunting g hereti heretics, cs, while while others others seem seem almos almostt burde burdene ned d by an inco inconv nven enien ientt or even even oppressive relationship with the divine forces. Evil clerics--sinist sinister er villain villainss who prey upon fear fear and jealou jealousy-sy---so -sow w discord in the world and gather converts for their demonic masters. Clerics play an important support role for an adventuring party. party. Most cleric clerical al spells spells are orient oriented ed toward toward healin healing, g, strengthening, and defending others. However, when the need arises the cleric is fully capable of taking a place in the line of battle and smiting down infidels and foes.
20 20 47 15
20 19 16 14
20 18 15 13
19 17 14 12
18 16 13 11
17 15 12 10
16 14 11 9
15 13 10 8
14 12 9 7
Whe When a cle cleric ric atta attain inss nint ninth h leve level, l, h accumulated sufficient divine favor and mo found found a temple/ temple/str strong onghol hold. d. Such Such places carved carved from the wilderne wilderness, ss, in the same fighter establishes a freehold. For a cleric t leadership of an existing temple, the details discretion of the GM; a level somewhat high might might be required required.. Whethe Whetherr the cler stronghold or a temple, followers and acolyte the cleric's banner.
Minimum Minimum Scores: Scores: Hit Die Type: Alignment: Experience Bonus: Armor/shield Permitted: Weapon Weaponss Permit Permitted: ted: Sign up to vote on this title
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Str 6, Dex 6, Wis 9, C d8 (max Any Wisdom Any Blunt Blunt onl hammer, m clerics hammers hammers but ma other missi
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9 10 11 12 13 14 15 16 17 18
0 0 0 0 1 2 2/1 2/2 2/2/1 2/2/1/1
15 10 5 1 0 0 0 0 0 0
Bonus spells are not cumulative cumulative and are awarded awarded by level; hence "2/2/1/1" means the cleric is granted 2 1st level, 2 2nd level, 1 3rd level, and 1 4th level bonus spells.
1 2 3 4 5 6 7 8 9 10 11 12
0 1,550 2,900 6,000 13,250 27,000 55,000 110,000 220,000 450 000 675,000 900,000
1 2 3 4 5 6 7 8 9 9+2 9+4 9+6
High Priest Constitution hp adjustments no longer apply
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
1 2 2 3 3 3 3 3 4 4 5 6 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 9 9
1 2 3 3 3 3 4 4 4 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 9 9
1 2 2 3 3 3 4 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 9 9
1 2 2 3 3 3 4 5 5 6 6 7 7 8 9 9 9 9 9 9 9 9 9
Each level gained thereafter requires 225,000 experience points and grants +2 hit points.
Type of Saving ThrowSign up to vote on this title
1-3
14
16
10
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5 5 6 6 7 8 9 9 9 9 9 9 9 9
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Penalty to hit for non-proficie non-proficiency: ncy: -4 Weapon Specialization: N/A Druids are worshippers of the spiritual power of nature, maintaining and protecting holy places, performing festivals and and ritu ritual al obse observa rvanc nces es,, and prot protec ecti ting ng bala balanc nce e and and harmony harmony between civilizati civilization on and nature. nature. Their magic magic is rooted in the mystical oneness of nature, and they have particular power over fire, stone, and weather, as well as over plantplant- and animal animal life. Some druids druids pay homage homage to particular particular nature gods (some of these quite savage), while others eschew all deities and commune directly with the spiritual power of nature. nature. Rather than using a holy symbol as cler cleric icss do, do, drui druids ds requ requir ire e mist mistle leto toe, e, holl holly, y, or (if (if necessary) oak leaves to cast their spells, and one of these is considered to be a required component for all druidic spells unless a druidic spell has no material component specified specified in the spell description description.. The druid druid must harvest harvest these materials materials by the light of a full moon, or the darkness darkness of a new moon, in order for the component to work with full efficacy. efficacy. If mistletoe mistletoe or holly holly is not gathered gathered by the the druid's hand at the proper time, the druid's spells will have only half the the normal effect. effect. Oak leaves leaves always produce produce spells of half power, and if they are not harvested properly oak leaves will permit spells of only one-quarter power. Player character druids must be neutral, although druids of differing alignments may be found as non-player characters in the GM's campaign. Druids receive bonus spells for high wisdom, just as clerics do. See the table table provided under "Cleric" for details. There can only be a certain number of high-level high-level druids in the world. world. The limits limits are: 12th level druid druid (High (High Druid) Druid) no more than 3 in the world at any one time; 13th level druid (Archdruid) - no more than 2 in the world at any given time, 14th level druid (Supreme Druid) - no more than a single Supreme Supreme Druid can exist. exist. If a druid receives receives so many experience points that he or she is eligible to increase to these levels, but all the vacant slots are already filled, filled, then he or she must create create a vacancy. This is done by issuing a formal challenge to the druid in question, followi following ng which which the two charac character terss mus mustt compet compete e in a contest of some kind - often, but not necessarily, a duel.
: All druids druids speak a secret langu Druids' Druids' Cant. The druidic druidic cant cannot cannot be le druids druids (unless (unless otherw otherwise ise noted, noted, such such as higher-level assassins).
: All druids gain a saving of +2 against fire and lightning attacks of all k
Druids may memorize and cas in accordance with the tables provided below
At third level and can identify plant and animal types, and c when water is pure and safe to drink.
At third level druid can move through through any natural underg trace of his passage, and may do so with no his normal movement speed.
At seventh lev the druid becomes becomes imm immune une to charms charms an mental enchantments cast by fey creatures s pixies, brownies, etc.
Druids of 7th level or highe their forms forms up to three times times per day. The must be a natural animal, no smaller than a m large largerr than than doubl double e the the drui druid' d'ss norm normal al process process of shapeshi shapeshiftin fting, g, the druid druid recove percent of any hit points he or she might hav damage. Sign up to vote on this title
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1 2 3
0 2,000 4,000
1 2 3
4 5 6 7
8,000 12,000 20,000 35,500
4 5 6 7
Druid’s Knowledge, Wilderness Movement
Immunity to Fey Charm, Shapeshift
8 9 10 11 12 13 14
60,000 90,000 125,000 200,000 300,000 750,000 1,500,000
8 9 10 11 12 13 14
H A Sup
14th level (at 1,500,000 experience points) for druids. Any further experience poi receives will be lost.
Type of Saving Throw
1-3 4-6 7-9 10-12 13-14
14 13 11 10 9
16 15 13 12 11
10 9 7 6 5
13 12 10 9 8
Roll Required to hit Armor Class 1-3 25 4-6 23 7-9 21 10-12 20 13-14 20
24 22 20 20 20
23 21 20 20 20
22 20 20 20 19
21 20 20 20 18
20 20 20 19 17
20 20 20 18 16
You're Reading a Preview
20 20 20 20 19 18 20 20 19 18 17 16 Unlock full access with a free trial. 19 18 17 16 15 14 17 16 15 14 13 12 15 14 13 Download With12Free11Trial10
When the clash of steel rings out in dark forests or dimly lit dungeons beneath the earth, it is the fighter who bears the brunt of the combat. Fighters are trained in the use of weapons and armor, usually beginning their adventuring careers after a stint of training as a town guardsman, manat-arms, bandit, pirate, or mercenary. Fighters are the backbone of an adventuring party; without
17 15 13 11 9
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15 13 11 9 7
14 12 10 8 6
13 11 9 7 5
A fighter of 9th level or higher who has buil cleared a wide area around it of monsters mile radius), will attract a body of mercenarie service, provided that these are paid a fa she will also be able to tax each freeholder maximum rate of 1ongp Sign up to vote thisper titlemonth per players may choose to retire a character Not useful Useful satisfied that thecharacter has entere records and legends of the campaign worl choose to view the stronghold merely
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Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks), and at 13th or higher levels they attack twice per rounce (2/1 attacks). A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable. When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round. NB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter's second attack in any given melee round will come last in the sequence.
intervention. Fighters may take a second pro same weapon as the first, granting them one every 2 rounds with the weapon (hence 3/2 melee weapon at 1st level), +1 to hit and owing to their skill. Specialization costs o “slot” for melee weapons and crossbows; t missile weapons other than crossb Specialization: For melee weapons that are or two-handed swords, a third weapon profic used to specialize further; this increases co to +3 "to hit" and +3 damage with the weapo
1 2 3 4 5 6 7 8 9 10 11
0 1,900 4,250 7,750 16,000 35,000 75,000 125,000 250,000 500,000 750,000
1 2 3 4 5 6 7 8 9 9+3 9+6
Cons With the permission of hp a the GM, weapon specialization may be selected during You're Reading aEach Preview character generation. If weapon specialization is not level gained thereafter requires 250,0 selected during character generation, it remains forever experience points and gains 3hp. Unlock full access with a free trial. unavailable to the PC, barring some magical or divine
Download With Free Trial Type of Saving Throw
0 1-2 3-4 5-6 7-8 9-10 11-12
18 16 15 13 12 10 9
20 17 16 13 12 9 8
16 17 14 15 13 Sign up to vote on this14 title 11 12 Useful Not useful 10 11 8 9 7 8
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10 11 12 13 14 15 16 17+
20 20 19 18 17 16 15 14
20 19 18 17 16 15 14 13
19 18 17 16 15 14 13 12
18 17 16 15 14 13 12 11
17 16 15 14 13 12 11 10
16 15 14 13 12 11 10 9
15 14 13 12 11 10 9 8
14 13 12 11 10 9 8 7
13 12 11 10 9 8 7 6
12 11 10 9 8 7 6 5
11 10 9 8 7 6 5 4
10 9 8 7 6 5 4 3
9 8 7 6 5 4 3 2
8 7 6 5 4 3 2 1
7 6 5 4 3 2 1 0
6 5 4 3 2 1 0 -1
5 4 3 2 1 0 -1 -2
4 3 2 1 0 -1 -2 -3
Illusionists are practitioners of phantasmal magic, a type of spell casting that influences the minds and senses of other beings, and at higher levels becomes intertwined with the shadow-realities behind the Prime Material Plane. They are often classed with magic users, since phantasmal magic operates in the same manner as arcane spells---indeed, some sages state that it represents a different means of tapping into the same source.
1 1 2 2 3 2 1 4 3 2 5 4 3 1 6 4 3 1 7 4 3 2 8 4 3 2 1 Illusionists are dependent upon their spellbooks, and can 9 5 3 3 2 only normally cast spells they have learned from these 10 5 4 3 2 books (exception: spells may be cast from illusionist 11 5 4 3 3 scrolls). Acquisition of new spells is difficult and 12 5 5 4 3 demanding, and must normally be accomplished through 13 5 5 4 3 adventuring, although illusionists will automatically receive 14 5 5 4 3 one new spell of the highest spell level that he or she may 15 5 5 4 4 cast upon completing training after acquiring a new level 16 5 5 5 4 You're Reading a Preview of experience. They are limited by their intelligence in 17 5 5 5 4 what spells they can learn according to the same table as 18 5 5 5 5 Unlock full access with a free trial. provided under magic-users. 19 5 5 5 5 20 5 5 5 5 At 10th level, an illusionist may establish a stronghold, 21 5 5 5 5 usually a tower or small keep, as a fighter does. Download With Free Trial 22 5 5 5 5 23 5 5 5 5 24 6 6 6 6 Minimum Scores: Str 6, Dex 16, Int 15, Wis 25 6 6 6 6 6, Cha 6 Hit Die Type: d4 (max 10) Alignment: Any Sign up to vote on this title Experience Bonus: None Useful Not useful Armor/shield Permitted: None 1 0 1 Weapons Permitted: Dagger, dart, oil, staff 2 2,500 2 Weapon Proficiencies: 1 + 1 per 5 levels 3 4,250 3
2 2 3 3 3 4 4 5 5 5 5 6
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Type of Saving Throw
1-5 6-10 11-15 16-20 21+
11 9 7 5 3
15 13 11 9 7
14 13 11 10 8
13 11 9 7 5
Roll Required to hit Armor Class 1-5 26 6-10 24 11-15 21 16-20 20 21+ 20
25 23 20 20 20
24 22 20 20 19
23 21 20 20 18
22 20 20 19 17
21 20 20 18 16
20 20 20 17 15
20 20 19 16 14
20 20 18 15 13
20 20 17 14 12
20 19 16 13 11
20 18 15 12 10
19 17 14 11 9
18 16 13 10 8
17 15 12 9 7
16 14 11 8 6
15 13 10 7 5
14 12 9 6 4
Magic users are a rare breed---practitioners of the Minimum Scores: Str 3, Dex mysterious art of arcane spell casting. A lengthy Con 6, Cha apprencticeship of study and practice allows these Hit Die Type: d4 (max somewhat eerie individuals to store arcane energy within Alignment: Any their minds and to release it in the form of spells. Magic Experience Bonus: Int 16+ You're Reading a Preview users cast spells by speaking a few magic words, weaving Armor/shield Permitted: None complex gestures in the air, and employing rare and Weapons Permitted: Dagger, Unlock full access with a free trial. magical materials. While magic users are the weakest Weapon Proficiencies: 1 + 1 pe character class in combat, this weakness is balanced by Penalty to hit for non-proficiency: -5 possessing the most powerful and versatile spells in the With Free Weapon N/A Download TrialSpecialization: game. Magic users do not gain bonus spells for hig The full underlying principles of magic are beyond mortal scores; intelligence does determine which s comprehension; even wizards of the profoundest intellect understand and how many spells they may grasp in momentary inklings to understand its more spell level. complex patterns. Nevertheless, those character who possess formidable intelligence and a certain intuitive gift, Sign up to vote on this title who are willing to devote themselves to a lifetime of study, Not useful UsefulMagic users may in time sufficiently master the art to be capable of may memorize an shifting mountains and shattering entire armies. High-level spells in accordance with the tables pro magic users are the most feared and dangerous characters beginning magic user character will know
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Magic users of 12th level or higher may attempt to create other magical items by means of the Enchant an Item spell. However, this is even more difficult than creating a potion or scroll, and the various components required should be of a rarity and value appropriate to the magic item under consideration. Even then, success will not be guaranteed.
9 10-12 13-14 15-16 17 18 19
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
35 45 55 65 75 85 95
1 2 2 3 4 4 4 4 4 4 4 4 5 5 5 5 5
4/6 5/7 6/9 7/11 8/14 9/18 10/All listed
1 2 2 3 3 3 4 4 4 5 5 5 5 5 5
1 2 2 3 3 3 4 4 5 5 5 5 5
1 2 2 2 3 4 4 4 5 5 5
1 2 3 4 4 4 5 5 5
1 2 2 2 3 3
18 19 20 21 22 23 24 25 26 27 28 29
5 5 5 5 5 5 5 5 6 6 6 7
5 5 5 5 5 5 5 5 6 6 6 7
5 5 5 5 5 5 5 5 6 6 6 7
5 5 5 5 5 5 5 5 6 6 6 7
5 5 5 5 5 5 5 5 5 6 6 6
1 0 1 2 2,400 2 3 4,800 3 4 10,250 4 5 22,000 5 6 40,000 6 7 60,000 7 8 80,000 8 9 140,000 9 10 250,000 10 11 375,000 11 You're Reading a Preview 12 750,000 11+1 13 1,125,000 11+2 Unlock full access with a free trial. 14 1,500,000 11+3 15 1,875,000 11+4 - Download 16 Trial 2,250,000 11+5 With Free 17 2,625,000 11+6 18 3,000,000 11+7 1 1 Each level gained thereafter requires 375,00 2 1 points and gains +1 hit point. 3 2 Sign up to vote on this title
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A paladin is a holy warrior sworn to be and to remain Lawful Good, always. If this vow is ever breached, the paladin must atone and perform penance to be decided by a powerful NPC cleric of the same alignment - unless the breach was intentional, in which case the paladin instantly loses his or her enhanced status as a paladin and may never regain it. Such a "fallen paladin" is in all respects a fighter, with no special powers, for the remainder of his or her career. Paladins also suffer the following restrictions: First, the paladin may never possess more than 10 magic items, and no more than a single suit of magic armor with no more than one magic shield may be so owned. Second, the paladin must always give away a tenth of any money which he or she receives to some Lawful Good cause, and if he or she has any money remaining after paying his or her costs (such as maintaining equipment and paying servants' wages) this surplus must be likewise donated.
Paladins of third level an the ability to turn undead as a good-aligned c as a cleric of two levels lower than the paladi
At fourth level, th summon a special Paladin's Warhorse, a he with enhanced hit points, intelligence speed. Such a destrier may be called only o years.
Paladins gain additio fighters do, but less swiftly. A paladin has on to 7th level, 3/2 attacks at 8th to 14th le attacks at 15th and above. If the opt specialization rules are permitted by the GM specialize as fighters do, save that the proficiencies and gain extra attacks described above.
Paladins gain the certain cleric spells at 9th level (see table, bel
Third, paladins will not associate with characters who are not Good in alignment save under very exceptional circumstances (i.e., if approved by the GM).
9 You're Reading a Preview
1 10 2 Minimum Scores: Str 12, Dex 6, Con 9, Int Unlock full access with a free trial. 11 2 1 9, Wis 13, Cha 17 12 2 2 Hit Die Type: d10 (max 9) 13 2 2 Alignment: Lawful Good only Download With Free Trial 14 3 2 Experience Bonus: Str and Wis 16+ 15 3 2 Armor/shield Permitted: Any 16 3 3 Weapons Permitted: Any 17 3 3 Weapon Proficiencies: 3 + 1 every 2 levels 18 3 3 Penalty to hit for non-proficiency: -2 19 3 3 Weapon Specialization: Optional rule - as fighter 20 3 3 Sign up to vote on this title
The paladin uses a more favorable saving throw table than other classes (see table, below).
Level
Useful Not useful Experience Hit Points Required Dice (d10)
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Type of Saving Throw
1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
14 13 11 10 8 7 5 4 3
15 14 11 10 7 6 3 2 2
12 11 9 8 6 5 3 2 2
13 12 10 9 7 6 4 3 2
Roll Required to hit Armor Class 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
25 23 21 20 20 20 18 16 14
24 22 20 20 20 19 17 15 13
23 21 20 20 20 18 16 14 12
22 20 20 20 19 17 15 13 11
21 20 20 20 18 16 14 12 10
20 20 20 19 17 15 13 11 9
20 20 20 18 16 14 12 10 8
20 20 20 20 19 18 20 20 19 18 17 16 19 18 17 16 15 14 17 16 15 14 13 12 15 14 13 12 11 10 13 12 11 10 9 8 11 10 9 8 7 6 You're Reading a Preview 9 8 7 6 5 4 7 6 5 4 3 2 Unlock full access with a free trial.
17 15 13 11 9 7 5 3 1
Minimum Download With Free TrialScores:
Rangers are a special variation of the fighter class. They are modeled on such characters of fiction as Aragorn and Robin Hood and are particularly expert in wilderness situations. Rangers are defenders of the poor and serve to protect civilization from the evil forces that lurk beyond civilized lands. Rangers must abide by certain limitations, in the same fashion as paladins: First, the ranger must always remain of good alignment
16 14 12 10 8 6 4 2 0
15 13 11 9 7 5 3 1 -1
14 12 10 8 6 4 2 0 -2
13 11 9 7 5 3 1 -1 -3
Str 13, Int 13, Wis Hit Die Type: d8 (max Initial Hit Dice: 2* Alignment: Any good Experience Bonus: Str, Int, and Armor/shield Permitted: Any Weapons Permitted: Sign up to vote on this title Any Weapon Proficiencies: 3 + 1 pe Useful Not useful to Penalty hit for non-proficiency: -2 Weapon Specialization: Optiona
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OSRIC TM - Old School Reference and Index Compilation This damage bonus applies only in hand-to-hand “melee” combat. 8 9 10 11 12 13 14 15 16 17
Rangers may track other creatures, with a base 90% chance of success in rural settings (modified by the GM according to such factors as the age of the trail, the prevailing terrain and current weather conditions) and a base 65% chance in urban or dungeon settings (again, modified by the GM to take account of local conditions).
Rangers gain additional attacks as fighters do, but less swiftly. A ranger has one attack at 1st to 7th level, 3/2 attacks at 8th to 14th level, and two attacks at 15th and above. If the optional weapon specialization rules are permitted by the GM, rangers may specialize as fighters do, save that they receive fewer proficiencies and gain extra attacks more slowly as described above. At eighth level, rangers receive limited spell powers, drawn from the Druid and Magic user spell lists according to the table given hereafter.
1 2 3 4 5 6 7
1 1 2 2 2 2 2 2 2 2
1 1 2 2 2 2
1 2
0 2,250 4,500 9,500 20,000 40,000 90,000
1 1 2 2 2 2 2 2 2
2 3 4 5 6 7 8
8 150,000 9 Rangers of 10th level or higher 9 225,000 10 You're Reading a Preview may use crystal balls, and they receive a special body of 10 325,000 11 followers at this level. The GM will determine the exact 11 650,000 11+2 C Unlock full access with a free trial. nature of a ranger's special followers, but the group may hp a include unusual and magical creatures; centaurs and werebears, for example, would be possible followers. Download With Free Trial Each level acquired thereafter requires 325, Rangers of 10th level or higher experience points and gains 2hp. may use crystal balls and other such devices that permit magical scrying.
Type of Saving ThrowSign up to vote on this title
1-2
16
17
14
Useful
Not useful 15
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OSRIC TM - Old School Reference and Index Compilation
Roll Required to hit Armor Class 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
25 23 21 20 20 20 18 16 14
24 22 20 20 20 19 17 15 13
23 21 20 20 20 18 16 14 12
22 20 20 20 19 17 15 13 11
21 20 20 20 18 16 14 12 10
20 20 20 19 17 15 13 11 9
20 20 20 18 16 14 12 10 8
20 20 19 17 15 13 11 9 7
20 20 18 16 14 12 10 8 6
20 19 17 15 13 11 9 7 5
20 18 16 14 12 10 8 6 4
19 17 15 13 11 9 7 5 3
18 16 14 12 10 8 6 4 2
17 15 13 11 9 7 5 3 1
16 14 12 10 8 6 4 2 0
15 13 11 9 7 5 3 1 -1
14 12 10 8 6 4 2 0 -2
13 11 9 7 5 3 1 -1 -3
If the thief can approach hi Thieves sneak furtively in the shadowed alleyways of cities, unobserved and strike with a melee weapon living by their wits. They are often members of the criminal made at +4 to hit. Damage from a backstab underclass, usually trained by a thieves guild in the arts of trebled if the thief is of 5th level or higher. burglary and stealth. It is not uncommon for a thief to seek level or higher do quadruple damage, while out the great rewards that can be gained from the or greater level quintuple the number show adventuring life, especially when circumstances require Damage modifiers (such as those pertaining lying low for a while. Most thieves come from the teeming magic) are not multiplied from a backstab. masses of a large city, wherein a thieves guild is often the only source of justice and exercises as much power as the Climbing represents a thief's ability city's legitimate government. Of course, not all thieves are walls and surfaces, cling to ceilings, and p You're Reading afeats Preview of climbing that would normally members of a guild. Some are freelancers, evading both the authorities and the guild, living on the edge of the Climbing checks must ordinarily be repeated Unlock full access with a free trial. feet of climbing. Non-thieves cannot climb knife. Some are even found working on the side of the law; agents or spies who use their skills in more accepted any vertical surface without the use of a presence (though equally shadowy) pursuits. A thief character must With Free Download Trialof a thief vital to many adventuring be of any neutral or evil alignment. This ability represents the thief's inspection of a new area for tiny te Sensible adventuring parties will almost always include a something of interest or danger may be conc thief, for the skills of such a character are invaluable in It requires a full turn (10 minutes) to accompl reaching inaccessible places via climb walls, pick locks, and Some shadow must be p so on. In addition, dungeons frequently contain traps which need to be located and disarmed, and the thief's abilitySign to be used, but thetitle check is success up to vote onifthis cunning and stealth conspire to make him or her very effectively invisible until he makes an attack o Not useful UsefulTheability the shadows. can also be used to useful in a scouting role. a crowd of people rather than disappear into Use of this skill allows the
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OSRIC TM - Old School Reference and Index Compilation When a thief reaches 10th level, he or she has become well-versed enough in training to cast spells from an arcane or phantasmal scroll (magic user or illusionist).
1 2 3 4
0 1,250 2,500 5,000
5 6 7 8 9 10 11 12
1 2 3 4
10,000 20,000 40,000 70,000 110,000 160,000 220,000 440,000
5 6 7 8 9 10 10+2 10+4
Each level thereafter requires 220,000 expe and grants +2 hit points.
Base chance
1 2 3 4 5 6 7 8 9 10 11 12 13+
80% 82% 84% 86% 88% 90% 91% 92% 93% 94% 95% 96% +1%/ level
25% 29% 33% 37% 41% 45% 49% 53% 57% 61% 65% 69% +4%/ level
10% 20% 20% 13% 25% 25% 16% 30% 30% 19% 35% 35% 22% 40% 40% 25% 45% 45% 28% 50% 50% 31% 55% 55% 34% 60% 60% 37% 65% 65% You're Reading a Preview 40% 70% 70% 43% 75% 75% Unlock full access with a free trial. +3%/ level +5%/ level +5%/ level
30% 34% 38% 42% 46% 50% 54% 58% 62% 66% 70% 74% +4%/ level
35% 39% 43% 47% 51% 55% 59% 63% 67% 71% 75% 79% +4%/ leve
Download With Free Trial Dexterity adjustments
9 10 11 12 13 14 15 16
-
-15% -10% -5% -
-
-10% -5% -
-20% -10% -15% -5% -10% -5% - title Sign up to vote on this Useful Not- useful +5%
-15% -10% -5% -
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Type of Saving Throw
1-4 5-8 9-12 13-16 17-20 21+
14 12 10 8 6 4
16 15 14 13 12 11
13 12 11 10 9 8
12 11 10 9 8 7
Roll required to hit Armor Class 1-4 5-8 9-12 13-16 17-20 21+
26 24 21 20 20 20
25 23 20 20 20 19
24 22 20 20 20 18
23 21 20 20 19 17
22 20 20 20 18 16
21 20 20 19 17 15
20 20 20 18 16 14
20 20 19 17 15 13
20 20 18 16 14 12
20 20 47 15 13 11
20 19 16 14 12 10
20 18 15 13 11 9
19 17 14 12 10 8
18 16 13 11 9 7
17 15 12 10 8 6
16 14 11 9 7 5
15 13 10 8 6 4
14 12 9 7 5 3
In order to switch from one class to anothe character must have an ability score of 15+ Multi-classing, which is an option available only to nonrequisite of the original class, and of 17+ human characters, is simultaneous advancement in two or requisite of the new class. The character ret You're Reading a Preview more different classes. Dual-classing, an option available hit points. He or she can use the particul only to human characters, is the ability to switch classes and original class, but doing so will cause the char Unlock full access with a free trial. begin advancing exclusively in a new character class. all experience points from that adventure (as Specific information about the interaction of the restrictions the GM). This restriction applies until the and abilities of a multi-classed character are described in the With advanced Download Free Trialin the new class to a lev el at least o racial description of each race. Gnomish multi-classed was attained in the original class. Whe characters are, for example, limited to leather armor in begins the process of learning a new class, h order to cast spells, while elven multi-classed characters are the abilities of the new class at the first level not. These restrictions reflect the particular nature of the and all experience is applied to progressin non-human races and thus are detailed in the race class. The character gains no additiona descriptions. There is a general rule, however, that a reaching a level in the new class one highe cleric/fighter may use edged weapons. original class, Sign up toafter votewhich on thistime title the charact advance as per the new class. Useful Not useful When a non-human character has more than one character class, any experience points gained by the character will be divided evenly between these two classes, even once the
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OSRIC TM - Old School Reference and Index Compilation accedes to the practice, even though it is considered necessary or beneficial in that culture. Such a culture is evil. Each alignment has an “alignment language” specific to that alignment, allowing characters of that alignment to communicate to a certain degree with one another. Alignment tongues are not precisely languages; they cannot be rendered into writing, but they can be an effective mode of communication nonetheless, consisting of a variety of words, gestures, and even facial expressions. Alignment tongues are almost never used unless the speaker is certain he or she will be heard only by members of the same alignment.
Nine distinct alignments define all the possible combinations of the law–chaos axis with the good–evil axis. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.
Lawful neutral characters value reliability an some can be quite zealous about forcing th onto society or other individuals.
A neutral character has no allegi good vs. evil or law vs. chaos. Most neu exhibit a lack of conviction or bias commitment to neutrality. These normally th preferable to evil—after all, they would rath neighbors and rulers than evil ones. Still, such not personally committed to upholding good i or universal way, especially when there is t had.
Some neutral characters, on the other hand committed to neutrality. They see good, evil, l as prejudices and dangerous extremes, supporting neutrality as the best, most balanc long run.
A chaotic neu follows his whims. He or she is an individualis He or she values his or her own liberty but do A lawful good character acts as a protect others’ freedom. He or she avoids aut good person is expected or required to act. He or she restrictions, and challenges traditions. A combines a commitment to oppose evil with the discipline character does not intentionally disrupt org You're Reading a Preview to fight relentlessly. He or she normally tells the truth, keeps part of a campaign of anarchy. To do so, he his word, helps those in need, and speaks out against have to be motivated either by good (an Unlock full access with a free trial. injustice. A lawful good character hates to see the guilty go liberate others) or evil (and a desire to make t unpunished. Lawful good characters seek to combine the from himself suffer). A chaotic neutral char values of both honor and compassion. Download With unpredictable, Free Trial but his or her behavior is not to A neutral good character does the best that a good person can do. He is devoted to helping others. He might work with or on behalf of kings and magistrates, but does not feel beholden to them if he feels that they are not serving the cause of good. Neutral good characters value doing what is good without a particular bias for or against order (or laws). A chaotic good character acts as his or her conscience directs him, with little regard for what
A lawful evil villain takes what he or she wants within the limits code of conduct without regard for whom i she cares about tradition, loyalty, and order freedom, dignity, or life. He or she plays by withoutSign mercy orvote compassion. He or she is co up to on this title hierarchy and would like to rule, but is willin Useful Not useful or she condemns others not according to the according to race, religion, homeland, or soci she is loath to break laws or promises.
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OSRIC TM - Old School Reference and Index Compilation Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil. A neutral evil villain does whatever he or she can get away with. He or she is out for him- or herself, pure and simple. He or she sheds no tears for those he or she kills, whether for profit, sport, or convenience. He or she has no love of order and holds no illusion that following laws, traditions, or codes would make him or her any better or more noble. On the other hand, he or she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.
Barrel Bedroll Bell Block and tackle Bottle (wine), glass Caltrops Candle Canvas (sq. yd) Case (map or scroll) Chain (10ft) Some neutral evil villains hold up evil as an ideal, Chalk, 1 piece committing evil for its own sake. Most often, such villains Chest (empty) are devoted to evil deities or secret societies. Crowbar Firewood (day) A chaotic evil character does Fishhook whatever his or her greed, hatred, and lust for destruction Fishing net (25 sq feet) drive him to do. He or she is hot-tempered, vicious, Flask (leather) arbitrarily violent, and unpredictable. If he or she is simply Flint & Steel out for whatever he or she can get, he or she is ruthless and Grappling Hook brutal. If he or she is committed to the spread of evil and Hammer chaos, he or she is even worse. His or her plans may be Holy Symbol, silver worked out well in advance, but their implementation will Holy Symbol, wooden often be haphazard, and any group he or she forms is likely Ink (1 oz) You're Reading a Preview to be poorly organized. Typically, chaotic evil creatures can Ladder (10 ft) be made to work together only by force, and their leader Lamp (bronze) Unlock full access with a free trial. lasts only as long as he or she can thwart attempts to topple Lantern, bullseye or assassinate him or her. Chaotic evil is sometimes called Lantern, hooded “demonic” because demons are the epitome of chaotic evil. With Lock Download Free Trial Chaotic evil represents the destruction not only of beauty Manacles and life but also of the order on which beauty and life Mirror (small steel) depend. Musical Instrument Oil (lamp), 1 pint Parchment (sheet) Piton 1 platinum piece = 5 gold pieces Pole, 10 ft up to vote on this title Sign 1 gold piece = 2 electrum pieces Pot, iron Useful Not useful trail 10 silver pieces Rations, (day) 100 copper pieces Rope, hemp (50 ft) Rope, silk (50 ft)
30 5 5 2 1 10 25 5 20 5 4 2 1 20 1 3 2 1 2 0.5 3 1 0.5 8 10 1 10 5
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Arrows (20) Axe, battle Axe, hand Crossbow Bolt, hv. (20) Crossbow Bolt, lt. (20) Club Dagger Dart Flail, heavy Flail, light Halberd Hammer, war Javelin Lance Mace, heavy Mace, light Morning star Pick, heavy Pick, light Pole arm Sling bullet Sling stone Spear Staff Sword, Claymore/ Bastard Sword, Broad Sword, Long Sword, Scimitar Sword, Short
1d6 1d8 1d6
1d6 1d8 1d4
4 7 5
2 gp 5 gp 1 gp
1d4+1
1d6+1
4
2 gp
1d4 1d4+1 1d4 1d3 1d6+1 1d4+1 1d10 1d4+1
1d4 1d3 1d3 1d2 2d4 1d4+1 2d6 1d4
2 3 1 1/2 10 4 18 5
4 gp 0 2 gp 2 sp 3 gp 6 gp 9 gp 1 gp
1d6 2d4+1 1d6+1 1d4+1 2d4 1d6+1 1d4+1 1d6 1d4+1 1d4 1d6 1d6 2d4
1d4 3d6 1d6 1d4+1 1d6+1 2d4 1d4 1d10 1d6+1 1d4 1d8 1d6 2d8
15 10 5 12 10 4 8 4 2 5 5 10
2d4
1d6+1
8
1d8 1d8
1d12 1d8
7 5
1d6
1d8
3
Axe, Hand 1d6 Bow, long 1d6 Bow, short 1d6 Composite 1d6 (plus bow, long Str bonus)
1d4 1d6 1d6 1d6 (plus Str bonus) Composite 1d6 (plus 1d6 bow, short Str (plus bonus) Str bonus) Crossbow, 1d4+1 1d6+1 heavy Crossbow, 1d4 1d6 light Dart 1d3 1d2
1 2 2 2
10 ft 70 ft 50 ft 60 ft
2
50 ft
½
80 ft
1
60 ft
6 gp 3 10 gp 4 gp Javelin 1d6 1d4 1 5 gp 8 gp You're Reading a Preview 5 gp 6 gp Banded 35 lbs 90 Unlock full access with a free trial. 1 gp Chain 30 lbs 90 0 Chain, Elfin 15 lbs 120 1 gp 15 lbs 120 Download With Leather Free Trial 0 Padded 10 lbs 90 25 gp Plate 45 lbs 60 Ring 35 lbs 90 Scale 40 lbs 60 10 gp Shield, 10 lbs N/A Large 15 gp Shield,Sign up to8vote lbs on this title N/A 15 gp Medium Useful Not useful Shield, 5 lbs N/A 8 gp Small Splint 40 lbs 90
15 ft 20 ft
-
-
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OSRIC TM - Old School Reference and Index Compilation The AC rating of a character employing both armor and a shield is improved by 1, so a character wearing leather armor and carrying a shield would be AC 7, while a character with plate armor and shield would be AC 2. Magic armor with a rating of +1 reduces AC by 1, +2 reduces by 2, and so forth; the principle is that a positive rating for a magic item shows that it is beneficial, but AC is rated on a descending scale whereby the lower the figure, the better the protection.
The Weapon of Proficiency must be an indiv type (e.g. "Longsword" rather than "Sword"). fighting with a weapon with which he proficient, the Non-Proficiency Penalty is ap her rolls "to hit".
Shields do NOT affect armor class where the target is being attacked from the rear. Likewise, a figure attacked by several opponents may only employ the shield against one (in the case of a small shield), two (in the case of a medium shield) or three (for a large shield) attacks in any one given round; thus AC against multiple opponents will tend to deteriorate. This table should not be used to extrapolate monster armor types. These are assigned rather than calculated. For example, most hobgoblins are AC 5, but this does not mean that the hobgoblin will automatically be wearing chain mail armor worth 75gp! More than likely, the creature is wearing a mishmash of assorted pieces of armor of negligible value, but its armor class is considered to be 5 owing to its combat skill and the needs of the game system.
You're Reading a Preview
counts as normal chain mail except for the Unlock full access with a free trial. purposes of weight calculation and encumbrance.
is optional, and rather anachronistic.Download It means With Free Trial the Gothic and Milanese plate of the fifteenth century or later. If field plate is used, it should be treated as having an AC modifier of -8 (i.e. field plate plus shield would be equivalent to AC1) and a maximum movement rate of 90ft. Some GMs may also wish to permit full plate, representing the jousting or tourney plate of the same period and later, which should be treated as having an AC modifier of -9 and The Prime for title a character Sign upRequisites to vote on this a maximum movement rate of 60ft. Attributes which affect its experience poi Useful Not useful for strength Fighters, intelligence for Magic on. Classes such as Assassin which have n Druids are restricted to armor which does not contain metal. This includes leather (optionally studded leather at point bonus use the most logical attribute.
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OSRIC TM - Old School Reference and Index Compilation
After the players have created their characters, using character sheets to record ability scores and other information, the GM will describe the situation. Usually, the characters are already presumed to have met one another and formed an adventuring party, but this is completely up to the GM. The GM's description of the game's beginning might include a few details about the world, or this knowledge might be reserved for the players to discover bit by bit. Regardless of the level of campaign information, the GM will also describe the characters' immediate surroundings – a tavern, a wild moor, the top of a stairwell leading down into darkness, or whatever other situation the GM has chosen as the starting point for the careers of these adventurers. After this point, the course and success of the intrepid adventurers is up to the players’ judgment and creativity.
Dividing movement rate by 5 (e.g., 60 ft beco the number of miles the character can trav walking speed along fairly level terrain. with a movement rate of 120 ft can march 2 day.
Having the right tool for the right task difference between life and death beneath an abandoned tomb or dungeon complex. tempted to load their characters up with to burdening movement and restricting capability. Naturally, there is a limit to what can reasonably carry, and a character weight every conceivable piece of equipmen kitchen sink, will soon find that it is best to choosing how much to carry. If for no oth same sacks and backpacks need to be emp carry out the vast troves of coins and othe party expects to find! Moreover, if the p from pursuers, it may not be important to b but it is of crucial importance not to be the sl
The players tell the GM what their characters are doing, such as "Leofric climbs the slope, sword in hand, to see what’s at the crest," or, "I light my torch and head down the stairs." The GM responds by telling the players what the The most weight a character can carry is characters see. There will often be peaceful encounters whatever additional weight is allowed for t You're Reading a Preview with non-player characters (NPCs), and the GM will play strength. This additional weight allowance the roles of these, either playing the part or giving the the character's strength is simply subtra Unlock full access with a free trial. players a summary of what the NPC says or does. weight on the table below to determine a ch of encumbrance. For instance, a character c of gear Download With Free Trialwould normally be encumb character with a 50 lb weight bonus can For the characters, time is not measured in the real time of without being encumbered, and between 8 the players around the gaming table. Time may pass faster the 90 ft/round movement category. The G or slower in the game world, even to the extent of the common sense to determinations of encum GM’s mentioning, for example, "a month passes." Game into account the fact that an extraordinari time is measured in turns (10 minutes), rounds (1 minute) even if it is quite light, will be so unwieldy as and segments (six seconds). Unless the party is in a a character. The bulk Sign up to vote on of thislisted title armor and it combat situation, almost all game-time is measured in the taken into account for purposes of Not useful Useful 10-minute turn. However, keep in mind that a character wea a maximum movement rate based Measuring time can be important for many reasons; independent of all weight calculations (due
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OSRIC TM - Old School Reference and Index Compilation a minimum of 30 ft; but do NOT change the effect of encumbrance on surprise/ initiative).
Upon gaining the requisite number of experience points, a character may increase in level after completing a period of training under the tutelage of a more experienced teacher or, at higher levels, by study or practice. In general, the cost of training will be quite steep, even if the character is of high enough level not to need a tutor. The cost of training will be approximately 1,500 gp per level, and will require 1d4 weeks to complete (or the GM may assign a number of weeks of training based on his evaluation of the player’s and character’s performance).
6 7 8 9 10
501-1100 1101-3000 3001-5,250 5251-10000 10,001+
Less than 1-1 5 1 3 1-1 to 1 10 1 5 1+1 to 2 30 1 10 2+1 to 3 50 2 15 3+1 to 4 75 3 30 4+1 to 5 110 4 45 5+1 to 6 160 6 70 6+1 to 7 225 8 120 7+1 to 8 350 10 200 The number of experience points required to gain a level is 8+1 to 9 600 12 300 somewhat variable, representing the vagaries of a 9+1 to 10 700 13 400 character’s individual experiences as an adventurer. The 10+1 to 11 900 14 500 base number required to gain a level of experience, shown 11+1 to 12 1300 16 700 in the description of each character class, is modified for 12+1 to 13 1500 17 800 each level of experience by a random factor. There is a 13+1 to 14 1800 18 950 50% chance that the base number will be reduced, and a 14+1 to 15 2100 19 1100 50% chance that it will be increased. Roll a d20 and 15+1 to 16 2400 20 1250 multiply the result by the level to be attained to determine 16+1 to 17 2700 23 1400 You're Reading a Preview the exact amount by which the base number will be 17+1 to 18 3000 25 1550 adjusted. 18+1 to 19 3500 28 1800 Unlock full access with a free trial. 19+1 to 20 4000 30 2100 20+1 to 21 4500 33 2350 21+1 and up 5000 35 2600 Download With Free Trial Experience points are awarded by the GM for slaying monsters and recovering treasure. The GM may also "Special" denotes the bonus to experience choose to award additional experience points in any monster which has a special ability. If the situation in which he or she feels that the players deserve several special abilities, several such awa it, although the authors recommend that such instances made. Examples of special abilities include u should not be overly frequent nor the awards made too spell-like powers of 3d level and below, inv large. For treasure recovered, the guideline is 1 xp to the non-magical three Sign up weapons, to vote on this titleor more att party per gold piece value, assuming of course that the enhancements. "Exceptional" denotes Not useful Useful money in question is successfully extracted from the experience for anexceptional ability, exam adventure area and brought to a suitable home base or include a dragon’s fiery breath, powerful spe town. An exception is magic items, which should result in powers, extremely low armor class, extremely
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OSRIC TM - Old School Reference and Index Compilation Bullseye lanterns illuminate 80 ft (in a 10 ft wide beam) and burn a pint of oil in 4 hours. Such lanterns can be masked. Hooded lanterns illuminate a 30 ft radius and also burn one pint of oil in 4 hours. Magical weapons illuminate 1020 ft for an infinite period of time (dagger 10 ft, longsword 20 ft). Torches shed 40 ft of illumination and burn out in 6 turns (1 hour).
Up to 1-1 1-1 1 1+1 to 2 2+1 to 3 3+1 to 4 4+1 to 5 5+1 to 6 6+1 to 7 (etc)
0 1 2 3 4 5 6 7 8 (etc)
The above table is also used to determine saving throws. Most monsters will save as fi GM should use discretion in following this cases where the monster clearly possesses another class, consideration should be given matrix instead. (A good example migh shaman, which could save as a cleric instead Darkvision is the ability to see in the dark and is common to almost all subterranean creatures. Darkvision cannot be used while standing within the ambit of any light source.
In the case of powerful monsters which dup classes, the most favorable saving throw ta employed. (For example, a spell-casting dra able to choose to save as a magic us according to the circumstances). The le It is inevitable that at some point a character willYou're fall intoReading a amonsters Previewcast spells is also determined by pit, off a wall, or over a cliff. Damage from falling is For example, a magic-using dragon with 11 Unlock full access with a free trial. determined as follows: Falls of less than 5 ft do no damage cast spells as a 12th level spell-caster. in game terms; falls of up to 10 ft cause 1d6 damage; if the distance fallen is 20 ft or less, 3d6 damage is inflicted; falls Download of up to 30 ft cause 6d6, 40 ft is 10d6, 50 ft is 15d6, and With Free Trial falls of over 50 ft cause 20d6 points of damage. Adventurers are not the only targets of the v Optionally, kindly GMs may allow a saving throw against and other damaging events that accomp falling damage, and if the GM is so inclined and the saving danger; the gear they carry is also suscep throw is actually passed, the damage taken will be halved. broken, ignited, frozen, etc. The table be Monsters use the attack and saving throw matrices of fighters. The GM should convert the monster's Hit Dice to a level equivalent according to the following guidelines:
saving throws for various substances. Magic magi +2 onSign all saving throws. up to vote on thisAdditionally, title +2 bonus or more gain a +1 saving throw b Useful point bonus Not magical overuseful +1. An exception relics; these have saving throws of 2 or 3 and even if they fail, usually cannot be destro
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OSRIC TM - Old School Reference and Index Compilation
during that six seconds, nor can a spell be fu it is a one-segment spell. When the party of adventurers comes into contact with enemies, game-time no longer follows a sequence of turns (representing 10 minutes), but is measured in rounds (representing 1 minute), subdivided into six-second long "segments." The order of events is as follows: 1. Determine Surprise (d6) 2. Declare Spells and General Actions 3. Determine Initiative (d6, highest result is the winner, each party acts in the segment indicated by the other party’s die roll) 4. Party with initiative acts first (casting spells, attacking, etc.), and results take effect (other than spells, which have casting times to complete before they take effect) Some actions may allow the other side to "interrupt" with an action such as a fleeing attack or attacking charging opponents with spears set against a charge 5. Party that lost initiative acts, and results take effect (other than spells, which take effect when casting time is completed) 6. The round is complete; declare spells and general actions for the next round if the battle has not been resolved.
A character’s surprise bonus (see "Dex negate surprise segments if the character is s create them, if the number is a penalty). with a +2 surprise bonus whose side rolled a (normally a situation in which the chara surprised for two segments) is not surprised. to a situation in which a party of adventure with the exception of one member. For e monsters rolled a 1, the party rolled a 2, a member had a +2 surprise bonus, the situati as follows: ●
●
●
The party member is not surprised two segments of surprise are nega bonus. The monsters are surprised for one the unsurprised party member may a first surprise segment. In the second surprise segment, the no longer surprised, but the rest of t surprised (having rolled a 2), so both and the one unsurprised charac action during the second surprise seg
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1. If a group of combatants is surprised, its members are basically caught flat-footed and Dexterity cannot create surprise, only alter t Unlock full access with a free trial. unable to act during the first few seconds of a battle. segments for which surprise lasts. Surprise is checked only once per combat, at the beginning of an encounter. Each side rolls a d6. If the result is a 1, With Free If a monster Download Trial surprises on more than a 2 in 6 ( the group is surprised for one segment. If the result is a 2, descriptions may contain text such as "surpri the group is surprised for two segments. If the result is a 3is possible for the monster to gain more than 6, the group is not surprised. In some cases, monsters or of surprise. Against a monster that surpri particular character classes may have special rules for party rolls a 3 and the monster is not surprise (e.g. some monsters cannot be surprised, others monster would have three surprise segmen are stealthy enough that the party may be surprised on a act. roll of higher than 2). If a party of adventurers has alerted Sign up to vote on this title monsters to its presence (by hammering away at a door for 2. Useful Not useful a round or two, for example), the monsters will not need to sides roll initiative, spell casters must state make a surprise roll at all; however, merely being alert to any) they will be casting in that round. the possibility of danger is not enough to avoid making a proceeds, the spell caster may elect not to
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OSRIC TM - Old School Reference and Index Compilation second segment of the round in which the OTHER group will be able to act; hence, the higher roll is the better roll (as the other party will act later). If the party rolls a 6 for initiative, and the monsters roll a 1, this means that the party will be acting in segment 1, and the monsters will not act until the sixth segment of the 10-segment round. Since a combat round is 10 segments long, and the initiative roll only covers the first six segments of the round, there are four remaining segments in the round after the two sides have already taken their actions: these remaining four segments are still important because spells may take effect during this time, and some combatants might "hold" their actions, waiting to act until these later segments. The dexterity bonus for surprise is not added to an individual's initiative for melee attacks, but if a character has a missile weapon in hand, he applies his missile attack bonus as a bonus to his initiative (as well as to the attack roll).
Halvaine the Arcane’s party is in group of orcs. At the beginning of the rou player declares that the magic user will cast a segment casting time. The party rolls a 5 for the GM rolls a 4 for the orcs. Halvaine thus in the fourth segment of the round (as the OR so Halvaine's party is acting in segment 4). in the fifth segment (as Halvaine's party ro Halvaine's spell will go off in the sixth se initiative segment is 4, and he adds the castin provided, of course, that the orcish attac segment does not interrupt and thus spoil his
Combat actions normally should be de players, and decided by the GM, prior to th being rolled. Certain actions, of course, are the game that methods for their resolution a rules. These actions are: fleeing, negot initiative, firing missiles, setting weapons aga attacking, casting spells, and engaging in una Each of these common actions is described b
Initiative rolls may result in a tie. When this happens, both sides are considered to be acting simultaneously. The GM may handle this situation in any way he chooses – with one caveat. The damage inflicted by combatants during simultaneous initiative is inflicted even if one of the Charging into combat allows the attacker combatants dies during the round. It is possible for two attack in the same round. A charge is You're Reading athen Preview combatants to kill each other during a simultaneous the normal movement rate (and must termin initiative round! Under any other circumstance, of course, Unlock full access with10 a free trial. range of the target). If the d ft melee the effects of damage inflicted during that segment will longer weapon than the attacker, the defend take effect immediately – a goblin killed in the first (unless the defender has already acted in th segment of the round will be dead (and thus unable to With Free Trial Download attacker gains no dexterity bonus against s attack) by the time the fifth segment of the round arrives. (and characters with no Dex bonus re penalty). Additionally, if the defender has Some characters (and creatures) may have more than one against the charge (see below), he will inf attack routine. This does not refer to a monster that damage with a successful hit against the cha normally makes multiple attacks in a round – all of these Assuming that thecharging character surviv attacks are considered to be part of one attack routine. gains +2 "to hit" on his or her attack. Charac However, a fighter whose level grants him an additional Signaup to voteonce on this title 10 rounds perform charge every attack is considered to be making a second entire attack turn). Characters who are at the maximum Useful Not useful routine. This is perhaps most clearly seen if the reader category may not charge. envisions a fighter who uses a sword in one hand and a dagger in the other. These two attacks are part of an
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OSRIC TM - Old School Reference and Index Compilation used to "switch places" with another party member who is in combat, the first party member joining battle with the enemy to prevent the enemy's pursuit while the second character makes a fighting retreat.
Often, discretion is the better part of valor, and the characters will choose to exercise the said discretion at top speed. If a character is in melee combat and runs away, his opponent(s) may make an immediate additional attack at +4 to hit.
Holding initiative is simply waiting until the other side has acted before doing anything.
A character who parries cannot attack, but his or her "to hit" bonus from his opponen Parrying may be used in combination retreat. Parrying only has value to a strength bonus "to hit".
Spell casting begins in the spell caster's initi and the spell is completed at the end of the c is possible to cast a spell while within mele opponent (10 ft), but if the spell caster su while casting a spell, the spell is lost. While the caster receives no dexterity bonus to his class.
Certain weapons can be "set" against a char simple matter of bracing the weapon again A melee attack is an attack with a hand-held weapon such some other stationary object. A character as a sword, halberd, or dagger. A character’s strength his weapon against a charge cannot at bonuses to hit and on damage (see "Strength") are added opponent charges, but the weapon will to melee attacks. It is only possible to make a melee attack damage against a charging opponent. when the two combatants are within 10 feet of each other. attack that allows the attacker to move an Two combatants within ten feet of each other are thus includes leaping attacks that may be m considered to be "engaged." When faced with more You'rethan Reading amonsters. Preview one opponent, it is not possible to pick which opponent will be the one receiving the attack; in the rapidUnlock give full andaccess with a free trial. take of melee, any one of the opponents might be the one Brawling attacks, such as those conducted wi to let down his guard for a moment. When a character is dagger pommel, will normally inflict 1d2 poin in melee with multiple opponents, the target of Download an attack With Free Trial All characters are automatically presumed to roll must be determined randomly, but note that characters with such weapons, i.e. a proficiency slot is n or creatures with multiple attacks that are part of the same make such an attack without penalty. routine (such as a bear with a claw/claw/bite attack or a Two other unarmed attack forms are possib character wielding a sword and dagger) must make all attacks and Overbearing attacks. A succe attacks against the same opponent unless otherwise specified. attack inflicts 0-1 (1d2-1) pointsof da Signthe up target to voteand on this title him or her restrains prevents The chance of breaking a successful grapp Useful Not useful determined according to the relative creatures concerned. (An ogre could rest Missile attacks are attacks with a ranged weapon such as a almost indefinitely, and would be able to bre crossbow, sling, or thrown axe. When using missil
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OSRIC TM - Old School Reference and Index Compilation Cover is protection behind something that can actually block incoming attacks, such as a wall o r arrow slit. Cover bonuses are as follows: 25% cover: 50% cover: 75% cover: 90% cover
-2 AC -4 AC -7 AC -10 AC
An attack from the side negates the defensive advantages of a shield. An attack from the rear flank negates the shield and also negates any dexterity bonus. An invisible opponent can only be attacked if the general location is known, and the attack is at –4 to hit. If an opponent is invisible to the attacker, he cannot be attacked from behind (or from the flank). Note that more powerful monsters (those with sensitive smell or hearing, or more than six hit dice) will frequently be able to detect invisible opponents; the GM should determine the chance of this according to the creature concerned and the situation. Powerful magical monsters, or those with more than 11 hit dice, will almost always be able to see invisible creatures normally.
An attack from directly behind negates the benefit of a shield, negates dext and is made at +2 to hit.
Sleeping opponents (nat magical sleep) may be attacked with the sa kill as if the attacker were an assassin magical sleep is described under the entry spell.
A stunned oppone shield bonus, no dexterity bonus, and may b +4.
If a character desire one weapon in each hand, the off-hand we either a dagger or a hand axe. The weapon hand attacks with a –2 modifier, and the off attacks at –4. The character's dexterity bon for missile weapons is added to both atta character with a dexterity of 3 would be atta However, although penalties can be offset never result in a bonus to attacks! The off cannot be used to affect parrying.
Attacks against a prone opponent negate the benefit of a shield, negate dexterityYou're bonuses, Reading a Preview and are made at +4 to hit. Clerics and paladins have the ability Unlock full access with a free trial. causing them to flee or even outright destroy evil cleric can also turn a paladin, but cann paladin by turning. If an evil cleric gains a re Download With Free Trial the table, the undead creature falls und control for 24 hours.
Normally 2d6 creatures are affected by Exceptions are Type 13 creatures, of which affected, and results of "D", which affect 1d6 Turning lasts forvote 3d4onrounds. Sign up to this title While turn must move away from the cleric at its fa Not useful Useful movement rate. It may only attack if a crea blocking its escape route.
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Cleric level
Type 1 Type 2 Type 3 Type 4 Type 5 Type 6 Type 7 Type 8
Skeleton 10 7 4 T T D D D D Zombie 13 10 7 T T D D D D Ghoul 16 13 10 4 T T D D D Shadow 19 16 13 7 4 T T D D Wight 20 19 16 10 7 4 T T D Ghast --20 19 13 10 7 4 T T Wraith ----20 16 13 10 7 4 T Mummy ----- -19 16 13 10 7 4 (paladin lv 1-2) Type 9 Spectre ----- -20 19 16 13 10 7 (paladin lv 3-4) Type 10 Vampire ----- --- 20 19 16 13 10 (paladin lv 5-6) Type 11 Ghost ----- --- --20 19 16 13 (paladin lv 7-8) Type 12 Lich ----- --- ----20 19 16 (paladin lv 9-10) Type 13 Demon ----- --- ----- -20 19 (paladin lv 11+) *Vampires cannot be turned automatically, and paladins cannot be destroyed by turning If the number on the die is equal to or greater than the number shown on the table, the creature is turned and wi If the table indicates “T”, the undead creature is automatically turned, and will flee It the table indicates “D”, the undead creature is automatically destroyed and will crumble to dust. For evil clerics, a result of “D” indicates that the undead are forced into the cleric’s command for a period of 24 h
When When a char charac acte terr (or crea creatu ture re)) is hit, hit, the the amoun amountt of damage is deducted deducted from his his hit points. When hit points points reach 0, the character character is unconscious unconscious and will continue to lose one hit point per round from blood loss until death occu occurs rs at –10 –10 hp. hp. Note Note that that any additi addition onal al damage damage suffered by an unconscious character (aside from bleeding) will kill him or her instantly. The blood loss of 1 hit point per round may be stopped immediately in the same round that aid of some kind is administered to the wounded character. character. Being knocked knocked unconsci unconscious ous is quite serious; serious; even after returning to 1 or more hps (by means of a
ing for one week; the number of hit points re the second week will be increased by the a character’s character’s hit point point bonus at the the start of th weeks of rest will return a character to full gardless of how many hit points the characte
Sign up to vote on this A weapon may be used to title beat down, rathe opponent. When theNot usefuldesires, damag Useful player be composed of half “real” damage and h damage that does not kill. Such subdual da ered at a rate of 1 hp per hour.
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OSRIC TM - Old School Reference and Index Compilation ond morale check, they are assumed to be fanatical and will fight to the death. The base morale for most monsters is 50%, plus 5% per hit die of the monster. (Thus for example a monster with with 8+1 hit dice gets [8x5%=] +40%, for a total base morale of 90%). This should should be adjusted adjusted by the GM GM according according to how cowardly or heroic the monster might be, and also according cording to the prevailing prevailing circumstanc circumstances. es. For example, example, if the monster is very cowardly cowardly and fighting fighting opponents who are inflicting serious damage on its fellows without taking any casualties, casualties, then the GM might impose impose a -30% penalty to its morale check. If it is elite and fighting close to its battle standard, the GM might allow a bonus of +10%. Player characters do not need to check morale. However, hirelings, henchmen, and men-at-arms should be checked for normally. In this case case the NPC's morale may be affected by his or her liege's Charisma score and/or former conduct towards the NPC; the henchman's alignment may also be taken into account. account. (Chaotic (Chaotic Evil henchmen henchmen are much more likely to betray their masters than Lawful Good ones). Creatures which fail their morale check by a margin of 25% or less will generally seek to make a fighting fighting withdrawal withdrawal.. If they fail by 26% to 50%, they will generally generally turn and flee; a failure by 51% or higher indicates that the creature surrenders. However, the GM should use logic in conjunction with this guideline, guideline, taking into account the creature's creature's intelligence intelligence and what it knows. knows. A cornered creature which cannot flee, for example, or a monster which knows that its opponents move faster than it does, will usually surrender rather than make a futile attempt at flight.
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If the range of a spell is “0,” this indicates that the spell must mu st be cast cast righ rightt at the the cast caster er’s ’s locat location ion,, but but that that it remains remains stationary stationary (in other words, words, it does not travel). travel). If the range is “caster,” this indicates that the spell moves with the caster. Spells, Spells, once once cast, cast, are lost lost from from the castin casting g charac character ter's 's memory and cannot be reused until the caster memorizes them again. (Exception: (Exception: It is possible possible to memorize memorize the the same spell twice or even more times if the caster has sufficient spell slots.) Spell Duration refers to the length of time that the spell’s magic magic remains remains “magica “magical.” l.” Thus Thus a perman permanent ent duratio duration n means that the spell creates an enchantment (which can probably be dispelled). A spell with instantaneous duration
is a spell that causes a permanent change in one that no longer requires a spell to mainta of a spell spell with with instan instantan taneou eouss durati duration on dispelled. The cleric’s cure spells are an exce once a wounded person is cured, the regai cannot be removed with a dispel magic aren’t aren’t magica magically lly protect protected ed from from being being sword stroke, either. The spell is simply com cast, and no more magic is active after that p
Spell memorization requires a minimum re hours, which which must be spent in a quiet place ruptio ruption. n. Once Once this period period has expire expired, d, it minutes per level to memorize spells; in o character character memorizing memorizing 1-3rd, 2-2nd and and would require a further (45+30+30+15+15+ hours and forty-five minutes of memorization
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OSRIC TM - Old School Reference and Index Compilation
1 Bless 2 Command 3 Create Water 4 Cure Light Wounds 5 Detect Evil 6 Detect Magic 7 Light 8 Protection From Evil 9 Purify Food and Drink 10 Remove Fear 11 Resist Cold 12 Sanctuary
1 2 3 4 5 6 7 8 9 10 11 12
Augury Chant Detect Charm Find Traps Hold Person Know Alignment Resist Fire Silence 15’ Radius Slow Poison Snake Charm Speak With Animals Spiritual Weapon
1 2 3 4 5 6 7 8 9 10 11 12
1 Cure Serious Wounds 2 Detect Lie 3 Divination 4 Exorcise 5 Lower Water 6 Neutralize Poison 7 Protection From Evil 10 ft Radius 8 Speak With Plants 9 Sticks to Snakes 10 Tongues
1 2 3 4 5 6 7 8 9 10
Atonement 1 Aerial Servant Commune 2 Animate Object Cure Critical Wounds 3 Blade Barrier Dispel Evil 4 Conjure Animals Flame Strike 5 Find the Path Insect Plague 6 Heal Plane Shift 7 Part Water Quest 8 Speak With Monsters You're Reading a Preview Raise Dead 9 Stone Tell True Seeing 10 Word of Recall Unlock full access with a free trial.
Animate Dead Continual Light Create Food and W Cure Blindness Cure Disease Dispel Magic Feign Death Glyph of Warding Locate Object Prayer Remove Curse Speak with Dead
1 2 3 4 5 6 7 8 9 10
Astral S Contro Earthqu Gate Holy W Regene Restora Resurre Symbo Wind W
Download With Free Trial 1 Animal Friendship 2 Detect Magic 3 Detect Pits and Snares 4 Entangle 5 Faerie Fire 6 Invisibility to Animals 7 Locate Animals 8 Pass Without Trace 9 Predict Weather 10 Purify Water
1 2 3 4 5 6 7 8 9 10
Barkskin Charm Person or Mammal Create Water Cure Light Wounds Feign Death Fire Trap Heat Metal Locate Plants Obscurement Produce Flame
1 2 3 4 5 6 7 8 9 10
Call Lightning 1 Animal Summonin Cure Disease 2 Call Woodland Be Hold Animal 3 Control Temperat Neutralize Poison 4 Cure Serious Wou Plant Growth 5 Dispel Magic For Protection From Fire 6 this Hallucinatory Sign up to vote on title Pyrotechnics 7 Hold Plant Useful Not useful Snare 8 Plant Door Stone Shape 9 Produce Fire Summon Insects 10 Protection From L
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1 Affect Normal Fires 2 Burning Hands 3 Charm Person 4 Comprehend Languages 5 Dancing Lights 6 Detect Magic 7 Enlarge 8 Erase 9 Feather Fall 10 Find Familiar 11 Floating Disk 12 Friends 13 Hold Portal 14 Identify 15 Jump 16 Light 17 Magic Aura 18 Magic Missile 19 Mending 20 Message 21 Protection From Evil 22 Push 23 Read Magic 24 Shield 25 Shocking Grasp 26 Sleep 27 Spider Climb 28 Unseen Servant 29 Ventriloquism 30 Write
1 2 3 4 5 6 7
Charm Monster Confusion Dig Dimension Door Enchanted Weapon Extension I Fear
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Audible Glamer Continual Light Darkness 15 ft Radius Detect Evil Detect Invisibility ESP Fool's Gold Forget Invisibility Knock False Trap Levitate Locate Object Magic Mouth Mirror Image Pyrotechnics Ray of Enfeeblement Rope Trick Scare Shatter Stinking Cloud Strength Web You're Reading a Preview Wizard Lock
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Blink Clairaudience Clairvoyance Darkvision Dispel Magic Explosive Runes Feign Death Fireball Flame Arrow Fly Gust of Wind Haste Hold Person Invisibility 10 ft Ra Lightning Bolt Monster Summon Phantasmal Force Protection From E Protection From N Slow Suggestion Tiny Hut Tongues Water Breathing
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1 2 3 4 5 6 7
Airy Water Animal Growth Animate Dead Cloudkill Cone of Cold Conjure Elemental Contact Other Plane
1 Anti-Magic Shell 2 Control Weather 3 Death Sign up to vote on this titleSpell 4 Disintegrate useful Useful 5NotEnchant an Item 6 Extension III 7 Forceful Hand
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1 Cacodemon 2 Charm Plants 3 Delayed Blast Fireball 4 Duo-Dimension 5 Grasping Hand 6 Instant Summons 7 Limited Wish 8 Mage's Sword 9 Mass Invisibility 10 Monster Summoning V 11 Phase Door 12 Power Word Stun 13 Reverse Gravity 14 Simulacrum 15 Statue 16 Vanish
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Antipathy/ Sympathy Clenched Fist Clone Glass-steel Incendiary Cloud Irresistible Dance Mass Charm Maze Mind Blank Monster Summoning VI Permanency Polymorph Object Power Word Blind Spell Immunity Symbol Trap the Soul
1 2 3 4 5 6 7 8 9 10 11 12
Astral Spell Crushing Hand Gate Imprisonment Meteor Swarm Monster Summon Power Word Kill Prismatic Sphere Shape Change Temporal Stasis Time Stop Wish
1 Audible Glamer 2 Change Self 3 Color Spray 4 Dancing Lights 5 Darkness 6 Detect Illusion 7 Detect Invisibility 8 Gaze Reflection 9 Hypnotism 10 Light 11 Phantasmal Force 12 Wall of Fog
1 2 3 4 5 6 7 8 9 10 11 12
Blindness Blur Deafness You're Reading a Preview Detect Magic Fog Cloud Unlock full access with a free trial. Hypnotic Pattern Improved Phantasmal Force Invisibility Download With Free Trial Magic Mouth Mirror Image Misdirection Ventriloquism
1 2 3 4 5 6 7 8 9 10 11 12
Continual Darknes Continual Light Dispel Illusion Fear Hallucinatory Terr Illusionary Script Invisibility 10 ft Ra Non-Detection Paralyzation Rope Trick Spectral Force Suggestion
1 Confusion 2 Dispel Exhaustion 3 Emotion 4 Improved Invisibility
1 2 3 4
Chaos Demi-Shadow Monsters Major Creation Maze
1 2 3 4
Sign up to vote on this title Conjure Animals 1 Alter Reality Useful Not useful Demi-Shadow Magic 2 Astral Spell Mass Suggestion 3 Prismatic Spray Permanent Illusion 4 Prismatic Wall
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OSRIC TM - Old School Reference and Index Compilation servant’s capacity to complete). The aerial servant will return to its native plane of existence at the end of the spell’s duration, and earlier if the cleric who summoned it is slain, if the cleric releases the creature from its bondage, or if the servant is dispelled. When summoning an aerial servant, the cleric must be protected by a protection from evil spell or a holy symbol, or must stand within a magic circle. If the summoner does not take these precautions, the aerial servant will not be subject to any sort of control and will immediately attack the one who called it forth.
By means of this spell, the cleric “br inanimate object, allowing it to move cleric’s simple commands. The GM wil object’s speed and combat specifics. An ob locomotion will determine its speed: rocking bookshelf) at 10 ft/ round, slithering (rope, ca ft per round, walking (statue, table) at 40 scampering (footstool) at 120 ft/ round. mode of attack (binding, striking, falling upon must be adjudicated by the GM’s common s as a guideline, an item of approximately hum be able to strike for 2d4 hit points of damage
When fetching forth a living subject, the aerial servant always gains the benefit of surprise on its first attack for 4 surprise segments (unless it is detected). When the aerial servant scores a hit, it has successfully grabbed hold of its target and may bring it back to the cleric if the aerial servant is stronger than its victim. To determine the result of this test of strength, both the aerial servant and its victim roll their hit dice (using the proper die type), and the higher number wins.
Clerical Transmutation/Alteration Level: Cleric 7 Range: Touch Duration: See below Area of Effect: See below Components: V,S Casting Time: 3 turns Saving Throw: None
Casting an astral spell allows the cleric a companions to leave their material bod through the astral plane to other planes of You're Reading a Preview the spell is cast, the character’s material b trance-like state of suspended animat Unlock full access with a free trial. consciousness enters the astral plane. The a nexus with other planes of existence beyond, may choose Download With Free Trial to enter these other planes of character does transcend from the ast plane, he or she becomes a physical manife By casting this spell, the cleric calls the bones or bodies of existence, forming a duplicate body identic dead humans or humanoids to rise and become lesser left in stasis back in the material plane. undead (skeletons or zombies). The undead will obey their travel astrally to other locations in the materi creator’s commands, following him, or perhaps guarding a new body cannot be formed in a pl manif location he designates against any creature (or not character already a physical Sign up to votehas on this title guarding it against certain creatures) that might enter. The traveling in the astral plane, and after Not useful Usefulhas spell’s effects are permanent, but can be dispelled by the manifestation formed on a plane beyond use of dispel magic. Use of this spell is inherently not in character remains connected to his origi accordance with the good alignment and is seldom used "silver cord," an invisible, mystical link. If the Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None
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OSRIC TM - Old School Reference and Index Compilation Duration: Instantaneous Area of Effect: 1 person Components: V,S,M Casting Time: 1 turn Saving Throw: None The atonement spell is a form of spiritual cleansing, removing the stain of actions contrary to a character’s moral alignment, but only for actions that the penitent took unwillingly or unwittingly. The penitent must be truly repentant of the deed, unless he is affected in such a way that would preclude repentance (such as in the case of someone whose alignment has been magically altered, or who is unconscious, charmed, or insane). In addition to removing the effects and supernatural consequences of evil actions, this spell may be used to negate, undo, or dispel a magical alignment change. Intentional misdeeds cannot be cleansed away by this spell. A cleric can, of course, use this spell to perform atonements for unintentional acts of goodness as well as evil, or for violations of neutral alignment. However, unless the GM rules otherwise based on circumstances, a cleric who is not true neutral cannot perform atonements for an alignment that the cleric does not, in some part, share.
Clerical Divination Level: Cleric 2 Range: Caster Duration: Instantaneous Area of Effect: Caster Components: V,S,M Casting Time: 2 rounds Saving Throw: None
This dweomer brings into being a whirling blades that circle around a fixed point with b Any creature stepping through the circle w points of damage. The cleric sets the foc radius of the barrier at the time of ca parameters cannot be changed therea dismissing the spell entirely, of course). (Reversible) Clerical Conjuration/Summoning Level: Cleric 1 Range: 60 ft Duration: 6 rounds Area of Effect: 50 ft x 50 ft Components: V,S,M Casting Time: 1 round Saving Throw: None
This minor benison raises the morale and atta creatures allied with the casting cleric by appropriate. Any creatures already enga combat will not gain the spell’s benefits reversible, allowing the cleric to curse his e 5% morale and –1 to hit.
The spell’s area of effect is a circular area c target point, which cannot be more than 6 cleric.
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Holy water is required to cast the spell (unh the reverse). Download With Free Trial
Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifest – a set of sticks made from dragon’s bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of
Clerical Conjuration/ Summoning Level: Cleric 2 Range: Caster Duration: Indefinite (duration of chant) Area of Effect: ft radius on caster Sign up to30 vote on thiscentered title Components: V,S Useful Not useful Time: Casting 1 turn Saving Throw: None
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OSRIC TM - Old School Reference and Index Compilation Components: V Casting Time: 1 segment Saving Throw: See below By speaking a single word of command with the force of divine power behind it, the cleric may force a creature to obey the order. The creature must be able to hear the cleric and understand the language in which he utters the command. The command may be only one word and must be completely unambiguous. “Halt,” “Flee,” and “Sleep” are typical commands, but many others are possible. The command “Die” has the same effect as the command to sleep. Creatures with intelligence of 13+ and/or hit dice of 6+ gain a saving throw against the spell’s influence.
Clerical Divination Level: Cleric 5 Range: Caster Duration: 3 rounds (limited number of questions) Area of Effect: See below Components: V,S,M Casting Time: 1 turn Saving Throw: None
Level: Cleric 3 Range: 120 ft Duration: Permanent Area of Effect: 60 ft radius globe Components: V,S Casting Time: 6 segments Saving Throw: See below
This spell brings into being a bright, magica almost sufficient to rival the light of day. the spell is identical to the first level cleric sp effects are permanent until dispelled. greater than that produced by a light spell, e into the darkness. The reverse of the sp darkness , produces an ink-like darkness in t area and negates the illumination of a contin By casting the spell upon an enemy’s eyes o of sight, the caster may blind the spell’s su instance, a saving throw is permitted, and if the spell’s effect will center upon the area behind the targeted creature.
Clerical Transmutation/ Alteration Level: Cleric 7 Range: 0 You're Reading a Preview Duration: 4d12 hours The commune spell establishes a mystical link between the Area of Effect: 4d4 square miles Unlock full access with a free trial. cleric and his deity, permitting the cleric to ask one “yes or Components: V,S,M no” question per caster level. This extraordinarily powerful Casting Time: 1 turn divination spell does not involve any chance of the cleric’s With Free Saving Throw: None Download Trial misinterpretation of omens, for the spiritual communion with the deity is direct and not conveyed through symbols The control weather spell brings about a ra or portents. It is likely that a cleric who resorts to this spell the weather of several square miles surroun too frequently, or for matters not worthy of the god’s where the spell is cast. It requires no mo attention, may fall from divine favor enough that he loses minutes for the spell to take its full effect a the ability to cast the spell, at least for a time. area it covers. The spell affects precipitation and wind speed. weather condit Sign up to voteExisting on this title utterly changed by the force of this sp Useful Not useful be Clerical Conjuration/Summoning cannot made cloudy, for instance, but it Level: Cleric 6 partly cloudy. Hot weather can be mad Range: 30 ft and only a light breeze can be raised from c
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OSRIC TM - Old School Reference and Index Compilation Upon completion of the ritual words of this spell, food and/or water will appear from thin air. A caster of fifth level can conjure up enough food and water to sustain a person or even a horse for five full days. The volume of food and water produced by the spell is approximately one cubic foot per level of the caster.
Range: Touch Duration: Instantaneous (Permanent) Area of Effect: Creature touched Components: V,S Casting Time: 1 turn Saving Throw: None (Neg.)
(Reversible) Clerical Transmutation/ Alteration Level: Cleric 1 Range: 10 ft Duration: Instantaneous Area of Effect: up to 30 cubic feet Components: V,S,M Casting Time: 1 round Saving Throw: None
By means of this spell, the cleric may cure mo laying hands upon the afflicted creature. the nature of the disease, full recovery may r time as a single turn, or as long as a wee reverse, cause disease, requires that the cler touch the intended victim, who is permitted a against the spell’s insidious effects. If the s failed, the effects of the disease will manif turns, inflicting 1 hit point of damage per t and one point of lost strength per hour (6 tu victim is reduced to 10% of his original h strength. Until the disease is cured or runs afflicted person will not be able to naturally strength or hit points over and above 10% runs its course in 1-6 days.
This spell creates drinkable water, four gallons per level of the caster. The water may be created in a receptacle or in thin air (whence it will, of course, fall). Water cannot be created inside a creature, nor can it be created in any place the caster cannot see. The reverse of the spell destroys water (including fog, steam, mist, etc) in the same quantities as Create Water. (Reversible) Clerical Abjuration Level: Cleric 3 Range: Touch Duration: Instantaneous (Permanent) Area of Effect: Creature touched Components: V,S Casting Time: 1 round Saving Throw: None (Neg.)
(Reversible) Clerical Necromancy Level: Cleric 1 You're Reading a Preview Range: Touch Duration: Instantaneous (Permanent) Unlock full access with a free trial. Area of Effect: creature touched Components: V,S Casting Time: 5 segments Download With Free Trial Saving Throw: None (Neg.)
This powerful spell allows the cleric to permanently remove virtually all forms of blindness (with instantaneous duration). The reverse of the spell permits a saving throw, and the cleric must successfully touch the spell’s intended target to inflict blindness (permanent duration). (Reversible)
Cure light wounds allows the cleric to lay wounded creature, restoring 1d8 hit points beneficiary. The reverse of the spell opera manner (although requiring a to-hit roll), but pointsSign rather than If the cleric fai up to votehealing. on this title casting Cause Light Wounds, the spell is lo Useful Not useful does not heal disease, reattach limbs, or b dead, nor can it add hit points beyond a char number. Non-corporeal creatures are not a
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OSRIC TM - Old School Reference and Index Compilation damage rather than healing, requiring that the cleric successfully touch the target. (Reversible) Clerical Divination Level: Cleric 2 Range: 30 ft Duration: 1 turn Area of Effect: See below Components: V,S Casting Time: 1 round Saving Throw: None This spell reveals to the cleric whether a creature is subject to a charm spell. The spell’s magic can discern a charm (or lack thereof) on up to ten creatures. The reverse of the spell conceals the existence of a charm, but affects only one creature. (Reversible) Clerical Divination Level: Cleric 1 Range: Caster Duration: 1 turn + 5 rounds/ level Area of Effect: Path 10 ft wide, 120 ft long Components: V,S,M Casting Time: 1 round Saving Throw: None
Area of Effect: Path 10 ft wide, 30 ft long Components: V,S,M Casting Time: 1 round Saving Throw: None
Detect magic creates a tunnel of magical vi ten feet wide and thirty feet long, in which t the aura of any magic item as a glowing blue spell’s effect is blocked by solid wood 3 ft thi ft thick, and by solid metal 1 inch thick. The scan a 60-degree arc during the course of a more quickly does not allow magic auras en form in the cleric’s vision. (Reversible) Clerical Abjuration Level: Cleric 5 Range: Touch Duration: 1 round/ caster level Area of Effect: Creature touched Components: V,S,M Casting Time: 8 segments Saving Throw: See below
This spell banishes summoned creatures of summoned for evil purposes, to their You're Reading a Preview existence. Although a saving throw nega banishing effect, any creature that would o Unlock full access with a free trial. been banished will suffer a penalty of –7 to This spell allows the cleric to discern emanations of evil (or for the extent of the spell’s duration. Creatur good, in the case of the spell’s reverse) within the spell’s With Free this spell Download Trialinclude, but are certainly not limit area of effect, a beam-like pathway. The spell detects evil, devils, genies (either evil or working toward not danger, so it will be useless to discover such things as a under duress), and elementals summ mindless trap or a poisoned wineglass. Neither will it purposes. The reverse of the spell has th detect a cursed item unless the nature of the curse is such but upon summoned creatures of good align that the cursed item becomes inherently evil. summoned for the purposes of good. (Reversible) Clerical Divination Level: Cleric 4 Range: 30 ft Duration: 1 round/ caster level
Sign up to vote on this title Clerical Transmutation/ Alteration Useful Not useful Level:Cleric 3 Range: 60 ft Duration: Instantaneous
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OSRIC TM - Old School Reference and Index Compilation casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster’s level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster’s own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.
Clerical Divination Level: Cleric 4 Range: Caster Duration: See below Area of Effect: Caster Components: V,S,M Casting Time: 1 turn Saving Throw: None
the chance of falling into such a crevice (by is 1 in 4 (small), 1 in 6 (medium) and 1 in 8 swallowed up in such fashion is, of course standing in the area of an earthquake spell chance of being uprooted.
Clerical Abjuration Level: Cleric 4 Range: 10 ft Duration: Instantaneous Area of Effect: One creature or object Components: V,S,M Casting Time: See below Saving Throw: None
Exorcism is a powerful abjuration that casts devils, or any supernatural inhabitant or inf creature or object that has been possessed controlled. Exorcism banishes all charms A divination spell gives the caster divine insight about a ments, removes curses, and will cast particular place, examples being a ruined castle, a demon or other creature back into its ne particular region in a dungeon, or a small vale. The body other than the one being exorcised. Th location of the place must be known to the cleric (e.g., the for the cleric to perform a successful exorcis “Tomb of Semaj,” if a legendary location, cannot be the determined on a d100 if the GM ha focus of the spell, but if the cleric has seen the doorway of assigned a specific number to repres You're Reading a Preview the tomb, the spell will be effective). The spell yields rich difficulty of the exorcism. To the base chan information compared to an augury, although it may be modifier of +1/ -1 for each level of difference Unlock full access with a free trial. couched in rather vague and approximate terms. The spell cleric’s caster level and the level or hit dice o reveals the relative power of the creatures in the area, the supernatural force (determined by the GM treasure (“low,” “moderate,” or “rich”), and chances of With Free supernatural Download Trial forces with no stated level or H incurring the wrath of gods or similar beings if the place is begins the exorcism, rolling a d100 for ea disturbed. There is a chance that the cleric will fail to cleric’s die roll is equal to or less than the mo interpret the omens properly; the base chance to succeed of success, the exorcism is successful. The p in gaining truthful information is 60%, and rises by another be halted once it has begun, and if the cler 1% per caster level. The chance may also be adjusted by pause before successfully casting out the GM as necessary. If the cleric’s reading of the omens force, the spell will fail. is not correct, of course, he will be operating on Sign up to vote on this title completely false and useless “insights.” The casting of a Useful Not useful Necromancy divination spell is quite dramatic, involving the sacr ifice of a Clerical dove or other such creature. Valuable items may also be Level: Cleric 3 sacrificed, and such may increase the chance of the cleric Range: Touch
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OSRIC TM - Old School Reference and Index Compilation Area of Effect: Creature touched Components: V,S,M Casting Time: 3 rounds Saving Throw: None This spell imbues one creature with an uncanny sense for the shortest route into or out of a chosen locale. The spell imparts only a visceral intuition of the right direction and shortest distance, so it is impossible to use the spell either to circumvent dangers or to draw a map. This spell may be used to escape from a maze spell (q.v.) in one round and will continue to function thereafter. The spell’s reverse makes a creature unable to make any significant movement beyond aimless wandering.
Clerical Divination Level: Cleric 2 Range: 30 ft Duration: 3 turns Area of Effect: 10 ft wide path Components: V,S Casting Time: 5 segments Saving Throw: None
fail. The particular creature named in the might choose not to step through the gate int plane – summoning Thor is unlikely to brin god from the halls of Valhalla – however, a kind will certainly respond to the summ summoned, might choose to send a Valkyrie Casting this spell can be risky, for the caster h over the summoned creature unless proper p taken, such as a protection from evil spell, t appropriate magical circles, etc. Beings su distant planes of existence, particular individual names of their own, can be irascible.
Clerical Abjuration/Evocation Level: Cleric 3 Range: Touch Duration: Permanent (until discharged) Area of Effect: 25 square ft/ caster level Components: V,S,M Casting Time: See below Saving Throw: See below
The glyph of warding is a magically charged This spell permits the cleric to discern the existence of scribed and enchanted to serve as the foc You're Reading a Preview traps, both of magical and mechanical nature. The cleric powerful magical trap. The enchantment a must be looking at a trap in order to perceive it. with the caster being able to ward up to 5 ft Unlock full access with a free trial. floor, door, etc., per caster level. The c otherwise inscribes the surface to be prote Clerical Evocation glyphTrial of his choice, thereby defining what ef Download With Free Level: Cleric 5 will have when discharged. He then traces Range: 60 ft affected with incense and, if the area Duration: 1 segment exceeds 50 square feet, he must also sprin Area of Effect: 10 ft diameter column, 30 ft high least 2,000 gp worth of powdered gems to Components: V,S,M over such a large area. When the spell is c Casting Time: 8 segments glyph and the tracery of its area fade from sig Saving Throw: Half invisible thetitle spell is discharge Signthereafter up to voteuntil on this touching the protected surface without spea Useful Not useful glyph Upon the casting of this spell, a blazing column of fire of the will discharge the glyph’s pow descends from the air. Its searing flames engulf an area 10 upon the nature of the glyph, a successful sav feet in diameter, as set by the caster. Each creature caught either reduce the damage by one-half or neg
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OSRIC TM - Old School Reference and Index Compilation Casting Time: 1 round Saving Throw: None (Neg.) This spell affects the same general variety of creatures as the cure light wounds spell (q.v.), but it is necromancy on an entirely different level than the various cure spells. Heal removes all hit point damage with the exception of the last 1d4 points, removes blindness, cures disease, and will negates the effects of a feeblemind spell. The reverse, harm , causes damage sufficient to reduce the target to 1d4 remaining hit points, and also causes disease.
Clerical Enchantment/ Charm Level: Cleric 2 Range: 60 ft Duration: 4 rounds + 1 round/ level Area of Effect: 1-3 creatures Components: V,S,M Casting Time: 5 segments Saving Throw: Negates
non-evil alignment rather than against evil a Both spells have the same effect upon crea neither of good nor evil alignment. The in holy word utterly banishes evil creatures no caster's plane, hurling them back to their res of existence. Additionally, creatures not of g (including evil creatures which are native t plane, as well as neutral creatures not of go will suffer effects from the holy word in acc the creature’s hit dice.
Less than 4 HD: kills 4-7 HD: paralyzes (duration 10-40 rounds) 8-11 HD: stuns, reduces move by 50%, cause rolls (duration 2-8 rounds) 12+ HD: deafens, reduces move by 25%, attack rolls, causes 50% chance of spell failu 4 rounds)
The spell's reverse is unholy word , which fu same manner as holy word but against crea alignment rather than evil. Both spells have th upon creatures that are neither of good nor e
A hold person spell completely immobilizes up to three medium-sized or smaller persons for the spell’s duration. The cleric decides how many of his foes he will target with the spell. If there is only one target, the saving throw is Clerical Conjuration/Summoning You're Reading a Preview made at –2; if two, each makes the saving throw at –1; and Level: Cleric 5 if the cleric seeks to hold three enemies, each makes his Range: 360 ft Unlock full access with a free trial. saving throw with no penalty. Duration: 1 turn/ level Area of Effect: Cloud of 180 ft radius, 60 ft hi If a magic item or spell operates to partially negate the With Free Components: V,S,M Download Trial effects of paralysis, failure on the saving throw will have the Casting Time: 1 turn effect of a slow spell rather than completely immobilizing Saving Throw: None the target. While casting this spell, the cleric designates Creatures affected by this spell would include dryads, lizard for the spell’s origin up to 360 feet from wh men, and troglodytes as well as elves, orcs, goblins, etc. When the cleric utters the final words of th Giants, however, are not affected. Ultimately, it is in the this focal belches forth Sign point up to vote on this titlea massive clo discretion of the GM to decide if a creature is considered a insects, which boils outward almost instan Useful Not useful area “person” for the purposes of this spell. spell’s of effect. Within the area of this visibility is limited to 30 ft, and all creatures Persons held by this spell may be killed or bound at a rate sustain 1 hit point of damage per round fr
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OSRIC TM - Old School Reference and Index Compilation Area of Effect: 1 creature/ round Components: V,S Casting Time: 1 round Saving Throw: None All creatures are surrounded by an aura that can indicate their alignment, and this spell allows the caster to perceive and read such auras. The auras of up to ten creatures may be examined by use of the spell, and the cleric will be able to identify the exact alignment of each. The reverse of the spell obscures alignment (even against the use of this spell) with respect to one creature for a period of 1 turn, two people for a period of 5 rounds, and so on. (Reversible) Clerical Transmutation/ Alteration Level: Cleric 1 Range: 120 ft Duration: 6 turns + 1 turn/ caster level (half for darkness) Area of Effect: Globe, 20 ft radius Components: V,S Casting Time: 4 segments Saving Throw: See below
line of sight of the object (in other words, th is not hindered by walls or other such o reverse of the spell may be used to obscu from magical detection of virtually all kinds ( means as a crystal ball as well as divination sp (Reversible) Clerical Transmutation/ Alteration Level: Cleric 4 Range: 120 ft Duration: 1 turn/ caster level Area of Effect: See below Components: V,S,M Casting Time: 1 turn Saving Throw: None
With a majestic gesture, the cleric forces an to sink downward by 5% of its original dep the caster. Despite its name, the spell’s limited to water; it can affect other substances as well, such as gases and more viscous than water. The GM may adju by which the spell affects other substances b difference of their material properties from t The light spell creates a globe of light 20 ft in radius, The spell’s area of effect is a 10 ft x 10 ft centered upon whatever spot or object the caster indicates of the cleric. For example, cleric of 7th lev You're Reading a Preview at the time of casting (including a location in thin air). The square area up to 70x70 ft The reverse of t caster may extinguish the magical light at any time. The water in an area of effect similar to that of low Unlock full access with a free trial. reverse of the spell, darkness, creates an area of utter not to the same degree of height, returnin darkness just as the light spell creates light, with the only natural level plus one foot per caster level. distinction being that the darkness spell hasDownload half the With Free Trial duration of a light spell. If either spell is cast upon a living (Reversible) creature, the creature is entitled to a saving throw (success Clerical Transmutation/ Alteration indicating that the spell affects the area just behind the Level: Cleric 4 creature). A light spell cast upon a creature’s eyes will Range: Touch blind it for the spell’s duration. The light spell remains Duration: Permanent stationary if it was not originally cast upon a movable Area of Effect: Creature touched or 1 cubic object (in which case the object will bring the illumination casterSign up to vote on this title with it as it moves). Components: V,S Useful Not useful Time: Casting 7 segments (Reversible) Saving Throw: None Clerical Divination
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OSRIC TM - Old School Reference and Index Compilation Duration: 1 turn/ caster level Area of Effect: See below Components: V,S,M Casting Time: 1 turn Saving Throw: None This spell causes water to draw apart, forming a trench. The depth and length of the water displacement is determined by the cleric’s level. For each caster level, the cleric may displace an area of water 30 ft deep and 20 ft wide. The spell can affect other liquids besides water, but the more different the physical properties of the other liquid, the less the cleric may be capable of displacing.
Clerical Transmutation/ Alteration Level: Cleric 5 Range: Touch Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 8 segments Saving Throw: None
(Reversible) Clerical Abjuration Level: Cleric 1 Range: Touch Duration: 3 rounds/ caster level Area of Effect: Creature Touched Components: V,SM Casting Time: 4 segments Saving Throw: None
This spell surrounds the recipient with an in divine protection, emanating from the distance of one foot. The aura is not invul affords considerable protection against evil a creatures, much as a powerful magic circle power of the aura is such that, regardless neither summoned or conjured creatures, native to the material planes (such as demo can reach through it. It is possible, of course wielded by such a creature to breach the m but the creature’s physical presence is comp out.
Moreover, the attacks of evil creatures (with Up to seven people, in addition to the cleric, can travel weapon) incur a penalty of –2 to hit, and s from one plane of existence to another by means of a caused by such creatures will be made at a b You're Reading a Preview plane shift spell. All persons to make the journey must link hands in a circle, and when the cleric finishes the spell and The spell may be reversed into Protection fro Unlock full access with a free trial. completes the circle, he and his companions will be drawn in this form it will still hedge out summoned, beyond the boundaries of the material plane and into the extra-planar creatures regardless of alignmen supernatural regions beyond, the home realmsDownload of gods, With Free Trial demons, and elementals. An unwilling victim must be To cast the spell, the caster speaks the ritua touched by the cleric in order for the cleric to send him to spell while describing a circle around the another plane, and a saving throw is also applicable. The warded, using holy water or incense (blood casting of a plane shift spell provides one-way travel to the dung for the reverse of the spell). other plane; a second casting of the spell (or a similar spell of planar travel) is required in order to make the return (Reversible) journey. The cleric must possess a metal tuning fork Clerical Abjuration Sign up to vote on this title attuned specifically to the plane of destination in order to Level: Cleric 4 Useful Not useful Touch cast the spell. Range: Duration: 1 turn/ caster level Area of Effect: 10 ft radius sphere around cre
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OSRIC TM - Old School Reference and Index Compilation Casting Time: 1 round Saving Throw: None This spell removes poison, rot, and other contaminants from all food and water within the spell’s area of effect, also destroying the malignant properties of unholy water. The reverse of the spell contaminates food and water, and will spoil holy water. Clerical Enchantment/Charm Level: Cleric 5 Range: 60 ft Duration: See below Area of Effect: One creature Components: V,S,M Casting Time: 8 segments Saving Throw: Negates
The reverse of the spell is referred to in hu Slay Living. The subject of this spell (which with extreme caution by good clerics, lest th be altered for killing a non-evil being) is entitl throw, and if the throw fails, the subject dies throw is successful, the target will still sustain damage. (Reversible) Clerical Necromancy Level: Cleric 7 Range: Touch Duration: Permanent Area of Effect: One creature Components: V,S,M Casting Time: 3 rounds Saving Throw: None
By means of a quest spell, the cleric enslaves the subject The powerful regeneration spell causes seve into fulfilling a task the cleric sets, forcing him to perform to reattach themselves in a single round the task and return to the cleric with proof of its within 2-8 turns. The spell’s reverse caus completion. If the enchanted creature does not properly appendage to wither and fall away to dust w follow the letter and spirit of the quest, it will suffer a A successful attack must be made in order to cumulative penalty of –1 to all saving throw rolls for each upon an unwilling victim, but the victim d day the quest is neglected. This penalty, which is itself in obtain a saving throw. the nature of a curse, remains with the creature until the You're Reading a Preview quest is completed or the curse is removed by the caster (Reversible) or by some other agency. Possible objectives for a quest Clerical Abjuration Unlock full access with a free trial. are legion; they might include finding and bringing some Level: Cleric 3 valuable item to the cleric, capturing a castle, slaying a Range: Touch monster, or any number of other tasks. Duration: Download With Free TrialPermanent Area of Effect: See below (Reversible) Components: V,S Clerical Necromancy Casting Time: 6 segments Level: Cleric 5 Saving Throw: See below Range: 30 ft Duration: Permanent This spell allows the cleric to remove curses Area of Effect: One person and objects, and can have a va Sign up to votethe on spell this title Components: V,S applications against evil manifestations. Useful Not useful with Casting Time: 1 round imbued curses are beyond the spell’s p Saving Throw: See below of the spell upon a person under the influen item will generally free the person from t
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OSRIC TM - Old School Reference and Index Compilation Level: Cleric 1 Range: Touch Duration: See below Area of Effect: Creature touched Components: V,S Casting Time: 4 segments Saving Throw: None This spell is a divine warding against fear, and can also act to banish magical terror in a person who has already been affected. In the case of a person already affected, the spell grants a second saving throw against magically induced fear, at a bonus of +1 per level of the caster. In the case of a person not already affected by magical fear, the spell grants a bonus of +4 against magical fear for a duration of 1 turn (10 minutes).
Clerical Transmutation/ Alteration Level: Cleric 1 Range: Touch Duration: 1 turn/ level Area of Effect: Creature touched Components: V,S,M Casting Time: 1 round Saving Throw: None
(Reversible) Clerical Necromancy Level: 7 Range: Touch Duration: Permanent Area of Effect: One creature Components: V,S Casting Time: 3 rounds Saving Throw: None
By casting this spell, the cleric restores on experience to the spell’s recipient. The s necessarily restore all lost experience point character will only regain enough expe regain the lost level, no more. A cleric can level lost within as many days as the cleric’ For example, a cleric of 12th level ca experience level lost 13 or more days prior of the spell. The spell’s reverse causes the one experience level, as if hit by a wight. applies, but a successful attack is required. restoring lost levels, the spell can affect o magically-induced debilities. The effects of spell are reversed by restoration , for example
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(Reversible) By touching the spell’s intended recipient and casting the Clerical Necromancy Unlock full access with a free trial. spell, the cleric instills the recipient with a supernatural Level: 7 resistance to the effects of extreme cold. Normal cold, Range: Touch temperatures ranging down to zero degrees Fahrenheit, Duration: Download With Free TrialPermanent are perceived as normal temperature. The subject also Area of Effect: One person gains a saving throw bonus of +3 against magical cold, Components: V,S,M taking one half damage if the save is not successful and Casting Time: 1 turn one quarter damage if the save is successful. The saving Saving Throw: None throw is permitted even against attacks that would not ordinarily permit a saving throw (such as a magically cold The awesome power of a resurrection spell b sword). back to life. dead Sign up Unlike to vote raise on this title, a resurrectio cast upon a person who has been dead for a Useful Not useful years per caster level. Casting the spell requ Clerical Transmutation/ Alteration to rest for one day per level of the person Level: Cleric 2 cannot be resurrected, having no souls, bu
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OSRIC TM - Old School Reference and Index Compilation any foe to attack the caster of the spell, the enemy must make a successful saving throw against magic. Failing the saving throw permits the enemy to attack another target, but the cleric will be completely ignored. The spell does not prevent an enemy from including the cleric within the area of effect of a hostile spell, provided that the cleric is not the intended target. The cleric may not undertake any hostile actions while protected by a Sanctuary, or the spell’s power will be dissipated and end. However, the cleric may cast spells and otherwise act in ways that are not directly hostile, such as curing wounds, casting a spell such as Bless, or even stealing things.
Clerical Transmutation/ Alteration Level: Cleric 2 Range: 120 ft Duration: 2 rounds/ level Area of Effect: 30 ft diameter sphere Components: V,S Casting Time: 5 segments Saving Throw: None
Duration: See below Area of Effect: See below Components: V,S Casting Time: 5 segments Saving Throw: None
A pattern of gestures made by the cleric in casting this spell creates a hypnotic effect o snake affected by the spell will rise up and b back and forth, otherwise remaining motion can affect multiple serpents with the spell, number of hit points equal to the cleric’s ow duration depends upon the existing emotion at the time the spell is cast. If the snake w duration of the charm is 1d4+2 turns; if th awake but not angry, the duration will be the snake was angry (or attacking), the spell w rounds.
Clerical Transmutation/ Alteration Level: Cleric 2 Range: 0 Casting this spell brings into being an area of complete and Duration: 2 rounds/ level utter magical silence in which no sound can be heard. The Area of Effect: One creature within 30 ft of th spell may be cast upon a location in the air, upon a Components: V,S You're Reading a Preview physical object (in which case it will move with the object), Casting Time: 5 segments or upon a creature (in which case a saving throw is Saving Throw: None Unlock full access with a free trial. applicable). If the creature makes a saving throw, the area of silence will center upon the space just behind the When the caster invokes this spell, he bec intended victim. communicate with and understand the “spee Download With Free Trial animals (with the exception of mindless c the spell lasts, the animal (and any other a Clerical Necromantic same type in its company) will refrain from a Level: Cleric 2 if they were initially hostile. Depending upon Range: Touch the conversation, if the animal’s alignment i Duration: 2 rounds/ level the same tendency as the cleric’s the Area of Effect: Creature touched disposed theon cleric some manner. Signto uphelp to vote thisin title Components: V,S,M to note that the spell does not permit speech Usefulor unnatural Not useful Casting Time: 1 segment of monstrous nature; commun Saving Throw: None monster such as a cockatrice, for example, spell’s power. Nor does the spell sudde
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OSRIC TM - Old School Reference and Index Compilation concern the afterlife, the length of time that the soul has been in the afterlife is a f actor – the longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creature’s language, and must have some portion of its bodily remains available as the focus of the spell.
1 week 1 month 1 year 10 years 100 years 1,000 years
Less than 7 7-8 9-12 13-15 16-20 21+
1 round 3 rounds 1 turn 2 turns 3 turns 6 turns
Clerical Transmutation/ Alteration Level: Cleric 6 Range: Caster Duration: 1 round/ caster level Area of Effect: 30 ft radius Components: V,S Casting Time: 9 segments Saving Throw: None
2 3 4 5 6 7
Duration: 1 round/ level Area of Effect: Hammer-shaped divine force Components: V,S,M Casting Time: 5 segments Saving Throw: See Below
To cast this spell, the cleric throws a real war the air, invoking the power of his deity. disappears, replaced with a mist-like shape o that attacks at the cleric’s will for so long concentrates upon maintaining it (limited, of duration of the spell). The hammer stri weapon for purposes of affecting creatu magic weapons (as if it were a +1 weapon pl levels of the caster), but it has no actual bo rolls. The spiritual hammer attacks as if it we the cleric, at the cleric’s level and with any a hit and damage bonuses (or penalties). The damage as a normal war hammer (1d6/ 1d4)
(Reversible) Clerical Transmutation/ Alteration Level: Cleric 4 Range: 30 ft Duration: 2 rounds/ caster level Area of Effect: 10 ft cube You're Reading a Preview Components: V,S,M Within the spell’s area of effect, the caster becomes Casting Time: 7 segments Unlock full access with a free trial. capable of communicating with any creature of any kind Saving Throw: None (provided that the creature has some form of intelligence). The spell does not in and of itself make the Download creatures With Free This Trial spell enables the cleric to transf friendly to the caster; for this, the caster must rely upon his serpents that attack at the cleric’s will. The s ability to talk fast and persuasively. ordered to take other actions if the cleric c them, but this spell alone does not grant communicate with the snakes, only to will t Clerical Transmutation/ Alteration particular opponents. The spell transform Level: Cleric 4 caster level, and each snake has a 5% chan Range: Caster level of The reverse of Signbeing up to venomous. vote on this title Duration: 1 round/ caster level transform snakes into harmless sticks, and ca useful Useful upon Not Area of Effect: Caster transformation snakes created by mean Components: V,S,M Sticks of a magical quality, such as wands or Casting Time: 1 turn are not affected by the spell.
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OSRIC TM - Old School Reference and Index Compilation
Clerical Conjuration/Summoning Level: 7 Range: Touch Duration: 1 turn/ level Area of Effect: See below Components: V,S,M Casting Time: 3 segments Saving Throw: Negates To cast this spell, the cleric shapes a glowing symbol in the air. Any creature seeing the symbol closely enough to discern its shape (approximately 100 ft) will be affected by it. The clerical casting of this spell allows for three different symbols: Hopelessness, Pain, and Persuasion. Hopelessness: the hopelessness symbol causes despair. Any creature (other than those with no intelligence) failing the saving throw will wander sadly away or surrender in the face of a challenge such as a combat. The despair will persist for 3d4 turns. Pain: the symbol of pain inflicts terrible, shooting pains for a duration of 2-20 turns. Any creature so affected (including non-intelligent beings) will suffer a –4 penalty on attack rolls and a temporary loss of 2 dexterity points.
This spell imbues the recipient with the ability as they truly are within a range of 12 displacements, astral and ethereal objects an secret doors are examples of the kinds of d unreality that the spell reveals. Alignment a visible so that the cleric can discern good from chaos. Polymorphed items and creatur their true shape. The reverse of the spell, fal the nature of a curse, making the subj untrustworthy and contrary in what it reveals.
Clerical Transmutation/ Alteration Level: 7 Range: Caster Duration: 6 turns/ level Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None
Upon completing the wording of this spel body becomes insubstantial, resemb substance of water vapor. Indeed, if white garments, he is likely (80% chance) to You're Reading a Preview for a a cloud of vapor or steam. Carried u Persuasion: the symbol of persuasion will suffer a change wind controlled by the caster, the wind Unlock full access with a free trial. of alignment to the caster’s alignment, and become friendly travel as rapidly as 600 ft/ turn or as slowl to the caster for a duration of 1d20 turns. turn. The caster may carry another perso casterTrial levels, transforming them into Download With Free (Reversible) walkers by his touch. The spell ends wh Clerical Transmutation/ Alteration cancels it or the duration expires. Level: Cleric 4 Range: 0 Duration: 1 turn Clerical Transmutation/ Alteration Area of Effect: 30 ft radius Level: Cleric 6 Components: V,S Range: Caster Sign up to vote on this title Casting Time: 7 segments Duration: See below Useful Not useful Saving Throw: None Area of Effect: Caster and additional weight (s Components: V Within the radius established by this spell, the caster, and Casting Time: 1 segment
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Druidic Enchantment/ Charm Level: 1 Range: 10 ft Duration: Permanent Area of Effect: One normal animal Components: V,S,M Casting Time: 6 turns Saving Throw: Negates
the spell’s range to be summoned. summoning attempts may be made if specified type do not appear. Assu summoned type of animal is within the spell’ 8 animals will appear, of no more than 4 These animals will assist the druid with a spe winning a battle, traveling to a specific locatio
Druidic Conjuration/ Summoning The animal friendship spell enchants a normal animal of Level: 5 neutral alignment to become the druid’s faithful friend and Range: 180 ft/ caster level companion. The animal to be enchanted must be at least Duration: See below semi intelligent but cannot be of greater than animal Area of Effect: See below intelligence. If the animal fails its saving throw (made at Components: V,S,M the beginning of the spell’s casting), it will remain quiet and Casting Time: 7 segments docile for the remainder of the casting time. Once the Saving Throw: None spell is complete, the animal will remain with the druid and can learn tricks similar to those that would be taught to a This spell is similar to animal summoning well-trained domestic pet. Each trick takes a week to learn, powerful. The spell will summon a and after the animal has been with the druid for three animals, each no greater than 8 HD, or up months it will no longer be able to learn new tricks. each no greater than 4 HD. During the first three months, if the animal is left alone by the druid for more than three days, the enchantment will You're Reading a Preview be broken and the animal will revert to the wild. A druid Druidic Conjuration/ Summoning may only have animal friends with hit dice totaling twice Level: 6 Unlock full access with a free trial. his level (the total hit dice can thus increase as the druid Range: 240ft/ caster level gains levels). Duration: See below Area Trial of Effect: See below Download With Free (Reversible) Components: V,S,M Druidic Transmutation/ Alteration Casting Time: 8 segments Level: 5 Saving Throw: None Range: 80 ft Duration: 2 rounds/ caster level This spell functions in a manner simi Area of Effect: Up to 8 animals in a 10 ft radius summoning I , but the druid may summon up Components: V,S,M of no Sign more 16on HD each, upthan to vote this title or 16 anima Casting Time: 7 segments than 4 HD each. Useful Not useful Saving Throw: None This spell causes up to 8 animals in the area of effect to
Druidic Transmutation/ Alteration
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OSRIC TM - Old School Reference and Index Compilation Range: 0 Duration: 1 turn/ caster level Area of Effect: 10ft radius sphere (or hemisphere) Components: V,S,M Casting Time: 1 round Saving Throw: None
bolt may be called every turn (10 minu inflict 2d8 points of damage, plus another d the caster. Any creature within 10 ft of a along its downward path) will sustain dama may only be cast outdoors.
This spell creates an immobile field of force that hedges out all animal matter. Note that undead and beings not of the material plane are not considered animal matter. The druid’s allies must, of course, be within the field at the time it is conjured forth, for they themselves are presumably of animal matter.
Druidic Conjuration/ Summoning Level: 4 Range: 360 ft + 30 ft/ caster level Duration: See below Area of Effect: See below Components: V,S,M Casting Time: See below Saving Throw: Negates
Druidic Abjuration Level: 5 Range: 0 Duration: 1 turn/ caster level Area of Effect: 80 ft radius sphere (or hemisphere) Components: V,S,M Casting Time: 7 segments Saving Throw: None
This summoning calls certain woodland creat druid, provided that they are nearby. The d spell by means of a sonorous chant, continue for 2 turns or until the summo appear. The GM will determine if cre respond to such a call are in the area. The entitled to a saving throw vs. Spells – unspec at a penalty of –4. If the creatures fail th When the druid finishes casting this spell, an invisible and are summoned to the druid’s aid, they barrier forms in an 80 ft radius around the caster and is whatever aid they are capable of, although th You're Reading a Preview immobile thereafter. No vegetable matter (including to engage in combat is subject to their overa missiles formed of vegetable matter, such as wooden the druid himself. Unlock full access with a free trial. arrows) can penetrate the barrier. If there is an evil character in the dr summoned Download With Free Trial creatures gain an additional sa Druidic Transmutation/ Alteration avoid the effects of the spell, at a bonus of +4 Level: 2 Range: Touch Creatures that may be summoned by this spe Duration: 4 rounds + 1 round/ caster level Centaurs (1d4) Area of Effect: Creature touched Pixies (1d8) Components: V,S,M Satyrs (1d4) Casting Time: 3 segments TreantSign (1) up to vote on this title Saving Throw: None Unicorn (1) Useful Not useful The barkskin spell magically toughens a creature’s skin, making it as strong as tree bark. The recipient of the spell
Druidic Evocation
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OSRIC TM - Old School Reference and Index Compilation horses to sustain damage from magical weapons or from water water (which (which does only only 1 hp of damage). damage). Chariot Chariot and horses horses each have 30 hps and are AC 2; if a single horse is dispelled by taking physical damage, the chariot’s speed will will be halved halved.. The chario chariott prevents prevents normal normal fire from from affecting its passengers, and the chariot and horses are immune to all fire, but passengers may take damage from magical fire attacks.
Druidic Enchantment/ Charm Level: 2 Range: 80 ft Duration: See below Area of Effect: One person or mammal) Components: V,S Casting Time: 4 segments Saving Throw: Negates The powerful enchantment woven by this spell will affect any “person,” meaning character races (with the exception of elves), and other small to man-sized bipeds analogous to pers person onss (orc (orcs, s, goblin goblins, s, etc.). etc.). The The spel spelll also also affect affectss mammals of any kind, even those that are supernatural, giant, or monstro monstrous. us. If the target target creature creature fails a saving saving throw, it will view the druid as a trusted friend, interpreting his his ever every y word word in its its most most positi positive ve light light.. Char Charme med d creatu creatures res will will place place themsel themselves ves into into modera moderate te danger, danger, incl includ udin ing g comb combat at,, on the the drui druid’s d’s behalf behalf,, but will will not not undertake risks beyond what the creature might ordinarily take take.. The The druid druid must be able to talk to the charm charmed ed creature if he is to give it any sort of complex “request.” Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence: 19+: one saving throw per day 18: one saving throw/ 2 days 17: one saving throw/ 3 days 15-16: one saving throw/ week 13-14: one saving throw/ 2 weeks 10-12: one saving throw/ 3 weeks 7-9: one saving throw/ month
He gains knowledge of the area, one fact f caster levels. levels. The radius radius of the area with w can commune commune is a half-mile half-mile for every every caste that that the the drui druid d may may divi divine ne incl includ ude e the the inhabitants in a part of the region, etc.
Druidic Enchantment/ Charm Level: 7 Range: 80ft. Duration: 1 round/ level Area of Effect: up to a 20ft radius Components: V,S,M Casting Time: 9 segments Saving Throw: See below
This spell causes a number of creatures in t of effect to behave strangely and unpredicta number of creatures in the spell’s area of effe for determining how many) must make a each round round in order to avoid avoid becoming becoming c base number number of creatu creatures res affecte affected d (that (that make a saving throw) is 2d4, but additional be affected; if the druid’s caster level is highe of the strongest opponent, the difference is additional additional creatures creatures that must must make savi spell is extremely powerful; all saving throws a penalty penalty of –2. Creatu Creatures res that that fail their (check each round) act randomly in accord following table:
01-10 Attacks the druid or his allie 11-20 Acts normally 21-50 Babbles incoherently 51-70 51-70 Meande Meanders rs away away from from caster caster for for a ful 71-00 Attacks nearest creature Sign up to vote on this title Note: a creature that meanders away is n Useful Not useful saving further throws, but will be freed fro effects effects after taking a full full turn turn of moveme moveme speed) away from the caster.
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OSRIC TM - Old School Reference and Index Compilation druid’s ally by its own will; the druid requires no magical wards against it and need not concentrate upon it after the summoning is complete. (Reversible) Druidic Conjuration/ Summoning Level: 6 Range: 80ft. Duration: 1 turn/ caster level Area of Effect: See below Components: V,S,M Casting Time: 6 rounds Saving Throw: None It is within the power of a high-level druid to summon forth an elemental elemental being from the plane plane of fire. The elemental elemental will ordinarily be of 16 HD, but there is a 5% chance that it will be of 24 HD and a 1% chance that an efreet, rather than an elemental, elemental, will will appear. The elemental elemental will act act as the druid’s ally, remaining for the spell’s duration to assist him however possible, including including engaging engaging in combat with his enemies. Druids need no no protective circle to summon fire fire eleme element ntals als,, and and need need not not conc concen entr trat ate e upon upon the the elemental in any way.
Druidic Transmutation/ Alteration Level: 4 Range: Caster Duration: 4 turns + 1 turn/ caster level Area of Effect: 10 ft radius around caster Components: V,S,M Casting Time: 6 segments Saving Throw: None By casti casting ng this this spell spell,, the the drui druid d magi magica call lly y cont contro rols ls the the temperature of his immediate surroundings, to a radius of 10 ft The The temperat temperature ure may be raised raised or lowered lowered by 9 degrees Fahrenheit (4 degrees Celsius) per caster level.
Druidic Transmutation/ Alteration
possible possible for a druid. The druid druid cannot br forth on a clear day, but can change the clear to partly cloudy, and to fully cloudy (w perhaps) all in the course of one casting. cleric would only have been able to bring clouds. Hot weather can be made cool, and can be raised from from calm air. This spell spell may than once in succession to bring about a dra moving, for example, from a calm to a stro from the strong wind to a full-scale storm.
Druidic Transmutation/ Alteration Level: 5 Range: 0 Duration: 1 turn/ caster level (see below) Area of Effect: 40 ft radius/ caster level Components: V,S,M Casting Time: 7 segments Saving Throw: None
By the the powe powerr of this this spell, spell, the drui druid d decrease the force of the winds. For every c druid may change the speed of the wind b hour. An eye of calm with a radius of 40 ft re the druid and travels travels with him. him. The wind f (or decreases) at a rate of 3 miles per hour e the end of the spell’s duration, at which tim to normal, also at a rate of 3 miles per hour winds can be extremely destructive; wind s miles per hour are a full-fledged hurricane, an great risk of sinking if wind speed reaches 60
Druidic Transmutation/ Alteration Level: 2 Range: 10 ft Duration: Sign Instantaneous up to vote on this title Area of Effect: Up to 1 cubic ft/ caster level UsefulV,S Not useful Components: Casting Time: 1 turn Saving Throw: None
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OSRIC TM - Old School Reference and Index Compilation The terrifying creeping doom spell doom spell causes a massive swarm of insects, spiders, and centipedes to boil forth from the grou ground nd in fron frontt of the the cast caster er,, marc marchi hing ng in what whatev ever er direction he orders, destroying and killing all that stands in their way. way. The swarm swarm is composed composed of 1d6+4 1d6+4 x100 nonflying vermin, each of which inflicts 1 hp damage against an opponent opponent before dying. dying. Only as many insects insects as are needed to kill an opponent will die, and once the target is dead dead the swarm swarm will move move on. If the druid druid allows allows the swarm to get more than 80ft away from him, 50 insects for every 10ft beyond beyond this range range will depart the swarm. swarm. The druid can order the swarm to attack specific targets, and can order it to change direction. Although the spell can can be devastating (potentially causing as much as 1,000 hps of damage in total), many means can be used to counter it, the most obvious being a fireball or other area-of-effect spell. (Reversible) Druidic Necromancy Level: 3 Range: Touch Duration: Instantaneous Area of Effect: Creature touched Components: V,S,M Casting Time: 1 round Saving Throw: None This This spell, spell, with with the except exception ion of any distin distincti ctions ons noted noted above, is identical to the clerical spell cure disease .
Druidic Necromancy Level: 6 Range: Touch Duration: Instantaneous Area of Effect: One creature Components: V,S,M Casting Time: 8 segments Saving Throw: None Except as may be noted above, this spell is identical to the
Level: 4 Range: Touch Duration: Instantaneous Area of Effect: Creature touched Components: V,S,M Casting Time: 6 segments Saving Throw: None
Except as may be noted above, this spell is id clerical spell of the same name.
Druidic Divination Level: 1 Range: Caster Duration: 12 rounds Area of Effect: Path 10 ft wide, 40 ft long Components: V,S,M Casting Time: 3 segments Saving Throw: None
Other than as described above, this spell is id first level clerical spell detect magic .
Druidic Divination Level: 1 Range: Caster Duration: 4 rounds/ level Area of Effect: Path 10 ft wide, 40 ft long Components: V,S,M Casting Time: 3 segments Saving Throw: None
The druid may cast this spell upon himsel eyes with divinatory power. The druid can virtu virtuall ally y any any form form of trap trap if he is outd outd the pre indoors or underground he will detect Sign up to vote on this title
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Druidic Abjuration Level: 4
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OSRIC TM - Old School Reference and Index Compilation Casting Time: 3 segments Saving Throw: Half (see below) The druid casts this spell upon a particular spot, whereupon all plants in a 20 ft radius of the enchanted location immediately begin to writhe violently about, whipping around and entangling any creature in the area. Creatures threatened in this manner are entitled to a saving throw. If the saving throw succeeds, the creature’s movement rate is slowed to half normal; if the saving throw fails, the creature is so securely held in the plants that it cannot move, attack, or cast spells for the duration of the spell.
Druidic Transmutation/ Alteration Level: 1 Range: 80 ft Duration: 4 rounds/ caster level Area of Effect: 1 size M or 2 size S creatures/ caster level Components: V Casting Time: 3 segments Saving Throw: None
Area of Effect: One creature Components: V,S,M Casting Time: 3 segments Saving Throw: None
With the exception of any distinctions detail spell is identical to the magic user’s (not the of the same name. Druidic Enchantment/ Charm Level: 7 Range: 60ft. Duration: Instantaneous Area of Effect: One creature Components: V,S,M Casting Time: 5 segments Saving Throw: Negates The casting of this spell culminates when the finger at his chosen victim. If the targe throw, it immediately ceases to live.
Druidic Conjuration The druid uses this spell to ignite a fiery-looking aura of Level: 6 bright light around his enemies. The aura is visible at a Range: 40ft (see below) You're Reading a Preview range of 80 ft if the observer stands in darkness, and at 40 Duration: 1 turn/ caster level ft if he stands near another light source. The light itself is Area of Effect: See below Unlock full access with a free trial. harmless, but a creature limned with faerie fire is easier to Components: V,S,M hit; any attacks against it are made with a bonus of +2. Casting Time: 1 round/ seed Saving Throw: Half Download With Free Trial Druidic Enchantment/ Charm Level: 6 Range: 40ft Duration: Permanent Area of Effect: One creature Components: V,S Casting Time: 8 segments Saving Throw: Negates The insidious feeblemind spell affects only those who can
By casting this spell upon a group of seeds, or holly berries, the druid imbues them with to erupt in a violent explosion of magical fire acorns may be used as missiles, and tran berries as a delayed-action bomb. The sp druid Sign to create seeds or eight up tofour voteacorn on thisfire title seeds, or a proportionate combination such useful Useful Not and four holly berries. Acorns may be throw up to 40 ft, and cause 2d8 points of damage 5 ft, igniting any combustibles that fail a
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OSRIC TM - Old School Reference and Index Compilation Range: Touch Duration: Permanent until tripped Area of Effect: One object Components: V,S,M Casting Time: 1 turn Saving Throw: Half With the exception of any distinctions detailed above, this spell is identical to the magic user’s (not the clerical) spell of the same name.
Druidic Illusion/ Phantasm Level: 4 Range: 80 ft Duration: Permanent Area of Effect: 40 ft square/ caster level Components: V,S,M Casting Time: 6 segments Saving Throw: None
Round 7: discomfort
Cold Round 1: no effect other than discomfort Round 2: 1-2 hps damage Rounds 3-5: 1-4 hps damage, severe fros need for amputation of extremities such as fin Round 6: 1-4 hps damage Round 7: discomfort
Immersion in water will negate the effects of of the spell, as will magical protection appropriate elements. If no such options are target of this spell is well advised to divesting himself of metal gauntlets and helm least, to avoid the side effects.
Druidic Enchantment/ Charm Level: 3 Range: 80 ft Duration: 2 rounds/ caster level Area of Effect: 1-4 animals Components: V,S,M Casting Time: 5 segments Saving Throw: Negates
By casting this spell, the druid creates the illusion of a forest in the spell’s area of effect. Woodland fey and other druids will immediately discern the forest’s illusionary nature, but even normal animals will be fooled by the forest’s appearance. The illusion is not tactile, only visual, You're Reading a Preview so it is likely that intelligent beings entering the forest will quickly realize they are walking in an illusion. However, A hold animal spell completely immobil Unlock full access with a free trial. the mere realization that the forest is not real does not normal or giant-sized normal animals for the dispel the illusion, and it will continue to limit vision and spell’s duration. The druid decides how ma possibly create other inconveniences; horses, forDownload example, With Free will target Trial with the spell: if there is only o will not walk a straight path through the illusion, circling saving throw is made at –4, if two, each ma around the “trees” they perceive as real. throw at –2, if three, the saving throw is at cleric seeks to hold four animals, each ma (Reversible) throw with no penalty. Druidic Necromancy Level: 2 Animals held by this spell may be killed or b Range: 40 ft of one per or, this if the Sign upround, to vote on titleattacker cho Duration: 7 rounds attacked at twice the normal rate with an aut Useful Not useful Area of Effect: All metal worn by 1 size M creature per maximum damage. caster level, or 50 lbs weight/ caster level, as applicable Components: V,S,M
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OSRIC TM - Old School Reference and Index Compilation creatures such as treants, the spell affects between one and four creatures, at the caster’s option. Depending upon how many creatures (or square yards of space) the druid targets, the saving throw against the spell is subject to different penalties. If one creature (4 sq. yds.) is targeted, the saving throw against the spell is made at a penalty of – 4; two creatures or 8 sq. yards suffer a penalty of –2; three creatures or 12 sq. yards suffer a penalty of –1, and four creatures or 16 sq. yards suffer no penalty on the saving throw.
Druidic Conjuration/ Summoning Level: 5 Range: 320 ft Duration: 1 turn/ caster level Area of Effect: Cloud of 160 ft radius, 40 ft high Components: V,S,M Casting Time: 7 segments Saving Throw: None
druid must concentrate for a full round direction in order to gain the insight granted The spell’s dweomer affects the caster, so the with him. The divination is not blocked by a substance, of any thickness.
Druidic Divination Level: 2 Range: Caster Duration: 1 turn/ caster level Area of Effect: 5 ft radius/ caster level Components: V,S,M Casting Time: 1 round Saving Throw: None
Upon casting this spell, the druid is imbued w to mentally locate any specific type concentrates upon, in the area the spell ra him as he moves.
Except as noted above, this spell is identical to the fifth level clerical spell insect plague .
Druidic Transmutation/ Alteration Level: 1 Range: Touch Duration: 1 turn + 1 round/ level Area of Effect: Creature touched Components: S,M Casting Time: 4 segments Saving Throw: None
(Reversible) Druidic Transmutation/ Alteration Level: 3 Range: Touch Duration: Instantaneous You're Reading a Preview Area of Effect: Creature touched Components: V,S Unlock full access with a free trial. Casting Time: 5 segments Saving Throw: None
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With a gesture, the druid or other recipient of the spell fades from the sight, sound, and smell of any normal animal (including giant varieties of normal animals). Creatures with intelligence of 6+ are not affected by the spell. This powerful form of invisibility is not dispelled if the druid attacks, although a particular creature being attacked with a hand-held weapon will, of course, be aware of the druid’s general location and be entitled to
Other than as may be described above identical to the clerical spell of the same nam
Druidic Transmutation/ Alteration Level: 2 Range: 0 up to vote on this title Sign Duration: 4 rounds/ caster level Useful Not useful Area of Effect: 10ft x10 ft cube / caster level Components: V,S Casting Time: 4 segments
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OSRIC TM - Old School Reference and Index Compilation
By means of this spell, the druid steps into one tree and steps out from a distant tree of the same type. The druid determines the direction in which he will travel from one tree to another. Most trees permit a maximum distance of travel of 300 yards, but trees sacred to druids allow travel of considerably greater distance; oaks, yew, and rowan trees permit the druid to travel as far as 600 yards. If no tree of the same type is to be found in the direction the druid designates, he will emerge from any tree of that species within the spell’s range closest to the direction he specified. The druid may remain in the first tree for as long as one round per caster level before being forced to leave the other tree, and in this case he will be treated in the same way as for a plant door spell. If no appropriate tree is available for the druid to step from, he may remain in the first tree for the spell’s duration, but will not be able to use the spell for traveling.
Druidic Transmutation/ Alteration Level: 4 Range: Touch Duration: 1 turn/ caster level Area of Effect: See below Components: V,S,M Casting Time: 6 segments Saving Throw: None
This spell allows the druid to travel effo vegetation of any kind, stepping through it Druidic Enchantment/ Charm exist. The pathway may also be traveled Level: 1 higher level than the caster, but no other cre Range: Touch advantage of the spell’s effect. The path Duration: 1 turn/ caster level the spell may be up to 5 ft wide, 10 ft high, a Area of Effect: Creature touched ft/ caster level in length. The druid may even Components: V,S,M shift inside a tree or move through an a You're Reading atoPreview Casting Time: 1 round affected by a spell (such as entangle). If the Saving Throw: None that is attacked, he must leave the tre Unlock full access witha atree free trial. killed or die with the tree. Any creature upon which this spell is cast can move through any sort of terrain without leaving behind the With Free Trial Download slightest sign of its passage. It leaves no footprints, no Druidic Divination scent, and no other telltales of movement. It is impossible Level: 1 to trace its path except, temporarily, by one method – the Range: 0 path will radiate magic for 6-36 turns. Once this time Duration: Instantaneous elapses, the magical aura will fade away, leaving the trail Area of Effect: 2 square miles undisturbed by any sign that the spell’s recipient was ever Components: V,S,M there. Sign up to on this title Casting Time: 1 vote round Saving Useful None Throw: Not useful Druidic Transmutation/ Alteration Level: 3
The druid casts this spell upon virtually bones, leaves, powders, etc., He can read in
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OSRIC TM - Old School Reference and Index Compilation This spell instantly creates a normal fire within its area of effect, a blazing conflagration lasting only one minute (1 round) but causing 1d4 hit points of damage to any creature in the area and igniting all combustible material (subject, of course, to an item saving throw against normal fire). The reverse of the spell extinguishes all normal fires within the area of effect.
Druidic Transmutation/ Alteration Level: 2 Range: 0 Duration: 2 rounds/ caster level Area of Effect: See below Components: V,S,M Casting Time: 4 segments Saving Throw: See below
Components: V,S,M Casting Time: 6 segments Saving Throw: None
This spell lends the recipient the same prot lightning and electricity as the third level sp from fire affords against fire. (Reversible) Druidic Transmutation/ Alteration Level: 1 Range: 40 ft Duration: Instantaneous Area of Effect: 1 cubic ft/ caster level Components: V,S Casting Time: 1 round Saving Throw: None
On casting this spell, the druid’s hand ignites with an This spell removes all impurities from water, m eldritch fire that causes no harm to the druid but is and drinkable. The reverse of the spe otherwise equivalent to the flame of a torch. It can be water, making it impossible to drink, and w used to set fires and may also be thrown as a missile. The properties of holy and unholy water. throwing range of the flame is 40 ft, and when the flame hits an object it will explode, igniting all combustible material in a radius of 15 ft (materials are entitled to a Druidic Transmutation/ Alteration saving throw against normal fire). The druid may banish Level: 3 You're Reading a Preview the magical flame at will, but fires set by it must be Range: 160 ft extinguished by normal means. Duration: See below Unlock full access with a free trial. Area of Effect: See below Components: V,S,M Druidic Abjuration Casting Time: 5 segments Download With Free Trial Level: 3 Saving Throw: None Range: Touch Duration: See below The pyrotechnics spell may be used Area of Effect: One creature entirely different magical effects, a bright d Components: V,S,M light or a massive cloud of smoke. Both o Casting Time: 5 segments uses of the spell require an existing fire sou Saving Throw: None this may within Signbe up anywhere to vote on this titlethe spell’s ra spell’s area of effect is determined by Not useful Useful The druid may use this spell to confer considerable originating fire. Ifthe spell is used to prod protection from fire upon another creature, but if he casts the flashing display will temporarily blind (fo it upon himself the effects are far greater, conferring all creatures in the area of effect and
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OSRIC TM - Old School Reference and Index Compilation Saving Throw: None
Casting Time: 1 round Saving Throw: See below
Provided that a body has been dead for no more than a week, a powerful druid can recall its spirit from the dead – but into another body. The form of the new body is not subject to the druid’s control, and is determined by means of the tables below. The new body will appear within 1d6 turns near the soul’s former body. Elves may be brought back to life by reincarnation. There is a 35% chance that the new incarnation will be from the “humanoid” table and a 65% chance that the new incarnation will be from the animal table. The new incarnation (if sapient) will retain the original character’s experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his original mental ability scores (Int, Wis, Cha).
01-03 04-06 07-14 15-17 18-25 26-28 29-36 37-39 40-42 43-45 46-85 86-88 89-91 92-94 95-97 98-00
01-03 04-06 07-10
Bugbear Dwarf Elf Gnoll Gnome Goblin Half-elf Halfling Half-orc Hobgoblin Human Kobold Orc Ogre Ogre Mage Troll
Centaur Dryad Satyr
An invisible barrier forms around the spell’s r caster completes the invocation, warding him Only true insects are affected by the spell, w repel spiders, beetles or centipedes. Norm completely hedged out by the spell, and gian HD) must succeed in a saving throw against the barrier. Even if a giant insect sho penetrate the barrier, it will sustain 1d damage from doing so.
Druidic Transmutation/ Alteration Level: 1 Range: Touch Duration: 1 round/ caster level Area of Effect: 1 oak club Components: V,S,M Casting Time: 1 segment Saving Throw: None
The druid imbues a club or billet of enchanted power, making it +1 to hit inflicting 2-8 points of damage against small You're Reading a Preview sized opponents, 2-5 against large op shillelagh must be wielded by the druid in Unlock full access with a free trial. possess these magical properties: in the hand person it will be no more than an ordinary wo
Download With Free Trial Druidic Enchantment/ Charm Level: 3 Range: Touch Duration: Permanent (until triggered) Area of Effect: 10 ft radius + 6 inches/ caster Components: V,S,M Sign up to vote on this title Casting Time: 3 rounds Useful Not useful Throw: Saving None This spell is used to enchant a normal snare,
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OSRIC TM - Old School Reference and Index Compilation Level: 1 Range: 0 Duration: 2 rounds/ caster level Area of Effect: One animal type within 40 ft of the caster Components: V,S Casting Time: 3 segments Saving Throw: None This spell allows the druid to speak with all animals of a particular type or species that are within 40 ft of him when the spell’s casting is complete. In all other respects, except as denoted above, the spell is identical to the second level cleric spell speak with animals .
Druidic Transmutation/ Alteration Level: 4 Range: Caster Duration: 2 rounds/ caster level Area of Effect: 40 ft radius around caster Components: V,S,M Casting Time: 1 turn Saving Throw: None
Components: V,S,M Casting Time: 1 round Saving Throw: None
When the druid completes the intonations a this spell, a swarm of insects appears from n the thin air to attack the druid’s enemies. chance that the swarm will be composed of 30% chance that the insects will be ants airborne biting vermin. A flying sw tremendously fast, but a crawling swar movement of 12 ft/ round. In either cas automatically inflict 2 hps damage per roun target, and the unfortunate victim wi covered as to be incapable of any movement. The druid may redirect the sw another opponent, but the command will cau confusion within the swarm as it reorients its new target.
Druidic Transmutation/ Alteration Level: 7 Range: 80ft Other than as noted above, this spell is identical to the Duration: Instantaneous clerical spell speak with plants . Area of Effect: One metal object You're Reading a Preview Components: V,S,M (Reversible) Casting Time: 9 segments Unlock full access with a free trial. Druidic Transmutation/ Alteration Saving Throw: See below Level: 5 Range: 40 ft UsingTrial this spell, the druid may select a sin Download With Free Duration: 2 rounds/ caster level metal and change its substance to wood. Area of Effect: 5 ft radius up to 8 pounds of metal per caster level. Components: V,S,M entitled to a saving throw, but magic items h Casting Time: 7 segments chance of being unaffected by the spell. Saving Throw: None (Reversible) Except as may be noted above, this spell is identical to the Druidic Transmutation/ Alteration Sign up to vote on this title clerical spell of the same name. Level: 5 Useful Not useful 160 Range: ft Duration: See below Druidic Transmutation/ Alteration Area of Effect: 20 ft cube/ caster level
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OSRIC TM - Old School Reference and Index Compilation it collapsed). The spell’s reverse transforms mud into sandstone or a similar sedimentary rock.
Druidic Transmutation/ Alteration Level: 6 Range: Touch Duration: See below Area of Effect: See below Components: V,S Casting Time: 3 segments Saving Throw: None
Saving Throw: Negates
This spell turns an appropriate object into a m sorts. The object rises from the groun creature crossing over it, even if they (saving throw vs. spells – unlisted categor the object). The object is 80% undetect affect even the caster. The trap causes fal worse than normal: a running creature points of damage and be stunned for 1d4+1 merely be stunned if they fall onto a soft su grass. Creatures larger than size M are not spell.
The mystic oneness of all nature is a principle tenet of many druidic sects, and it sees practical use in the transport via plants spell. Upon casting this spell, the druid Druidic Transmutation/ Alteration may travel almost instantly from one plant to another Level: 6 through the mystic oneness that joins all life forms. The Range: 0 spell operates in much the same fashion as pass plant , but Duration: 4 rounds/ caster level with an unlimited range. When the spell is cast, the druid Area of Effect: 120ft wide path, 20ft long/ cas simply steps into a large plant of any kind and disappears Components: V,S,M into it. He may remain in the first plant for up to 24 hours, Casting Time: 8 segments but at any time he may step forth from another plant of the Saving Throw: None same species in another location. The druid may know of a specific plant from which he wants to emerge, or may At the completion of this spell, the druid h simply specify a distance and a direction. If the druid does outstretched, and with the final word You're Reading a Preview not know of a specific destination plant, his arrival may be tremendous burst of power rolls forth, off by 1d100 miles from the desired point of arrival, at the wooden objects. Even very large wooden Unlock full access with a free trial. GM’s discretion. are not affixed to the ground will be affec objects fixed to the ground will manage to spell’sTrial awesome power. A sapling-size piec Download With Free Druidic Transmutation/ Alteration smaller will splinter and break even if it is Level: 3 The druid need not concentrate on maintain Range: Caster of force, and cannot change the direction Duration: 6 turns + 1 turn/ caster level eldritch power once it is set. Area of Effect: Caster Components: V,S,M Casting Time: 5 segments Druidic Evocation Sign up to vote on this title Saving Throw: None Level: 5 Useful Not useful 80 Range: ft (wall) or caster (ring) Casting this spell causes the druid’s shape to melt and twist Duration: See below into that of a tree or large shrub, its general appearance Area of Effect: See below
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OSRIC TM - Old School Reference and Index Compilation maintain concentration, will remain for 1 round/ caster level. The druid may evoke a wall of fire in one of two shapes, a wall or a ring. The size of a straight wall is up to one 20ft square per caster level. A ring has a radius of up to five feet per caster level (with the caster in the center) and is 20ft high. If the druid manifests the spell as a wall, the effect is stationary. The ring-shaped wall moves with the caster.
Druidic Conjuration/ Summoning Level: 6 Range: 80ft. Duration: 1 turn/ level Area of Effect: 100ft cube/ caster level Components: V,S Casting Time: 8 segments Saving Throw: None
Saving Throw: None
This spell grants the ability to breathe underw spell lasts. The reverse of the spell allows a w creature to breathe in the air.
Druidic Conjuration/ Summoning Level: 6 Range: 0 Duration: See below Area of Effect: See below Components: V,S,M Casting Time: 1 turn Saving Throw: None
The area of effect of this spell ranges from miles, but the spell is otherwise similar to th control weather , allowing the druid to affect, existing weather conditions.
When the druid casts this spell, a tangled wall of briar vines erupts from the ground, bristling with sharp, deadly thorns. Running into or attempting to force a way through the thorns will cause 8 hps damage, plus 1 hp for every point of armor class. A creature may be caught within the wall of thorns when the spell is cast, and if this is the case it will Arcane Transmutation/ Alteration take damage immediately, and must fight through (taking Level: 1 You're Reading a Preview damage a second time) to gain enough freedom of motion Range: 5 ft/ caster level to chop at the thorns. It takes 4 turns to cut through a 40ft Duration: 1 round/ caster level Unlock full access with a free trial. thickness of a wall of thorns. Normal fire has no effect Area of Effect: 1.5 ft radius fire upon a wall of thorns, but magical fire can ignite the entire Components: V,S growth, creating a wall of fire (as per the spell) that burns With Free Casting Time: 1 segment Download Trial away to nothing in 2 turns. Saving Throw: None
Druidic Transmutation/ Alteration Level: 2 Range: 10 ft/ caster level Duration: instantaneous Area of Effect: See below Components: V,S,M Casting Time: 4 segments Saving Throw: None
With arcane words and gestures, the command small fires, up to a limit of 1.5 f grow smaller or larger. Any fire within th limitations may be made as small as a can turnedSign intoupa to bonfire 3ftthis in title diameter. An aff vote on consumes fuel appropriate to its new Not useful Useful the continue to radiate same heat as a fire size.
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OSRIC TM - Old School Reference and Index Compilation Saving Throw: See below (Reversible) Arcane Transmutation/ Alteration Level: 5 Range: 60 ft Duration: 1 round/ level Area of Effect: Up to 8 animals in a 20 ft square area Components: V,S Casting Time: 5 segments Saving Throw: None Other than as noted above, this spell is identical to the druidic spell animal growth .
Arcane Necromancy Level: 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead .
This spell affects an area or an object with a that repels or attracts a certain, specified t Either a race of creature or an alignment mus Note that if the spell is cast upon an object area, the targeted type of creature will have a on the saving throw.
If the magic user creates an antipathy object, the targeted creature type will feel an to stay away from it. A saving throw appl the creature to remain, or to touch the obje the saving throw is successful the crea extremely uncomfortable in its presence. are able to remain in the area or near the ob to lose 1 point of dexterity per round (maxim from discomfort.
If the magic user creates sympathy for an o on the other hand, the targeted creatu attracted to the area or object, pleased to vicinity, or covetous of the “precious” item. does not make a saving throw, it will do wh power to stay in contact with the area or t object.
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Arcane Abjuration Arcane Evocation Level: 6 Level: 9 Range: Caster Range: Touch Download With Free Trial Duration: 1 turn/ level Duration: See below Area of Effect: Globe, 5 ft radius/ level around caster Area of Effect: See below Components: V,S Components: V,S Casting Time: 1 segment Casting Time: 9 segments Saving Throw: None Saving Throw: None An anti-magic shell is a bubble of space around the magic user that completely prevents all magic from operating within its confines. Spell effects do not enter or function within the shell, providing the caster with complete protection from gaze attacks, hostile spells, and even the
OtherSign thanup astodescribed above, vote on this title this spell is id clerical spell of the same name. Useful Not useful Arcane Illusion/Phantasm
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OSRIC TM - Old School Reference and Index Compilation sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th.
Area of Effect: One summoned creature Components: V,S,M Casting Time: 5 hours Saving Throw: See below
Arcane Transmutation/ Alteration Level: 3 Range: Caster Duration: 1 round/ level Area of Effect: Caster Components: V,S Casting Time: 1 segment Saving Throw: None
This spell summons a demon or other fien devil) from the lower planes of existence int planes. In order to cast the spell, the caster fiend’s true name … but such inform contained in forbidden tomes of lost lore. summon the lesser sorts of demons that hav names, nor is it powerful enough to summo the demonic or diabolical nobility. The spe protection whatsoever against the wrath of t creature, and make no mistake, the summo will be extremely resentful of the caster general, this spell is cast only with mul against the summoned fiend, such as a penta the demon and a magic circle to protect the m
This spell is a weak and rather unreliable form of one of the true mage’s most powerful capabilities; teleportation magic. For the duration of the spell, the magic user teleports 20ft in a random direction once per round. The segment in which the magic user disappears and reappears is determined on a d8. If the roll would result in the caster’s being teleported into a solid object, the caster will The exact nature of any discussions or neg blink a second time, for a distance of only 10 ft If this creatures of the nether planes is, of course, second blink also results in the caster’s occupying a solid handled in the course of the game, with the object, the spell will end, marooning the caster in the deciding what the fiend is thinking and how ethereal plane of existence. During and after the segment treacherous in the extreme to deal with dem in which the teleportation occurs, the magic user’s sudden are intelligent and ruthless. They ar You're Reading a Preview change of location prevents any direct attacks upon him. unreliable – since the caster knows the fiend’ The caster may only be attacked directly if the attack is is compelled to abide by any agreements i Unlock full access with a free trial. made before the blink takes place. If the caster teleports although it might be able to twist th both from and into an area which is affected by an area of agreement while still abiding to the lette effect spell, he will suffer its effects. The constant changes With Free spellsTrial (spirit-rack or trap the soul, for example Download of location take a certain toll upon the caster, who has a to strengthen the magic user’s hand in any 25% chance of failing at attempts to cast spells, use most with a demon. magic items, or take any action beyond making physical attacks. Arcane Enchantment/ Charm Level: 4 Arcane Transmutation/ Alteration Range: 60 up ft to vote on this title Sign Level: 1 Duration: See below Useful Not useful Range: Caster Area of Effect: See below Duration: 1 round Components: V,S Area of Effect: Fan of flame 3 ft long in a 120-degree arc Casting Time: 4 segments
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OSRIC TM - Old School Reference and Index Compilation Level 9+
1
90% Arcane Divination Level: 3 Range: See below Duration: 1 round/ level Area of Effect: See below Components: V,S,M Casting Time: 3 segments Saving Throw: None
Arcane Enchantment/ Charm Level: 1 Range: 120 ft Duration: See below Area of Effect: One person Components: V,S Casting Time: 1 segment Saving Throw: None. The powerful enchantment woven by this spell will affect any “person,” meaning character races (with the exception of elves), and other small to man-sized bipeds analogous to persons (orcs, goblins, etc.) up to a ceiling of If the target creature fails a saving throw, it will view the magic user as a trusted friend, interpreting his every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the caster’s behalf, but will not undertake risks beyond what the creature might ordinarily take. The magic user must be able to talk to the charmed creature if he is to give it any sort of complex “request.” Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence:
Clairaudience allows the caster to eave upon a particular location. There is no effect spell’s range, but the location must either be caster or be obvious, such as the top floor i the caster can see, or just beyond a dunge spell cannot penetrate metal; sheets of any between the caster and the target area wi magic user from being able to scry upon t caster will be able to hear sounds in a 6ft spell’s focal point.
The spell cannot be used to scry ac existence; it can only be used to spy on lo same plane of existence in which it is cast.
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Arcane Divination Level: 3 Unlock full access with a free trial. Range: See below Duration: 1 round/ level Area Trial of Effect: See below Download With Free Components: V,S,M Casting Time: 3 segments Saving Throw: None
19+: one saving throw per day 18: one saving throw/ 2 days 17: one saving throw/ 3 days 15-16: one saving throw/ week 13-14: one saving throw/ 2 weeks 10-12: one saving throw/ 3 weeks 7-9: one saving throw/ month 4-6: one saving throw/ 2 months 3 or less: one saving throw/ 3 months The charm will be broken automatically if the magic user obviously tries to harm the charmed creature.
Arcane Enchantment/ Charm Level: 7
Clairvoyance, together with clairaudience, classic “scrying” spells, spells that allo extend hisup perception senses far into th Sign to vote on and this title spy upon enemies and scout locations. Not useful ofUseful means seeing events in a distant locat effective limit to the spell’s range, but the either be familiar to the caster or be obviou
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OSRIC TM - Old School Reference and Index Compilation Level: 8 Range: 5 ft/ level Duration: 1 round/ level Area of Effect: Enchanted hand Components: V,S,M Casting Time: 8 segments Saving Throw: None
Duration: 1 round/ level Area of Effect: Cloud, 40 ft wide, 20 ft high, 2 Components: V,S Casting Time: 5 segments Saving Throw: None
As with the other hand spells, Clenched Fist evokes a magical hand, but in this case the hand is always at least as large as a giant’s, and is curled into a fist rather than held open. The clenched fist strikes one of the magic user’s enemies per round, never missing, for so long as the caster concentrates upon it. No other activity is possible while concentrating, and breaking the caster’s concentration ends the spell. The fist rolls a d20 to determine damage (it hits automatically): on a roll of 1-12, the fist deals 1d6 hps of damage; on a 13-15, it deals 2d6 hit points, on a roll of 16-19 it deals 3d6 hit points and stuns the opponent for one round, and on a roll of 20+ it deals 4d6 hit points and stuns the opponent for 3 rounds. If the opponent has already been stunned, the d20 roll receives a +4 bonus. As with the other hand spells, the hand has as many hit points as the caster’s full hit points.
Arcane Necromancy Level: 8 Range: Touch Duration: Instantaneous Area of Effect: One clone Components: V,S,M Casting Time: 1 turn (See below) Saving Throw: None
This spell calls into being a poisonous vapor, heavier than air, which moves along t into holes) at a movement rate of 10 ft/ eldritch poison of the cloud is so viru creatures of fewer than 4+1 HD instantly, w throw. Creatures with 4+1 HD up to 5+1 H a saving throw at –4, and creatures of 6 HD a normal saving throw. Failure on the saving that the victim dies. The spell is affec winds, although it magically avoids rolling caster under any circumstances. It is dispers by a strong wind, and by thick growths of v rolls through these for a distance of 20 ft
(Reversible) Arcane Transmutation/ Alteration Level: 1 Range: Caster Duration: 5 rounds/ caster level Area of Effect: One written object or one cre You're Reading a Preview Components: V,S,M Casting Time: 1 round Unlock full access with a free trial. Saving Throw: None This Trial spell allows the magic user to dec Download With Free
This eerie spell creates a true, living duplicate of a creature, grown in a vat in the magic user’s laboratory and matured rapidly to adulthood. The clone has the level, the experience points, and the memories of the original person as of the time a piece of that person was obtained for the purpose of making a clone. If a clone and its original exist simultaneously, the magical flux of such a situation can
language (including pictographs, but not inc script), or to understand the speech of ano The spell does not permit the magic user to u “speech” of animals; only true, spoken lang understood. The caster gains no ability to the language, only to comprehend meanin reverse makes a particular creature or Sign up to vote on this title indecipherable, or may be used to cancel th Usefullanguages spell. Not useful comprehend
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OSRIC TM - Old School Reference and Index Compilation Level: 4 Range: 120 ft Duration: 2 rounds + 1 round/ level Area of Effect: Up to 60 ft x 60 ft Components: V,S,M Casting Time: 4 segments Saving Throw: See below This spell affects a base number of 2-16 creatures, but is otherwise identical to the druidic spell of the same name except as noted in the summary information above.
Arcane Conjuration/ Summoning Level: 5 Range: 60 ft Duration: 1 turn/ level Area of Effect: Elemental creature Components: V,S,M Casting Time: 1 turn Saving Throw: None
questions he poses. One question may be caster levels. The caster decides how deepl probe into the realities beyond the mater chooses to contact an elemental plane about that plane). The difficulty of the m measured in terms of how man contradictions of reality the caster can simultaneously juggle in his mind. The pric insanity. Contacting an elemental plane pr that the being contacted will have the k magic user seeks, if the magic user is aski particular elemental plane. There is a 25% c being will tell a lie, or that the information w in such inherently contradictory language tha understood. If the magic user seeks informa material plane or non-elemental planes, he m the fundamental contradictions of metaphysics, described on the table below.
By means of this spell, the magic user calls an elemental being from the plane of air, fire, earth or water to do his bidding. The particular form of elemental to be summoned is a part of the spell’s incantation, so the magic user must You're Reading a Preview memorize the spell for a particular element. The magic 1 60% 35% user exerts control over the elemental by concentrating 2 65% 33% Unlock full access with a free trial. upon it, and if his concentration is broken by being 3 70% 30% damaged or grabbed he will lose control of the elemental. 4 75% 27% The magic user’s ability to control the elementalDownload is limited With Free Trial 5 80% 25% to 30 ft There is a 1 in 20 chance per round after the 6 85% 22% second round that the elemental will break free of the 7 90% 19% magic user’s control even if the magic user is concentrating 8 95% 15% upon maintaining it. If the elemental breaks free of the 9 98% 10% magic user’s control or the magic user ceases to concentrate upon it, it will seek to attack the magic user as soon as it can finish any combat in which it is involved. A If the Sign caster insane by what he find upistodriven vote on this title magic user can, of course, avail himself of protections cognitive breakdown, the insanity will last 1d Useful Not useful against an elemental such as by use of a magic circle or a there is a 1% chance that the caster will d protection from evil spell. The material component for this suicide at the end of this period if it is not r spell is a large quantity of the appropriate elemental remove curse spell, wish , etc.).
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OSRIC TM - Old School Reference and Index Compilation into the darkness. The magic user spell cannot be used to create continual darkness.
Arcane Transmutation/ Alteration Level: 6 Range: 0 Duration: 4d6 hours Area of Effect: 4d4 square miles Components: V,S,M Casting Time: 1 turn Saving Throw: None Except as may be noted above, this spell is identical to the clerical spell control weather .
Arcane Evocation Level: 9 Range: 5 ft/ level Duration: 1 round/ level Area of Effect: See below Components: V,S,M Casting Time: 9 segments Saving Throw: None
Range: 10 ft/ level Duration: 1 turn + 1 round/ level Area of Effect: 15ft radius sphere Components: V,M Casting Time: 2 segments Saving Throw: See below
This spell creates an area of utter lightlessn darkness that prevents all natural vision, ev The spell’s effect is neutralized by (and ne counteracting effect of a light or continual lig
Arcane Transmutation/ Alteration Level: 3 Range: Touch Duration: 12 turns + 6 turns/ level Area of Effect: One creature Components: V,S,M Casting Time: 1 round Saving Throw: None
This spell allows the magic user to confer the in the dark, perceiving variations of heat i spectrum. The range of this vision is 60 f other light sources tend to spoil the effects You're Reading a Preview This spell calls into existence a large, floating hand much Darkvision does not perceive invisibility like that summoned by the other hand spells. The crushing normal vision. Unlock full access with a free trial. hand attacks any foe the caster directs, grabbing it and squeezing with great power. Damage increases as the hand continues to constrict, doing 1d10 damage Download in the first With Free Arcane Necromancy Trial round, 2d10 points of damage in the second and third Level: 6 round, and 4d10 points of damage per round thereafter. Range: 10 ft/ level As with the other hand spells, the hand has as many hit Duration: Instantaneous points as its caster. The caster cannot engage in any other Area of Effect: 5 ft x 5 ft/ level activity while directing the hand. Components: V,S,M Casting Time: 6 segments SavingSign Throw: up toNone vote on this title Arcane Transmutation/ Alteration Not useful itsUseful Level: 1 Within limit as to hit dice, this spell slays li Range: 40 ft + 10 ft/ caster level in the area of effect. Creatures of 9 or high Duration: 2 rounds/ caster level not affected. The spell kills 4d20 “po
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OSRIC TM - Old School Reference and Index Compilation
A delayed blast fireball is somewhat more powerful than a normal fireball (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the fireball spell. (Reversible) Arcane Divination Level: 2 Range: Caster Duration: 5 rounds/ level Area of Effect: Path 10 ft wide, 60 ft long Components: V,S Casting Time: 2 segments Saving Throw: None This spell allows the magic user to detect emanations of evil (or good, in the case of the spell’s reverse) within the spell’s area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Nor will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil.
Arcane Divination Level: 2 Range: Caster Duration: 5 rounds/ level Area of Effect: Path 10 ft wide, 10 ft long/ level Components: V,S,M Casting Time: 2 segments Saving Throw: None
Duration: 1 round/ level Area of Effect: 50 ft x 50 ft cube/ level Components: V,S,M Casting Time: 4 segments Saving Throw: None
This spell causes dirt to begin piling out from digging a hole with tremendous speed. proceeds at a rate of one 50 ft x 50 ft cube earth boils out of the area the caster directs, edges of the pit. If the spell is cast dir creature, the creature will fall in without any saving throw. Creatures at the edge of the likelihood of falling in; they must roll dexterity score on a d20 to avoid sliding in maelstrom of moving earth. A creature mov pit during the first round in which digging make a saving throw vs. spells or fall into spell can be used to excavate in dirt, sand, that if the pit is taken deeper than 5 ft, ther that it will collapse in on itself (roughly 25% the GM for the type of material being dug).
Arcane Transmutation/ Alteration Level: 4 You're Reading a Preview Range: Caster Duration: See below Unlock full access with a free trial. Area of Effect: Caster Components: V Casting Time: 1 segment Download With Free Trial Saving Throw: None
This spell allows the caster to see that which is invisible or hidden, and can also perceive into the astral and ethereal planes. The spell’s sight is limited to the stated range of 10ft/ caster level.
Dimension door is a weak form of tel controllable than blink , but severely limited teleportation is limited to 30 ft per caster blink, a dimension door spell operat accuracy, either to on a place the caster can Sign up to vote this title visualize, or in response to directions (exa Not useful Useful forward and 30 ft to the right”). If the cast land him inside a solid object, he is stunned a the astral plane, held in a sort of suspended
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This spell disintegrates matter of any kind: animal, vegetable, or mineral. Matter of a magical nature will also be destroyed, although evocations of magic force (such as a wall of force, globe of invulnerability, or shield) are not affected (not being matter). An entire creature, or an area of living matter up to 10ft x 10 ft/level, will be utterly obliterated by this powerful spell. The spell cannot be used to destroy both living and non-living matter; once it hits its first target it will take effect upon that matter and not pass beyond.
Arcane Abjuration Level: 3 Range: 120ft Duration: Permanent Area of Effect: 30x30x30ft cube Components: V,S Casting Time: 3 segments Saving Throw: None Except as noted above, this spell is identical to the clerical spell dispel magic .
Arcane Transmutation/ Alteration Level: 5 Range: 10 ft/ level Duration: 1 turn/ level Area of Effect: 100 square ft/ level Components: V,S,M Casting Time: 6 segments Saving Throw: None
Casting Time: 7 segments Saving Throw: None
By means of this spell, the caster reduces him dimensional sheet with no third dimensi through the thinnest of spaces provide enough to accommodate his remaining two he cannot bend down while two-dimension he can become invisible by the simple exped sideways. While two-dimensional, the cas cast spells, and otherwise act normally. the front or back, however, he takes three damage. Casting the spell requires expe components of 5 to 10 thousand gp in value.
Arcane Conjuration/ Summoning Level: 6 Range: Touch Duration: See below Area of Effect: One item Components: V,S,M Casting Time: See below Saving Throw: Yes (see below)
This spell is the culminating moment creation of a true magic item, when the it infused with the magic properties it has been Unlock full access with a free trial. prepared to hold. Before the spell can actua magic user must engage in considerab consuming Download With Free Trial and meticulous, or the spell will c
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This spell is cast with a summoned earth elemental as its focus. The casting of the spell is fascinating to summoned elementals, and is sufficient to maintain the caster’s control over the elemental (although he cannot command it to act while in the process of casting). When the casting is completed, the earth elemental disperses into the substance of the earth as directed, where it creates a
Firstly, the item itself must be of absolu quality available, in terms of craftsmans need not necessarily be fancy. In most components such as powders or th incorporated into the item’s construction than 100 of the spell ta Sign gp. up toThe votecasting on this title with the caster working steadily upon the Useful Not useful hoursper day. No other spells may be ca period of time, nor can the magic user engag meaningful work. When the final words o
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OSRIC TM - Old School Reference and Index Compilation (Reversible) Arcane Transmutation/ Alteration Level: 4 Range: Touch Duration: 5 rounds/ level Area of Effect: See below Components: V,S,M Casting Time: 1 turn Saving Throw: None With a touch of his hand, the magic user creates a weak and temporary enchantment upon a full-sized weapon, or upon two smaller weapons such as an arrow, bolt, or dagger. The enchantment lends no bonus to hit, but may be used to strike creatures that can be hit only with a magical weapon. When the weapon hits successfully, the enchantment ends. (Reversible) Arcane Transmutation/ Alteration Level: 1 Range: 5 ft/ caster level Duration: 1 turn/ caster level Area of Effect: One creature or object Components: V,S,M Casting Time: 1 segment Saving Throw: Negates
remove such magical rune-traps as symbo runes .
Arcane Divination Level: 2 Range: Caster Duration: 1 round/ level Area of Effect: 5 ft Radius/ level, maximum 90 Components: V,S,M Casting Time: 2 segments Saving Throw: None
This spell allows the caster to overh thoughts of any thinking being in the spell’s effect. The caster need not be able to se whose thoughts he is reading; the spell ca listen beyond a closed door. The spell can more than two feet of stone, be yond more th of any metal, and is foiled by even a thin shee
Arcane Transmutation/ Alteration Level: 3 Range: Touch Duration: Permanent until triggered You're Reading a Preview Area of Effect: One object Components: V,S Unlock full access with a free trial. This spell causes a creature or object to grow in size and Casting Time: 3 segments weight. The spell increases a creature’s size and weight by Saving Throw: See below 20% for each level of the caster (to a maximum increase of With Free Trial Download 200%) and increases an object’s size and weight by 10% This spell creates a magical trap, traceries an per caster level to a maximum increase of 100%. The upon a piece of writing create a magical de magic user’s power limits the volume of material that he they are read. It is possible to detect th can enlarge; he can affect no more than 10 cubic feet of explosive runes without detonating them: a m living matter per level, or 5 cubic feet of non-living matter a 5% chance per level to notice their presenc per level. A normal sized person doubled in size will has a 1% chance per level. When the ru generally have strength of 18, and tripled in size would resulting 6d4+6 points of Signexplosion up to vote causes on this title have strength of 20+. The spell’s reverse applies in the with a successful saving throw) to any crea Useful Not useful same ratios, but with the effect of reducing the size of an 10ft radius. The reader of the runes does object or creature. If the spell is cast on an unwilling saving throw. The caster and any other mag recipient, a successful saving throw will negate the spell. the caster has made familiar with the secret
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OSRIC TM - Old School Reference and Index Compilation The arcane words of an extension spell act to lengthen the duration of another spell previously cast by the magic user by 50%. The previous spell must still be active, and may only be of level 1, 2, or 3.
Arcane Transmutation/ Alteration Level: 5 Range: Caster Duration: See below Area of Effect: See below Components: V Casting Time: 4 segments Saving Throw: None Except as noted, this spell is identical to the spell extension I , but may be used to extend by 50% the duration of any spell up to and including fourth level spells.
Arcane Transmutation/ Alteration Level: 6 Range: Caster Duration: See below Area of Effect: See below Components: V Casting Time: 5 segments Saving Throw: None
Arcane Illusion/ Phantasm Level: 4 Range: 0 Duration: See below Area of Effect: Cone, 60 ft long, 5 ft at diameter at terminus Components: V,S,M Casting Time: 4 segments Saving Throw: Negates
This spell causes utter panic in the creature the cone-shaped emanation of phantasmal te hurls forth. If any creature, of any level or h saving throw against the spell it will bolt a caster as fast as possible for as many rounds level. There is a base 60% chance for a cre whatever it is holding (immediately upon fail throw), reduced by 5% per HD or level of creature.
Arcane Transmutation/ Alteration Level: 1 Range: 10 ft/ caster level Duration: 1 segment/ caster level You're Reading a Preview Area of Effect: 10 cubic feet Components: V,M Unlock full access with a free trial. Casting Time: Less than 1 segment This spell functions in the same manner as Extension I , but Saving Throw: None it can double the duration of spells level 1-3, and extend With Free Trial Download the duration of spells level 4 or 5 by 50%. This spell causes creatures or objects in the to fall as slowly and lightly as feathers, at a ra ft in six seconds (1 segment). No damage is Arcane Illusion/Phantasm distance spent falling under the influence of t Level: 2 is worthy of note that if the spell’s target has Range: Touch the time the spell expires, the fall will resu Duration: Permanent speedSign andup damage be taken fo to vote onwill this title Area of Effect: One object distance. The magic user can affect a weigh useful Useful Not Components: V,S,M pounds plus another 200 pounds/ caster le Casting Time: 3 rounds may be used to slow propelled objects such Saving Throw: None but will not affect sword blows or oth
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OSRIC TM - Old School Reference and Index Compilation Level: 3 Range: Touch Duration: 6 rounds + 1 round/ level Area of Effect: One creature Components: V,S Casting Time: 1 segment Saving Throw: None; willing recipient only
36-45 46-55 56-65 66-75 76-00
This spell magically slows the recipient’s metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell and think, the senses of touch and sight no longer function. Damage caused to the pseudo-corpse is reduced by one half, and the spell’s recipient will not even know that the damage has been caused – potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead, and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.
Arcane Conjuration/ Summoning Level: 1 Range: 0 Duration: See below Area of Effect: 1 mile radius/ caster level Components: V,S,M Casting Time: 2d12 hours Saving Throw: See below
Owl Raven Toad Weasel None Available
Night vision and im Improved Wide angl Improved heari There is a chance tha power will “save” thi There is a cumulative per caster level that a s be permitted. The r second roll is A roll of 01-05 on the above table indicates t user has summoned a very unusual famili familiar is entitled to a saving throw in orde effect of the spell. The type of special fam depends upon the magic user’s alignment.
Lawful good or Lawful neutral: Brownie Chaotic good, Neutral good, or Neutral: Pseu Lawful evil or Neutral evil: Imp Chaotic evil or chaotic neutral: Quasit
Arcane Enchantment/ Charm Level: 4 Range: 10 ft Duration: 2 rounds/ level You're Reading a Preview Area of Effect: 15 ft radius around fire Components: V,S,M Unlock full access with a free trial. Casting Time: 4 segments Saving Throw: Negates
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Magic users of higher level often summon familiars to assist them with various tasks. Indeed, a familiar can also be of considerable benefit to a lower level magic user (even increasing others’ estimation of his power), but the risks inherent in losing a familiar can be daunting to a weaker spellcaster. To summon a familiar, the magic user must intone the words of the spell over a well-stocked fire source, sprinkling the flames with expensive incense and powders (100 gp in total value). The caster must maintain his casting for as long as necessary (2d12 hours) until a
This spell transforms an existing fire into a po snare. Any creature within the spell’s radiu the fire, even with so much as a glance, saving throw vs. spells or become en dancing flames. While so entranced, the c susceptible to the caster’s words, in the sam with aSign suggestion but with a penalty up to votespell, on this title saving throw. The enchantment will be Not useful Useful can entranced creature no longer see the flam
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OSRIC TM - Old School Reference and Index Compilation If the magic user fails a saving throw against a cold-based attack, however, he will suffer twice the normal damage. Hot flame offers the converse of the protections afforded by cold flame. Cold based attacks receive a bonus of +2 on saving throws and guarantee that the caster receives only half damage or none at all if his saving throw is successful against attacks that would cause full or half damage.
middle of a corridor 10ft wide and 10ft high extend a staggering165 ft in both direction possible, in dungeoneering environments, user to be caught in the backblast of his own The flames do not create any significa pressure, but the furnace-like heat causes a blast to make a saving throw against magica (or, in the case of metals, melt).
Arcane Evocation Level: 4 Range: Touch Duration: Permanent until triggered Area of Effect: One object Components: V,S,M Casting Time: 3 rounds Saving Throw: Half
Arcane Evocation Level: 3 Range: Touch Duration: 1 segment/ level Area of Effect: Arrows or bolts Components: V,S,M Casting Time: 3 segments Saving Throw: None
This spell enchants any item that can be opened or closed By means of this spell, the magic user may with a magical trap. When the item is opened by any arrow per segment, causing it to burst into person other than the caster, magical fire explodes in an The enchanted arrows have no bonus area five feet in radius around the fire trapped object, enchantment is not powerful enough to hit a causing 1d4 + 1/ caster level hit points of damage to all can be damaged only by magical weapon creatures in this area. A successful saving throw indicates causes 1 hp of fire damage in addition half damage. Items as well as creatures must make a damage. The arrows (or crossbow bolts) w You're Reading a Preview saving throw. The item upon which this spell is cast suffers one round, so they must be shot before this t no damage from the explosion. Detecting a fire trap is Unlock full access with a free trial. extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a fire trap, and the trap Arcane Evocation will detonate if an attempt to remove traps fails.attacked. Level:Trial 1 Download With Free Range: 20 ft Duration: 3 turns + 1 turn/ level Arcane Evocation Area of Effect: See below Level: 3 Components: V,S,M Range: 100 ft + 10ft/ level Casting Time: 1 segment Duration: Instantaneous Saving Throw: None Area of Effect: 20ft radius sphere Sign up to vote on this title Components: V,S This evocation produces an invisible disk ab Useful Not useful shaped Casting Time: 3 segments across, like a shallow bowl. The dis Saving Throw: Half damage air, and moves in accordance with the caste (although if it is allowed more than 20 ft
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OSRIC TM - Old School Reference and Index Compilation diving, halved when climbing. The game master secretly rolls a 1d6 to determine how much time the spell will last after the base duration expires.
Arcane Transmutation/ Alteration Level: 2 Range: 10 ft Duration: 6 turns/ level Area of Effect: 1 cubic foot/ level Components: V,S,M Casting Time: 1 round Saving Throw: See below
Range: 30 ft Duration: Instantaneous (see below) Area of Effect: 1-4 creatures in a 20ft radius Components: V,S,M Casting Time: 2 segments Saving Throw: Negates
This extremely potent spell causes the vic events of the immediate past. The memory of the last minute (1 round) plus o round per three caster levels. The caste the amount of memory loss: a powerful caste memory loss whether he wants to or not decides which creatures in the spell’s area the spell, and these must make a saving throw loss of memory. The caster may designate 1 the targets of the spell. If one is targeted, th is made with a –2 penalty; if two are targete is –1, and if 3 or 4 creatures are targeted t penalty to the saving throw. Lost memorie restored by means of a heal , restoration , or effect is not subject to being merely dispelled
This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an am oral caster might seek to shift feelings of regret onto another person than himself. Whatever motives drive the caster, he may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing the gold has a chance to notice that it is not truly gold. The GM will roll a d20 and add the caster’s level to the result. If the result is equal to or less than the observer’s intelligence, the fraud is detected (the GM may Arcane Transmutation/ Alteration pick a representative number for creatures whose exact Level: 6 You're Reading a Preview intelligence is not known, or roll a die). By combining Range: See below expensive material components with the spell, the caster Duration: See below Unlock full access with a free trial. can make it more likely that the gold will seem true – Area of Effect: See below conversely, there are mundane methods that give a chance Components: V,S,M to detect this very spell, such as striking the “gold” with With Free Casting Time: 6 segments Download Trial cold iron (10% chance of changing the metal back). The Saving Throw: See below GM will decide for his campaign exactly what can be done to improve and detect this spell. This spell may be employed in one of three d depending upon the words and material com during casting. At the time of memorizati Arcane Evocation user need not specify which will be Level: 6 alternate ofvote the on same Signuses up to thisspell, title not different Range: 10 ft/ level conjures a sphere of an intensely useful Useful Not Duration: 1 round/ level substance that freezes water to a depth of 6 Area of Effect: See below surface area 100 square ft/ caster level. Components: V,S,M enough to walk upon without fear of falli
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OSRIC TM - Old School Reference and Index Compilation
if summoned, might choose to send instance. Casting this spell can be risky, for no control over the summoned creatur precautions are taken, such as a protection the drawing of appropriate magical circles summoned from distant planes of existenc beings with individual names of their own, ca and irascible.
Arcane Enchantment/ Charm Level: 1 Range: Caster Duration: 1 round/ caster level Area of Effect: 10ft radius + 10ft/ caster level Components: V,S,M Casting Time: 1 segment Saving Throw: See below This spell increases the magic user’s charisma in the eyes of all creatures within the area of effect that fail a saving throw. For these creatures, the magic user’s charisma will effectively be increased by 2d4 (one roll for all). For those who succeed in making the saving throw, the caster’s charisma will effectively be lowered by 1d4. Unless the exact numbers are required for some purpose, the normal result of the spell will be that those who failed the saving throw will be well-disposed and friendly toward the caster, and those that succeeded in making the save will find him distasteful and somewhat suspect.
Arcane Enchantment/ Charm Level: 4 Range: 10 ft/ level Duration: 1 round/ level Area of Effect: One creature Components: V,S,M Casting Time: 4 segments Saving Throw: Half
Arcane Enchantment/ Charm Level: 6 Range: Touch Duration: See below Area of Effect: One creature Components: V Casting Time: 4 segments Saving Throw: None
A geas is a magical compulsion placed upon creature to perform, or refrain from perform set by the caster. While the geas cannot com its equivalent, it is a very powerful spell. under the geas avoids or is prevented from p task, it will sicken and will die within 1d4 we is not resumed. The disease will, of c You're Reading a Preview symptoms that the game master will determi is resumed, these may or may not remain u Unlock full access with a free trial. completed. Even a remove curse spell will geas, although a wish spell is powerful enoug
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This dweomer causes intense clumsiness in the affected creature. Attempts to run will result in an immediate fall to a prone position, and anything held in hand (or claw, etc.) will be dropped. A successful saving throw allows the affected creature to act as if under the influence of a slow spell in order to avoid the spell’s effects.
Arcane Transmutation/ Alteration Level: 8 Range: Touch Duration: Permanent Area of Effect: One object Components: V,S,M Sign up to vote on this title Casting Time: 8 segments Useful Not useful Throw: Saving None
Arcane Conjuration/ Summoning
This spell grants a glass object the strength
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Wizard Locks: All doors in the warded are locked. Saving Throw: None. Spell Resistance Webs: Webs fill all stairs from top to bottom. are identical with those created by the web that they regrow in 10 minutes if they are b away while the guards and wards spell lasts. Confusion: Where there are choices in direct corridor intersection or side passage—a min type effect functions so as to make it 50% intruders believe they are going in the oppo Arcane Abjuration from the one they actually chose. This is an Level: 6 charm effect that will not affect elves or o Range: 0 immune to charm. Duration: 1 round/ level Lost Doors: One door per caster level is c Area of Effect: Sphere, 5 ft radius illusion to appear as if it were a plain wall. Components: V,S,M In addition, the magic user can place his ch Casting Time: 1 round the following five magical effects. Saving Throw: None 1. Dancing lights in four corridors. 2. A magic mouth in two places. This spell creates a spherical shield, impermeable to spells. 3. A stinking cloud in two places. The vapor It functions as the spell minor globe of invulnerability 10 turns if dispersed by wind while the gua except as noted above and in that it protects against spells spell lasts. level 1-4 rather than 1-3. 4. A gust of wind in one corridor or room. 5. A suggestion in one place. The caster sele up to 5 feet square, and any creature who en Arcane Evocation through the area receives the suggestion men You're Reading a Preview Level: 7 The whole warded area radiates strong magic Range: 10 ft/ level A dispel magic cast on a specific effe Unlock full access with a free trial. Duration: 1 round/ level removes only that effect. Area of Effect: Magical hand Components: V,S,M Download With Free Trial Casting Time: 7 segments Arcane Transmutation/ Alteration Saving Throw: None Level: 3 Range: 0 This spell is a more powerful evocation of the forceful Duration: 1 segment hand spell, acting in the same manner but able to hold Area of Effect: 10 ft wide path, 10 ft long/ lev motionless a creature of up to 1,000 pounds or move Components: V,S,M creatures with twice the force of a forceful hand. Casting Time: 3 vote segments Sign up to on this title Saving Throw: None Useful Not useful option. The dimensions of the transparent area are three feet by two feet, and the depth depends upon the nature of the substance being made transparent. Lead and gold, being the base and pure metals respectively, are not affected by the spell at all. Only four inches of any other metal can be made transparent, but stone can be seen through to a distance of 6 ft, and wood to a distance of 20 ft
Arcane Abjuration Level: 6
Hand outstretched in the final somatic gestur the magic user summons forth a powerfu
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This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell’s effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player.
Arcane Transmutation/ Alteration Level: 3 Range: 60 ft Duration: 3 rounds + 1 round/ level Area of Effect: 1 creature/ level in a 40 x 40 ft area Components: V,S,M Casting Time: 3 segments Saving Throw: None
Level: 3 Range: 120 ft Duration: 2 rounds/ level Area of Effect: See below Components: V Casting Time: 3 segments Saving Throw: Negates
This spell has the same effect as the cleric person : to immobilize foes and render However, the magic user’s version of the spe more flexible in terms of the caster’s opt person spell completely immobilizes up to or smaller persons for the spell’s duration. decides how many of his foes he will target if there is only one target, the saving throw is two, each makes the saving throw at –1, an user seeks to hold three or four enemies, e saving throw with no penalty.
This spell imbues creatures in the targeted area with Creatures affected by this spell would include preternatural speed, allowing them to move and attack at men, and troglodytes as well as elves, orcs twice the normal rate. The rate of spell casting cannot be Giants, however, are not affected. Ultim increased. Within the area of effect, creatures closest to discretion of the GM to decide if a creature i the caster will be affected first by the spell if the caster’s “person” for the purposes of this spell. level is not sufficient to affect all of the creatures in the You're Reading a Preview area. The spell ages the creatures upon which it is cast by If a magic item or spell operates to partial 2 years. effects of paralysis, failure on the saving throw Unlock full access with a free trial. effect of a slow spell rather than completely the target. Arcane Enchantment/ Charm Download With Free Trial Level: 5 Persons held by this spell may be killed or b Range: 5 ft/ level of one per round, or, if the attacker cho Duration: 1 round/ level attacked at twice the normal rate with an aut Area of Effect: 1-4 creatures maximum damage. Components: V,S,M Casting Time: 5 segments Saving Throw: Negates Arcane Transmutation/ Sign up to vote on Alteration this title Level: 1 Useful Not useful 20 A hold monster spell completely immobilizes up to four Range: ft/ caster level creatures of any kind for the spell’s duration. The magic Duration: 1 round/ caster level user decides how many creatures he will target with the Area of Effect: One portal not greater than 8
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OSRIC TM - Old School Reference and Index Compilation Range: Touch Duration: Permanent Area of Effect: One creature Components: V,S Casting Time: 9 segments Saving Throw: None
Arcane Evocation Level: 4 Range: 10 ft/ level Duration: 1 round Area of Effect: 10 ft x 10 ft / level Components: V,S,M Casting Time: 4 segments Saving Throw: None The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hailstorm is a vicious barrage of huge hailstones that pound into a 40 ft x 40 ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80 ft x 80 ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone.
Arcane Divination Level: 1 Range: Touch Duration: 1 segment/ caster level Area of Effect: One item Components: V,S,M Casting Time: 1 turn Saving Throw: See below
The power of this spell hurls the victim deep earth, placing it into a state of suspended eternity, entombed within a cyst of rock. free an imprisoned creature is with the rever and the caster must know the name together with enough detail to clearly ide creature freed from imprisonment appears spot where the imprisonment took place. the spell’s reverse, if the caster is not sp about the imprisoned creature’s identi normally fail – but there is also a chance that intended creature together with several oth victims from other places in the ground, so perhaps, near. Some of these freed victims ancient ages, and may have been imprison good reason. The chance of freeing unin is roughly 1 in 10, and their number can var (4d4).
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Arcane Evocation Level: 8 Range: 30 ft Duration: Download With Free Trial4 + 1d6 rounds Area of Effect: Cloud, 10 ft high, 20 ft radius Components: V,S,M This expensive and unreliable spell allows the magic user Casting Time: 2 segments to discern the magical properties of an item. The magic Saving Throw: Half user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every The incendiary cloud begins as a choking c segment of the spell’s duration, the magic user has a 15% smoke, with attributes a pyrotechnics Sign up the to vote on this of title +5%/ caster level of gaining an insight into the nature of cloud, billowing from an existing fire sour Not useful Usefulspell.The the item’s enchantment. Insights include magical effects pyrotechnics cloud has a radius of (and the corresponding command word) and number of ft high. On the third round of the cloud’ charges (plus or minus 25% of the actual number). The bursts into hot, magical flame. A savin Unlock full access with a free trial.
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OSRIC TM - Old School Reference and Index Compilation Casting Time: 1 segment Saving Throw: None This spell calls a specific, desired object into the caster’s hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that time – all but the final word of the incantation. The item is then touched with another item, the spell’s focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 pounds or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the item’s location, and some details about the owner, as determined by the game master. The spell will function across the planes of existence.
Arcane Evocation Level: 5 Range: 10 ft/ level Duration: 1 round/ level Area of Effect: Magical disembodied hand Components: V,S,M Casting Time: 5 segments Saving Throw: None
someone, or the caster ends the spell, or dispelled. Note that the spell does not mak any more quiet than normal, nor does it elim The invisible person can see himself, but the they are one and the same) cannot. The sp cast upon an unwilling subject.
Arcane Illusion/ Phantasm Level: 3 Range: Touch Duration: See below Area of Effect: Creature touched and 10ft rad Components: V,S,M Casting Time: 3 segments Saving Throw: None
This spell operates as does the invisibility all creatures within 10 ft of the recipient a final words of the spell are uttered. If the which the spell was cast makes an attack, t negate the invisibility of all the others. How the creatures affected by the spell’s radius ( recipient) attacks, the invisibility only of that o negated thereby. In order to remain invisib were made invisible by virtue of the spell’ You're Reading a Preview remain within 10 ft of the creature upon who centered. All creatures affected by the spel Unlock full access with a free trial. other.
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This spell creates a magical hand with the same number of hit points as the caster. The magic user can cause the hand to be as small as his own hands, or as large as a shield. The caster selects a particular foe, and the hand will place itself between the magic user and that particular enemy, moving so rapidly that it cannot be avoided. It is strong enough to hold back any creature weighing 200 pounds or less, and will slow heavier opponents to half movement. The movement rates of opponents of truly massive size (such as a dragon) will be adjudicated by the
Arcane Conjuration/ Summoning Level: 6 Range: 10 ft Duration: See below Area of Effect: See below Components: V,S,M Casting Time: 1 vote round Sign up to on this title Saving Throw: None Useful Not useful
This spell summons an invisible stalk elemental of 8HD from the elemental plan
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OSRIC TM - Old School Reference and Index Compilation and all saving throws during the spell’s duration. It cannot act in any way, or gain benefit from a shield.
Arcane Transmutation/ Alteration Level: 1 Range: Touch Duration: See below Area of Effect: One creature Components: V,S,M Casting Time: 1 segment Saving Throw: None This spell allows the subject to make one or more prodigious leaps, on additional leap for each three caster levels above 1. Thus, at a caster level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30 ft, or may leap backward or straight up for a distance of 10ft. The leap is almost perfectly straight, with no arc.
Arcane Transmutation/ Alteration Level: 2 Range: 60 ft Duration: See below Area of Effect: 10 sq ft/ level Components: V Casting Time: 1 segment Saving Throw: None
detailed information can be woven into the spell as a focus for the gathering of legen casting time will be 1d10 days. If all that the about the object or place is rumor, the castin 2d6 weeks. While casting the spell, the c engage in any other activity other than short and sleep. When completed, the spell w location of any legendary material about t person, or place), and if the spell is cast in th the place, person, or object the spell will inv the legendary lore together into a piece of tru about it. This information, coming as it does echoes, will take the form of a riddle, rhy puzzle. In order to cast the spell an item of often a potion – must be used and de process. The spell can garner no informatio that have not been the subject of discussion, or legend.
Arcane Transmutation/ Alteration Level: 2 Range: 20 ft/ level Duration: 1 turn/ level Area of Effect: Caster or one creature Components: V,S,M You're Reading a Preview Casting Time: 2 segments Saving Throw: Negates
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This spell allows the magic user to levi another Download With Free Trialperson, to a maximum weight of The powerful magic words of a knock spell open doors level. The magic user can move vertically up that are stuck, barred, locked, or even wizard locked . rate of 20ft per round, and can levitate anoth Chains (even those that are welded) and chests will also 10 ft/ round. The spell may be cast upon spring open under this spell. Doors that operate by gravity, enemy, but in this case the intended target i such as a portcullis, will not be opened by means of the saving throw. The spell does not all spell. If a door is secured by a number of devices, only horizontal movement, but it is possible two will be opened by the spell; a triple-locked door is person to up pulltohimself if there is som Sign vote on along this title proof against a single casting of the dweomer. purchase upon, such as a wall. Useful Not useful Arcane Divination
Arcane Transmutation/ Alteration
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OSRIC TM - Old School Reference and Index Compilation Components: V,S,M Casting Time: 3 segments Saving Throw: Half damage
Arcane Divination Level: 2 Range: 20 ft/ level Duration: 1 round/ level Area of Effect: See below Components: V,S,M Casting Time: 2 segments Saving Throw: None
As the caster completes this spell, he unleashes a bolt of lightning from the spell’s point of origin, which may be as far away from the caster as the spell’s maximum range. The bolt extends in a straight line from the caster beginning at whatever point along the spell’s range the caster desires, and may extend beyond the spell’s range. The bolt deals Other than as noted above, this spell is id 1d6 damage to all creatures standing in the bolt’s area of clerical spell locate object . effect. Creatures that make a successful saving throw suffer half damage. The area of effect may be either a (Reversible) branching, forking maelstrom of electricity 10 ft wide and Arcane Transmutation/ Alteration 40 ft long, or it may be a concentrated blast 5 ft wide and Level: 6 80 ft long. The length of the bolt itself is not affected by Range: 80 ft the caster’s level, only the range at which the caster may Duration: 5 rounds/ level cause the bolt to originate. All items hit by the full force of Area of Effect: 5 ft x 5 ft square area/ level the bolt must make an item saving throw or be destroyed. Components: V,S,M The force of the bolt is often sufficient to blast doors into Casting Time: 1 turn smoldering ruin. If the bolt strikes an object that does not Saving Throw: None conduct electricity, such as a stone wall, the bolt will be deflected backward toward the caster (potentially inflicting Except as may be noted above, this spell is id a second shock upon those in the target area. Note that clerical spell lower water . The spell’s rev the length of a deflected bolt is not increased; the bolt will water no more than 5 ft / level only rebound for the distance remaining in its original area You're Reading a Preview of effect. Arcane Conjuration/ Summoning Unlock full access with a free trial. Level: 5 Arcane Conjuration/ Summoning Range: 10 ft Level: 7 Duration: Download With Free Trial2 rounds/ level Range: Unlimited Area of Effect: See below Duration: Instantaneous Components: V,S,M Area of Effect: See below Casting Time: 5 segments Components: V Saving Throw: None Casting Time: See below Saving Throw: See below This spell summons an invisible watchdog to The hound is to invisible alltitle but the caster, w Sign up vote ontothis Limited wish is a powerful spell, allowing the caster to it to keep watch over a particular area. The Useful Not useful reshape reality in accordance with his desire, but only to a close to the caster, however, for if the caste limited degree. The spell may be used to grant minor 30 ft from the area the hound guards, it wil wishes (undoing curses, granting small quantities of gold, spirit realm. The hound can detect virtuall
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OSRIC TM - Old School Reference and Index Compilation Duration: 1 round/ level Area of Effect: Summoned sword Components: V,S,M Casting Time: 7 segments Saving Throw: None The caster evokes a magical sword into being, and can wield it by exerting his will. While doing so, he cannot cast spells, use magic items or move, although the spell does not end if the magic user’s concentration is broken; the sword simple does not attack during that round. The sword attacks as a fighter one-half the magic user’s caster level (and always hits on a natural 19 or 20), and can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; it inflicts 5d4 hps against size S and M creatures, and 5d6 against larger creatures. The sword can be dispelled by dispel magic. The material components for the spell cost 500 gp or more.
range applies to two matters; when the m transfers his own life essence into the jar, his within the spell’s range of the jar. The range distance at which the magic user’s soul ma from the jar and into another body. After th moves into the jar, his physical body beco lifeless.
The spell represents, in many ways, a between the magic user and the creature w seeks to possess. The caster and the target total their intelligence and wisdom sco calculated or approximated by the GM fo This combined score represents the cha power for purposes of the spell. The two compared, and the difference is used in t calculations: the saving throw and the chan One third of the difference (rounded down) on the saving throw, a bonus if the target cre higher mental power, a penalty if the magic power is higher. If a creature’s soul is trappe Arcane Illusion/Phantasm jar by the caster, it has a chance to escape. Level: 1 the caster’s soul is returned to the ma Range: Touch difference in mental power between the c Duration: 1 day/ level possessed creature is 4 or less in favor of the Area of Effect: See below favor of the possessed creature, the creature You're Reading a Preview Components: V,S,M new saving throw every round. If the differ Casting Time: 1 round to 8 in the caster’s favor, one saving throw is Unlock full access with a free trial. Saving Throw: See below turn. If the difference is 9 to 12 in the cas saving throw is made once per day, and This spell creates a false magical aura aroundDownload a single With Free mental power exceeds that of the target cr Trial object of not more than five pounds per caster level. A the saving throw can only be made once per detect magic spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the While the caster is in the magic jar waiti detect magic spell, he will be permitted a saving throw to another body, he can sense creatures beyo realize that the aura is, in fact, not a true magical aura but a not their nature. The jar may be moved fr counterfeit. location, but not, obviously, by the caster. Sign up to vote on this title When the caster possesses another Not useful Useful Arcane Possession complete control of its movement and gains Level: 5 that the body might reflexively recall (how to Range: 10 ft/ level claws, use innate magical powers, etc). He
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OSRIC TM - Old School Reference and Index Compilation When this spell is cast, missiles of magical energy dart forth from the caster’s fingertips, striking unerringly at his intended targets, even if the target is in melee or is partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first level magic user can cast one missile, a third level caster may cast 2, a fifth level caster may cast 3, etc.
Arcane Transmutation/ Alteration Level: 2 Range: See below Duration: Permanent until triggered Area of Effect: One object Components: V,S,M Casting Time: 2 segments Saving Throw: Negates
This spell acts in the same manner as an in but has an effective radius of 30ft x 30ft, pos many as 300 size M creatures if they are pa and do not jostle each other.
Arcane Illusion/ Phantasm Level: 4 Range: 10 ft/ level Duration: See below Area of Effect: 10 ft x 10 ft square/ level Components: V,S,M Casting Time: 1 turn Saving Throw: None (willing creatures only)
This spell causes creatures of man size or sm like an innocent grove of trees to any observ creatures may be enchanted in this manner. so powerful that it is maintained even if the creatures are touched. The “tree’s” reac stabbed or hacked at is fairly likely to indica normal tree, of course, although the illusion dispelled by a successful attack. The illusi the caster dies or dismisses it (or it is dispelled
This spell is cast upon an object, so that when a set of particular conditions is met a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster’s power limits the range at which the mouth can detect the triggering events. The mouth can “perceive” You're Reading a Preview events at a range of 5 ft/ caster level, and cannot detect Arcane Conjuration/ Summoning invisible creatures. It has no perceptions other than visual, Level: 8 Unlock full access with a free trial. although it does not actually see. Obviously, a player Range: 5 ft/ level cannot try to phrase conditions using game terms such as Duration: See below “hit dice,” “class,” “level,” etc. Area Trial of Effect: One creature Download With Free Components: V,S Casting Time: 3 segments Arcane Enchantment/ Charm Saving Throw: None Level: 8 Range: 5 ft/ level The targeted creature is trapped by th Duration: See below interdimensional reality similar to that Area of Effect: See below second level spell trick. Sign up to voterope on this title This wormho Components: V has its entrance, which closes immediately a Not useful Useful exit, Casting Time: 8 segments is trapped, and an which is difficult Saving Throw: Negates branching, twisting maze of the dimensiona creature’s intelligence determines the
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OSRIC TM - Old School Reference and Index Compilation Duration: Instantaneous Area of Effect: One object Components: V,S,M Casting Time: 1 segment Saving Throw: None This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a b roken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities.
Arcane Transmutation/ Alteration Level: 1 Range: 60 ft + 10 ft/ level Duration: 5 segments + 1 segment/ level Area of Effect: See below Components: V,S,M Casting Time: 1 segment Saving Throw: None
explosions, but is entitled to a separate savi damage) for each.
Arcane Abjuration Level: 8 Range: 30 ft Duration: 24 hours Area of Effect: One creature Components: V,S Casting Time: 1 segment Saving Throw: None
By means of this spell, the person upon w becomes completely protected from all scrying magic. His thoughts cannot be de way, he cannot be magically overheard when soul cannot be trapped or affected, etc.
Arcane Abjuration Level: 4 Range: 0 Once this spell is cast, the magic user may point to any Duration: 1 round/ level creature in range and whisper a message that the other Area of Effect: 5 ft radius sphere creature will hear. If there is time remaining, the recipient Components: V,S,M You're Reading a Preview may whisper a message in reply. Only one creature may Casting Time: 4 segments be in contact with the caster at a time, but if time allows, Saving Throw: None Unlock full access with a free trial. the caster may make contact with more than one possible recipient. The gestures of this spell are subtle, and it is A globe of eldritch power forms around th easy to conceal that the dweomer is being cast. Download Note: the With Free hedging out all spells of third or lower level. Trial path between the magic user and the recipient must be a cast from within the globe. Dispel magic straight line and not completely blocked. globe, will destroy it.
Arcane Evocation Level: 9 Range: 40 ft + 10ft/ level Duration: Instantaneous Area of Effect: See below Components: V,S Casting Time: 9 segments
Arcane Illusion/Phantasm Level: 2 Range: Caster Sign up to vote on this title Duration: 2 rounds/ level Useful Not useful Area of Effect: 6 ft radius Components: V,S Casting Time: 2 segments
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Arcane Transmutation/ Alteration Level: 4 Range: Caster Duration: 24 hours Area of Effect: Caster Components: V,S,M Casting Time: 1 turn Saving Throw: None
This spell functions in the same mann summoning I, but calls 1d6 creatures as dete following table:
This spell enhances the magic user’s precision of memory, allowing him to retain up to three additional spell levels in his mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorization, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities.
Arcane Conjuration/Summoning Level: 3 Range: 30 ft Duration: 2 rounds + 1 round/ level Area of Effect: See below Components: V,S,M Casting Time: 3 segments Saving Throw: None
1 2 3 4 5 6
Giant centipedes Devil, Lemures Gnolls Stirges Giant Toads Troglodytes
Arcane Conjuration/ Summoning Level: 5 Range: 50 ft Duration: 4 rounds + 1/ level Area of Effect: Summoned creatures Components: V,S,M Casting Time: 5 segments Saving Throw: None
This spell functions in the same man summoning I , but calls 1d4 creatures as dete You're Reading a Preview following table: Unlock full access with a free trial.
By casting this spell, the magic user conjures up 2-8 monsters to serve him as allies in combat or to perform 1 Beetle, giant boring other services. The monsters appear from thin Download air within With Free 2 Bugbear Trial 1d4 rounds of the spell’s completed casting. If the caster 3 Gelatinous Cube is in combat, the monsters will fight on his behalf, attacking 4 Ghoul whatever foes he directs, or guarding him. For more 5 Lizard, giant complex tasks, the magic user must somehow have the 6 Lycanthrope, wererat ability to communicate these more specific commands. 7 Ogre The Game Master has the ultimate discretion as to what 8 Spider, huge monsters will appear, but the general likelihood is 9 Spider. Sign upLarge to vote on this title described below: 10 Weasel, giant Useful Not useful Evil casters may get the monsters in parentheses, at the
Arcane Conjuration/ Summoning
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OSRIC TM - Old School Reference and Index Compilation 5 6 7 8 9 10
Hydra, five heads Werewolf Owlbear Shadow Giant constrictor snake Gray ooze
Arcane Conjuration/ Summoning Level: 7 Range: 70 ft Duration: 6 rounds + 1/ level Area of Effect: Summoned creatures Components: V,S,M Casting Time: 6 segments Saving Throw: None
Duration: 8 rounds + 1/ level Area of Effect: Summoned creatures Components: V,S,M Casting Time: 9 segments Saving Throw: None
This spell functions in the same man summoning I , but calls 1d2 creatures as dete following table, appearing in 1 round.
1 Chimera 2 Demon (Category I) 3 Demon (Category II) 4 Demon (Category IV) 5 Demon, Succubus 6 Devil, barbed This spell functions in the same manner as monster 7 Devil, bone summoning I , but calls 1d2 creatures as determined on the 8 Ettin following table, appearing in 1d3 rounds. 9 Giant, fire 10 Giant, frost 11 Giant, hill 1 Cockatrice 12 Giant, stone 2 Doppelganger 13 Gorgon 3 Hydra (7 heads) 14 Hydra (10 heads) 4 Lycanthrope (wereboar) 15 Lizard, fire You're Reading a Preview 5 Minotaur 16 Mummy 6 Giant snake, poisonous 17 Night Hag Unlock full access with a free trial. 18 Roper 19 Slug, giant Arcane Conjuration/ Summoning 20 Trial Specter Download With Free Level: 8 Range: 80 ft Duration: 7 rounds + 1/ level Arcane Transmutation/ Alteration Area of Effect: Summoned creatures Level: 6 Components: V,S,M Range: 10 ft/ level Casting Time: 8 segments Duration: Instantaneous Saving Throw: None Area of Effect: below Sign up toSee vote on this title Components: V,S,M Useful Not useful Time: This spell functions in the same manner as monster Casting See below summoning I , but calls 1d2 creatures as determined on the Saving Throw: None following table, appearing in 1d3 rounds.
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Arcane Transmutation/ Alteration Level: 6 Range: 10 ft/ level Duration: 5 rounds/ level Area of Effect: See below Components: V,S,M Casting Time: 1 turn Saving Throw: None Except as may be noted above, this spell is identical to the clerical spell part water .
Arcane Transmutation/ Alteration Level: 5 Range: 30 ft Duration: 6 turns + 1/level Area of Effect: Passage 5ft wide, 10ft high, and 10 ft long Components: V,S,M Casting Time: 5 segments Saving Throw: None
Protection from Evil Protection from Normal Missiles Read Magic Tongues Unseen Servant Only a magic user of higher level than the ca these spells. Spells that can be made permanent up object: Enlarge Fear Gust of Wind Invisibility Magic Mouth Prismatic Sphere Stinking Cloud Wall of Fire Wall of Force Web These spells may be dispelled by any caster normal rules for dispel magic.
By means of a passwall spell, the magic user creates an Arcane Illusion/ Phantasm interdimensional opening through any non-metallic Level: 3 You're Reading a Preview material, allowing him and any others to simply walk Range: 80 ft + 10 ft/ level directly into the hillside or through a wall. More than one Duration: See below Unlock full access with a free trial. spell may be used in succession to create longer passages. Area of Effect: 80 square ft + 10 square ft/ lev The inside of the passageway is still a part of the material Components: V,S,M plane; the interdimensional warping of space simply acts to With Free Casting Time: 3 segments Download Trial “remove” the material through which the passage is Saving Throw: See below created. This extremely flexible spell allows the magic visual illusion of virtually anything that can Arcane Transmutation/ Alteration spell’s area of effect. The spell crea Level: 8 whatsoever. The caster must maintain hi Range: See below upon Sign theupillusion, will evapo to vote onor thisittitle Duration: Permanent concentrating the caster is able to make Useful Not useful Area of Effect: See below and respond to events. The illusion is di Components: V,S,M struck with a blow, a falling person, etc. The Casting Time: 2 rounds throw against the illusion if the observer belie
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OSRIC TM - Old School Reference and Index Compilation player who takes care to craft a believable illusion should be rewarded for skillful use of the spell, not forced into a table of random results.
Arcane Transmutation/ Alteration Level: 7 Range: Touch Duration: See below Area of Effect: See below Components: V Casting Time: 7 segments Saving Throw: None The caster opens, by means of this spell, a dimensional pathway through a solid object, 10 ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a passwall.
mineral) Same class (mammals, fungi, metals, etc.) Same size Related (twig is to tree, wolf fur is to wolf, etc.) Same or lower Intelligence Add all that apply. Look up the total on the next table.
0 2 4 5 6 7 9+
20 rounds 1 hour 3 hours 12 hours 48 hours 1 week Permanent
Pebb Marion Human Lizard Sheep t Shrew Manti
This spell can be dispelled. Arcane Transmutation Level: 4 Range: 10 ft/ level Duration: Permanent Area of Effect: 10 ft x 10 ft / level Components: V,S Casting Time: 4 segments Saving Throw: None
Arcane Transmutation Level: 4 Range: 5 ft/ level Duration: Permanent You're Reading a Preview Area of Effect: One creature Components: V,S,M Unlock full access with a free trial. Casting Time: 4 segments Saving Throw: Negates Except as noted above, this spell is identical to the druidic With Free Trial Download spell plant growth . This spell transforms the victim into creature; a person might be changed into newt into a dragon, for example. Such a Arcane Transmutation/ Alteration can, in rare cases, be fatal. If the sp Level: 8 successfully transformed, it must make a Syst Range: 5 ft/ level of its constitution or die (see, “Constitution that the Duration: See below there Sign is aupbase 100% likelihood to vote on this title Area of Effect: See below creature will lose its memories and former useful Useful Not Components: V,S,M change, becoming, for all intents and Casting Time: 1 round creature into which it was transformed (intell Saving Throw: See below be increased by virtue of such a transformat
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OSRIC TM - Old School Reference and Index Compilation Range: Caster Duration: 2 turns/ level Area of Effect: Caster Components: V Casting Time: 3 segments Saving Throw: None
Upon the casting of this spell, the magic whether the spell is to kill one crea creatures. The spell will instantly deal dea of up to 60 hit points, offering no saving resistance does apply). The spell may, al used to slaughter up to 120 hps of creatur fewer hit points each. Number of hit points current hit points, not maximum hit points creatures are more vulnerable to falling wit capabilities. All creatures to be killed must spell’s area of effect, a radius of 10 ft
This spell enables the magic user to cloak himself in the physical shape of another creature, and to continue shapeshifting at will for the length of the spell’s duration. The transformation is of an entirely lesser order than that of polymorph other , incurring no risk of a system shock or of truly becoming the transformed creature. Changing from one shape to another requires only 30 seconds, and when Arcane Conjuration/ Summoning the caster returns to his original form (ending the spell) he Level: 7 will be healed of 1d12 points of any damage inflicted Range: 5 ft/ level against the polymorphed forms he assumed. The caster Duration: See below can polymorph into forms no smaller than a songbird and Area of Effect: One creature no heavier than 2,000 pounds. Only the movement Components: V capabilities of the new form can be used, not its attacks, Casting Time: 1 segment defenses, or other abilities. The magic user can transform Saving Throw: None himself into a lion, and run as fast as a lion, but his claws will do no more damage than a human’s soft fists. The creature targeted by a stunning power w Similarly, if he transforms into a dragon he will have the word as a thundering roar, although dragon’s ability to fly but no breath weapon. As an orc, he normally. The impact of the word’s magica would be able to use whatever weapons he could use in the victim, rendering him unable to think cl You're Reading a Preview his original shape, but would lack darkvision. The caster any manner (including movement). The d retains his own hit points and armor class. spell’s effect is determined by the targets Unlock full access with a free trial. (not his normal maximum). A creature with hit points will be stunned for 4d4 rounds, a Arcane Conjuration/ Summoning 31-60Trial hps remaining will be stunned for 2 Download With Free Level: 8 creature with 61-90 hps remaining will be stu Range: 5ft/ level rounds, and creatures with 90+ hit points w Duration: See below shrug off the effect of the spell entirely. Area of Effect: 15 ft radius Components: V Casting Time: 1 segment Arcane Conjuration/ Summoning Saving Throw: None Level:Sign 9 up to vote on this title Range: 0 Not useful Useful The word of power to blind removes the power of sight Duration: 1 turn/ level from creatures within the area of effect. The duration of Area of Effect: 10 ft radius sphere the blindness depends on how many total hit points the Components: V
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OSRIC TM - Old School Reference and Index Compilation prismatic sphere , but an antimagic field fails to penetrate it. Dispel magic cannot dispel the sphere or anything beyond it. Spell resistance is effective against a prismatic sphere , but the check must be repeated for each color present. Each color in the sphere has a different effect. The accompanying table shows the seven colors, the order in which they appear, their effects on creatures trying to attack the caster or pass through the sphere, and the magic needed to negate each color.
Red
Orange
Yellow
Green Blue
Indigo
Violet
(Reversible) Arcane Abjuration Level: 1 Range: touch Duration: 2 rounds/ level Area of Effect: One creature Components: V,S,M Casting Time: 1 segment Saving Throw: None
1st Stops nonmagical ranged Cone of cold Other than as noted above, this spell is id weapons. Deals 20 points of clerical spell protection from evil . damage (saving throw for half damage). (Reversible 2nd Stops magical ranged Gust of wind Arcane Abjuration weapons. Deals 40 points of Level: 3 damage (saving throw for Range: Touch half). Duration: 2 rounds/ level 3rd Stops poisons, gases, and Disintegrate Area of Effect: One creature petrification. Deals 80 Components: V,S,M points of damage (saving Casting Time: 3 segments throw for half). Saving Throw: None 4th Stops breath weapons. Passwall Poison (saving throw or die). This spell, except as noted above, is similar 5th Stops divination and mental Magic missile spell protection from evil 10 ft radius. You're Reading a Preview attacks. Turns to stone (saving throw negates). Unlock full access with a free trial. 6th Stops all spells. Causes Continual light Arcane Abjuration insanity (saving throw Level: 3 negates) Range: Touch Download With Free Trial 7th Force shield (as per wall of Dispel magic Duration: 1 turn/ level force). Creatures sent to Area of Effect: One creature another plane (Saving throw Components: V,S,M negates). Casting Time: 3 segments Saving Throw: None
Arcane Illusion/ Phantasm Level: 6 Range: 10 ft/ level Duration: 1 round/ level Area of Effect: See below
The subject becomes complete Sign upoftothis votespell on this title to the effects of projectiles, whether thrown Useful Not useful power spell’s is not sufficient to completely larger missiles hurled by siege engines suc and ballistae, nor the enchantment of a m
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OSRIC TM - Old School Reference and Index Compilation The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one pound per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10 ft/ round (directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty to hit equal to the caster’s level. For example, a tenth level magic user could exert so much eldritch force against an attacking orc’s axe that the orc would suffer a – 10 to hit with it. Moving an actual creature or a heavier object is only possible if the creature’s weight in pounds is not more than 50 times the caster’s level.
Arcane Transmutation/ Alteration Level: 2 Range: 120 ft Duration: See below Area of Effect: See below Components: V,S Casting Time: 2 segments Saving Throw: None
Duration: 2 rounds/ level Area of Effect: Caster Components: V,S,M Casting Time: 1 round Saving Throw: None
Read magic is normally the first spell in ever spellbook, and its mastery is the firs apprentice. The spell allows the caster to writings (other than his own, of course, whi intelligible to him). Unless the writings are c magical script does not normally acti formulae described therein – reviewing a casting from it does not, for instance whatever spell is written upon the scroll. user has read a particular set of magical inscr of this spell, the spell is no longer needed writing at a later time. The reverse of the sp magic user to make magical writings indeciph spell’s duration, and is cast upon the writin upon the caster himself.
(Reversible) Arcane Abjuration Level: 4 With any exceptions noted above, this spell is identical to Range: Touch You're Reading a Preview the druidic spell pyrotechnics . Duration: Permanent Area of Effect: See below Unlock full access with a free trial. Components: V,S Arcane Enchantment/Charm Casting Time: 4 segments Level: 2 Saving Throw: See below Download With Free Trial Range: 10ft + 3ft/ level Duration: 1 round/ level Other than as noted above, this spell is id Area of Effect: One creature clerical spell remove curse . Components: V,S Casting Time: 2 segments Saving Throw: Negates Arcane Necromancy Level:Sign 6 up to vote on this title As this spell is cast, a ray of unpleasant and indescribable Range: Touch Useful Not useful color arcs from the caster’s hand to strike the chosen Duration: Instantaneous target. No attack roll is required to hit the target. If the Area of Effect: Person touched target fails a saving throw, its strength and the effect Components: V,S,M
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OSRIC TM - Old School Reference and Index Compilation
01-03 04-06 07-14 15-17 18-25 26-28 29-36 37-39 40-42 43-45 46-85 86-88 89-91 92-94 95-97 98-00
Bugbear Dwarf Elf Gnoll Gnome Goblin Half-elf Halfling Half-orc Hobgoblin Human Kobold Orc Ogre Ogre Mage Troll
Arcane Abjuration Level: 6 Range: 10 ft/ level Duration: 1 round/ 2 levels Area of Effect: 10 ft wide path Components: V,S,M Casting Time: 6 segments Saving Throw: None
This spell enchants a rope to become a porta dimensional pocket of unreality opened by rope rises in the air and then hangs, susp connection to the extra-dimensional hideaw medium-size people can hide in the space (fi is to be pulled up and into the space as well) expiration, the inhabitants or contents of the into normal reality if they have not already d reality is visible through the portal, but cann from within.
Arcane Enchantment/ Charm Level: 2 Range: 10ft Duration: 3d4 rounds Area of Effect: One creature Components: V,S,M Casting Time: 2 segments Saving Throw: Negates
This spell causes terror in creatures of less th 6HD. Such creatures are entitled to a saving if successful, allows them to shake off the entirely. If the creature fails the saving thro will become frozen with terror. If forced t You're Reading a Preview but with a penalty of –1 to all attacks, dama throw rolls. Unlock full access with a free trial. All living creatures in the spell’s path will move away from the caster at their normal movement rates for the spell’s duration, as if by choice. Arcane Transmutation/ Alteration Download With Free Trial Level: 5 Range: See below Arcane Transmutation/ Alteration Duration: 60 days Level: 7 Area of Effect: One chest or box, 12 cubic ft Range: 5ft/ level Components: V,S,M Duration: 1 second (1/6 segment) Casting Time: 1 turn Area of Effect: 30ft x 30ft x 1 mile SavingSign Throw: up toNone vote on this title Components: V,S,M Not useful Useful magic Casting Time: 7 segments This spell allows the user to shift a ma Saving Throw: None treasure chest into the ethereal plane, where from those who might seek to ste
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OSRIC TM - Old School Reference and Index Compilation It is possible, although not likely, that some ethereal creature or ethereal traveler might happen upon the chest while it is in the ethereal plane. So long as the chest remains in the ethereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the ethereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spell’s link to the chest will fail, and the chest will be unrecoverable.
Arcane Transmutation/ Alteration Level: 9 Range: 0 Duration: 1 turn/ level Area of Effect: Caster Components: V,S,M Casting Time: 9 segments Saving Throw: None
Casting Time: 1 segment Saving Throw: None
By means of this spell, the caster creates an in of magical force. Magic missiles cannot barrier at all. The magic user gains an arm against any hurled weapon, armor class propelled weapons such as arrows, and arm against all other attacks. All saving throws attacks (by wands, dragon breath, etc.) ar during the spell’s duration. The shield is a fr and grants no benefits against attacks from b the rear flanks.
Arcane Transmutation/ Alteration Level: 1 Range: Touch Duration: 1 round Area of Effect: One creature Components: V,S Casting Time: 1 segment Saving Throw: None
Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster This spell imbues the caster’s hand wi You're Reading a Preview retains his own mind and his own hit points, but assumes electrical charge that the magic user may us the magical properties of the shape-changed form as well deadly shock. The electrical charge can be Unlock full access with a free trial. as its physical capabilities. The spell does not allow the by a direct touch (requires a successfu caster to assume the form of any greater creature native to through a conductive material such as meta another plane of existence, but virtually any otherDownload form can With Free not powerful Trial enough to deliver a dangerous be assumed, from a tree to an insect to a treasure chest to any significant volume of water, but a sma a dragon. The material component of the spell is a piece water (a shallow puddle, for instance) could of jewelry worth 5,000 gp. suitable conductor. The shocking grasp damage, +1 hp per leve of the caster. Arcane Transmutation/ Alteration Level: 2 Range: 60ft Duration: Instantaneous Area of Effect: One object Components: V,S,M
Arcane Illusion/ Phantasm Sign up to vote on this title Level: 7 Useful Not useful Touch Range: Duration: Permanent Area of Effect: One creature
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OSRIC TM - Old School Reference and Index Compilation it the original’s personality and 40-60% of the original’s memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated.
Arcane Enchantment/Charm Level: 1 Range: 30ft + 10ft/ level Duration: 5 rounds/ level Area of Effect: See below Components: V,S,M Casting Time: 1 segment Saving Throw: None
Arcane Abjuration Level: 8 Range: Touch Duration: 1 turn/ level, divided among recipie Area of Effect: One creature/ 4 levels Components: V,S,M Casting Time: 1 round/ recipient Saving Throw: None
This spell confers tremendous protection ag attacks that affect the mind. A creature w spell gains a +8 bonus to such saving throw may divide the spell’s duration among as recipient per four caster levels. The mater for this spell is a gem of any kind or size.
This spell affects a circular area with a 15 ft radius. A number of creatures within this radius (determined by their HD) fall into a deep magical slumber with no saving throw allowed. Magically sleeping creatures may be killed or tied Arcane Transmutation/ Alteration up at a rate of one per round by a single person, or, can be Level: 1 attacked at twice the normal rate with an automatic hit for Range: Touch maximum damage, if the attacker chooses not to kill or Duration: 1 round + 1 round/ level bind them. A sleeping creature requires a full round to Area of Effect: One creature waken, and must be shaken or slapped to bring it to Components: V,S,M consciousness; mere noise, even extremely loud noise, will Casting Time: 1 segment not disturb the enchanted slumber of a sleep spell’s victim. Saving Throw: None You're Reading a Preview The number of enemies affected by the spell is a function of their hit dice. If there are creatures of different hit dice When the magic user casts this spell, the re Unlock full access with a free trial. in the area, the weaker ones will be affected first. hands and feet become sticky enough to Creatures with hit dice over 4+4 are not affected by the climb walls and even crawl along a ceiling. spell. rate for such climbing is 30 ft The subject o Download With Free Trial find it difficult to employ tools or handle sma precision while the spell is in effect. 1 or less 4d4 1+ to 2 2d4 2+ to 3 1d4 Arcane Abjuration 3+ to 4 1d2 Level: 6 4+1 to 4+4 0 or 1 (d2-1) Range: 10 up ft +to1vote ft/ level Sign on this title Duration: See below Useful Not useful Area of Effect: One fiend Arcane Transmutation/ Alteration Components: V,M Level: 3 Casting Time: 8d6 hours
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OSRIC TM - Old School Reference and Index Compilation (unless its innate magic resistance allows it to escape this effect). Even if the fiend’s magic resistance protects it, the words of the scroll cause considerable agony, and if the creature has the ability to escape it is only 10% likely to remain and try to stop the final reading (0% likelihood if it has no means of attacking the magic user, gaining possession of the scroll, or otherwise influencing events in its favor). After one full minute of reading the scroll (i.e., in the second round), the fiend loses 1 hp/ hit die from pain. In the third round, the fiend loses 50% of its remaining hit points from the agony caused by the words of the scroll. After the third round of reading, the fiend is banished to its home plane, where it writhes in agony for a period of years equal to the caster’s level. Obviously, any fiend caught within this ritual will seek to negotiate its way out; the game master will determine probabilities based on the fiend’s goals and personality, but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual.
Arcane Transmutation/ Alteration Level: 7 Range: Touch Duration: 6 turns/ level Area of Effect: Creature touched Components: V,S,M Casting Time: 7 segments Saving Throw: See below
This spell creates a nauseating cloud of va forth in a location chosen by the caste caught within (or later entering) the noxiou make a saving throw. Any creature failin completely unable to act for 1d4+1 rounds ground retching and gagging (treated as creature that succeeds in making the savin move from within the cloud and be free of th only one round of gasping fresh air (again, be stunned for this round). Even creatures th making a saving throw cannot do anything w other than to leave as fast as possible.
Arcane Transmutation/ Alteration Level: 2 Range: Touch Duration: 6 turns/ level Area of Effect: One person Components: V,S,M Casting Time: 1 turn Saving Throw: None
This spell increases a person’s strength (affec sorts of creatures as hold person ). The recip increases by 1d6, and members of the vario You're Reading a Preview classes gain a +1 to this roll. If the spel monster (such as an orc), the GM is fre Unlock full access with a free trial. convenience that the effect of the spell is t damage, and if the d6 roll is a 5 or 6, a +1 to
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The statue spell allows the caster or other recipient of the spell to turn, apparently, into a statue made of stone. The creature can still utilize all of its senses, although the sense of touch is dulled, and only actual damage to the stone is felt. The enspelled creature can shift in and out of the statue-form in one second, and is not limited to one such shift in a single round. During the initial transformation, the creature must make a special system shock roll with a flat 82% chance of success, with a +1 for every point of constitution the creature possesses (100% chance at Con 18). Failing this roll means that the creature dies. The
Arcane Transmutation/ Alteration Level: 5 Range: Touch Duration: Instantaneous Area of Effect: 1 cubic ft/ level Components: V,S,M Sign up to vote on this title Casting Time: 1 round Useful Not useful Throw: Saving None
The magic user molds stone by the pow
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OSRIC TM - Old School Reference and Index Compilation This spell transforms stone into flesh, or vice versa if the caster has elected to memorize the reversed version, flesh to stone. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic feet/ caster level may be transformed. A saving throw is permitted only against the spell’s reverse, flesh to stone .
Arcane Enchantment/ Charm Level: 3 Range: 30 ft Duration: 6 turns + 6 turns/ level Area of Effect: One creature Components: V,M Casting Time: 3 segments Saving Throw: Negates
breaks out, the duration is reduced to combat. Symbol of Fear: As per fear spell, but with a penalty of –4. Symbol of Hopelessness : Creatures that fail spells are affected by deep depression for round during this period they act randomly all (25%), or walking away from the symbol this means breaking off from combat. Such submit to any demand made by an enemy or a command to surrender. Symbol of Insanity: Creatures with total hit more than 120 are affected by lunacy random actions described in the confus duration is permanent (i.e., until remove means). Symbol of Pain: Any creature triggering subjected to horrible pain, losing 2 points of gaining a penalty of –4 on all to-hit rolls fo 2d10 turns. Symbol of Sleep: This symbol causes any cr HD or less to fall into an enchanted impossible to awaken the victims for 4d4+1 t Symbol of Stunning: Creatures with a total o hit points are stunned for 3d4 rounds, dropp they are holding.
A subtle motion of the caster’s hand and a short series of magic words allow the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Both factual suggestions, such as, “these are not the halflings you seek,” or suggestions of a course of action, “you won’t mention you saw us, I have no doubt,” or a combination of both are possible. Even a victim who has You're Reading a Preview failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the The material components of this spell cost Unlock full access with a free trial. experienced caster can easily phrase his requests in such a more. way as to avoid this problem. No creature will leap off a cliff for no reason … unless the caster needs to Download scout the With Free Trial bottom of the chasm and promises to cast a feather fall Arcane Transmutation/ Alteration spell, or hands the victim a “magical” torch that supp osedly Level: 5 permits the power of flight. The creature to be influenced Range: 10 ft/ level must be able to hear and understand the language spoken Duration: 2 rounds + 1/ level by the caster. Area of Effect: 25 pounds/ level Components: V,S Casting Time: 5 vote segments Sign up to on this title Arcane Conjuration/ Summoning Saving Throw: None Useful Not useful Level: 8 Range: Touch This spell allows the caster to move Duration: See below touching them, up to a weight limit of 25 pou
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OSRIC TM - Old School Reference and Index Compilation Casting Time: 2 segments Saving Throw: None The teleport spell permits the caster to transport himself, and any additional weight he can carry, instantly from one place to another. The magic user must be familiar with the destination (see below), but there is no effective range to the spell, although it does not permit travel to other planes of existence.
Very familiar 01–97 Studied carefully 01–94 Seen casually 01–88 Viewed once 01–76 False destination— (1d20+80)
98–99 95–97 89–94 77–88 —
100 98–99 95–96 89–90 81–92
— 100 97–100 99–100 93–100
(Reversible) Arcane Transmutation/ Alteration Level: 9 Range: 10 ft Duration: Permanent Area of Effect: One creature Components: V,S,M Casting Time: 9 segments Saving Throw: None
This spell places the victim into a magical s that it is akin to suspended animation. The v age or change in any way, and does not nee or eat. The enchanted sleep lasts unti awakened by the use of dispel magic or the form.
Arcane Transmutation/ Alteration Level: 9 Range: 10 ft Duration: 1 segment/ 2 levels + 1d8 segment Area of Effect: Sphere, 15 ft radius Components: V Casting Time: 9 segments Saving Throw: None
To see how well the teleportation works, the player will roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. Familiarity: “Very familiar” is a place where the caster has been very often and feels at home. “Studied carefully” is a place the caster knows well, either because he can currently see it, has been there often, or has used other You're Reading a Preview means (such as scrying ) to study the place for at least one hour. “Seen casually” is a place that the caster has seen This spell allows the caster to act between tw Unlock full access with a free trial. more than once but with which he is not very familiar. time, in a bubble where the outside is froze “Viewed once” is a place that the caster has seen once, moving in the flow of time’s passage. The sp possibly using magic. nameTrial is a misnomer, for time does not actua Download With Free “False destination” is a place that does not truly exist, or if the caster simply gains a few “extra” momen the caster is teleporting to an otherwise familiar location between the points of time’s normal passage. that no longer exists as such, or has been so completely altered as to no longer be considered “familiar.” When traveling to a false destination, the player rolls 1d20+80 on Arcane Transmutation/ Alteration the table rather than rolling d%, as there is no real Level: 3 destination. Range: 0 up to vote on this title Sign On Target: The caster appears in the correct location. Duration: 6 turns/ level Useful Not useful Off Target: The caster appears safely, a random distance Area of Effect: 5 ft radius sphere away from the destination in a random direction. Distance Components: V,S,M off target is 1d10x1d10% of the distance that was to be Casting Time: 3 segments
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OSRIC TM - Old School Reference and Index Compilation inhabitants will not feel winds of up to 60 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 60 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70 degrees for so long as the outside temperature remains in a range from 0 degrees to 100 degrees Fahrenheit. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70 degrees. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside. (Reversible) Arcane Transmutation/ Alteration Level: 3 Range: 0 Duration: 1 round/ level Area of Effect: 30 ft radius Components: V,M Casting Time: 3 segments Saving Throw: None
Arcane Transmutation/ Alteration Level: 5 Range: 10 ft/ level Duration: See below Area of Effect: 20 ft cube/ level Components: V,S,M Casting Time: 5 segments Saving Throw: None
Except as may be noted above, this spell is id druidic spell of the same name.
Arcane Conjuration/ Summoning Level: 8 Range: 10 ft Duration: Permanent Area of Effect: One creature Components: V,S,M Casting Time: See below Saving Throw: Negates
Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that This spell traps a victim’s soul within a gem the spell’s area of effect does not move with the caster. unless the prisoner is rescued. The You're Reading a Preview The reverse of the spell makes any verbal communication prepared ahead of time, by the use of vario impossible for any person (not just the caster) in the spell’s rituals costing 1,000 gp per level or hit die o Unlock full access with a free trial. area, or may be used to cancel out the effects of the to be trapped. The trap may be sprung by tongues spell. methods: either speaking the final word o whichTrial case a saving throw applies) or Download With Free victim to accept a pre-prepared trigger item Arcane Transmutation/ Alteration no saving throw is permitted – the Level: 6 automatic). When a being is freed from Range: Caster even player characters, the being that has p Duration: 1 round/ level rescue may demand a service or task Area of Effect: Caster prisoner. For unknown reasons, the requ Components: V,S,M prisoner inup thetosame manner as a geas. Sign vote on this title Casting Time: 6 segments Useful Not useful Saving Throw: None Arcane Conjuration/ Summoning Upon the completion of this spell, the caster’s form and Level: 1
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OSRIC TM - Old School Reference and Index Compilation Range: 30 ft Duration: 1 turn + 1/ level Area of Effect: 20 ft square/ level Components: V,S,M Casting Time: 5 segments Saving Throw: None
Arcane Transmutation/ Alteration Level: 7 Range: Touch Duration: See below Area of Effect: See below Components: V Casting Time: 2 segments Saving Throw: None The caster’s magic words cause an object to vanish, either being teleported away or shifted into the ethereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 pounds per caster level to a location of his choice (subject to the normal rules of a teleport spell). If the object is larger, or if the caster chooses not to change its location, he may instead shift the object into the ethereal plane, to be replaced with shapeless stone. A dispel magic cast upon such stone will return the object to the material plane. Items that are part of larger structures may be caused to vanish, such as a door or a window.
Arcane Illusion/Phantasm Level: 1 Range: 10 ft/ level (max 60ft) Duration: 2 rounds + 1 round/ level Area of Effect: One object Components: V,M Casting Time: 1 segment Saving Throw: See below
A wall of force is a barrier of magical powe virtually impervious to all attacks, blocking al from passing through it. The wall is utter physical attacks and spells, including dispel forms of energy, such as electricity, heat a only way to actually destroy a wall of fo disintegrate spell. The wall remains in pla ground beneath it is destroyed or transfor magically in place where it was evoked.
Arcane Evocation Level: 4 Range: 10 ft/ level Duration: 1 turn/ level Area of Effect: Wall, area 100 square ft/ leve level Components: V,S,M Casting Time: 4 segments You're Reading a Preview Saving Throw: None
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A wall of ice creates a huge wall of ice, with up to 100 square ft/ level, its exact dimensio by the caster. Thus, if the wall is cast by a l Download With Free Trial the dimensions of the wall could be any co dimensions that multiply to equal 2,000 ft The caster makes his voice (or any sound he can vocalize) be 10 ft high and 200 ft long, or 5 ft high an seem to issue from someplace else, such as from another or 20 ft high and 100 ft long, etc. The wal creature, a statue, from behind a door, down a passage, cast so that it is attached to anything, and can etc. For each point of intelligence of the listener over 12, in the air to fall upon opponents, doing 3 there is a cumulative 10% chance to correctly perceive the damage inup thetoarea falls. Breaking t Sign votewhere on thisittitle source of the sound. with a melee weapon causes 2 hit points of Not useful Useful ice shards per 10 ft of thickness, and can be a rate of 10 ft per round. Normal fire has n Arcane Evocation effect upon the wall, but magical fire will me
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OSRIC TM - Old School Reference and Index Compilation footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron, and can be affected by rust or transmutations, but its existence is magical and may be dispelled.
Arcane Evocation Level: 5 Range: 5 ft/ level Duration: Permanent Area of Effect: 20 x 20 ft square area/ level Components: V,S,M Casting Time: 5 segments Saving Throw: None
within the area must make a saving throw (at 2). The effect of a successful saving throw how close the target is to the edge of the ar the creature is within five feet of the edge area of effect, the creature has jumped fr affected by the webs. If the creature is not w of the edge and makes its save, that creatur to fight its way through the web at twice nor a rate of 5ft per round if STR is less than 13), no chance of suffocating. No creature with effect, whether a saving throw is made or spells or attack.
Any creature that fails its saving throw has a c chance of suffocating per turn. Creatures w of less than 13 that fail the saving throw are t the webs and cannot move or act at all. strength of 13-17 are capable of moving t webs per round. A creature with strength 1 through the webs at a rate of 10ft per round, such as dragons virtually ignore the webs, bre at a rate of 60 ft per round.
When the spell is completed, a wall of stone is called into being, growing and sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side for the wall. No rock from the foundation is consumed; the wall’s stone is created from nothing, but needs existing rock from which to emerge and with which The strands of a web spell are very flammab to meld. The wall itself is one quarter of an inch thick per ignited, fire will flash through the entire web caster level and has an area of 20 x 20 square feet per points of damage to all creatures within, and You're Reading a Preview caster level. The wall need not be vertical, but must be the webs. anchored – a bridge is a good example of a way to create Unlock full access with a free trial. and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural Arcane Conjuration/ Summoning stone. Level:Trial 9 Download With Free Range: Unlimited (Reversible) Duration: See below Arcane Transmutation/ Alteration Area of Effect: See below Level: 3 Components: V Range: Touch Casting Time: See below Duration: 1 round/ level Saving Throw: See below Area of Effect: One creature Sign up to vote on this title Components: V,S,M A wish spell is the true version of li useful Useful potent Not Casting Time: 3 segments extraordinarily invocation of eldrit Saving Throw: None casting a wish spell, the caster will considerably, requiring 2d4 days of bed re
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OSRIC TM - Old School Reference and Index Compilation The wizard eye is a scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has darkvision with a range of 100 ft and can see at a distance of 600 ft in normal lighting. The eye travels at a rate of 30 ft per round if it is not scrutinizing its surroundings closely, but can proceed no faster than 10 ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his normal chance, but cannot view through the eye with any special vision the magic user has, for the eye’s vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter.
Arcane Transmutation/ Alteration Level: 2 Range: Touch Duration: Permanent Area of Effect: 30 square ft/ level Components: V,S Casting Time: 2 segments Saving Throw: None
level of the spell. Material component: in 200 gp.
Phantasmal Illusion Level: Illusionist 7 Range: Unlimited Duration: See below Area of Effect: See below Components: See below Casting Time: See below Saving Throw: See below
This spell has the same effect as the limited wish , but requires the creation force prior to casting, serving as a focus for th
Various Level: Illusionist 7 Range: See below Duration: See below Area of Effect: See below Other than as described above, a wizard lock spell Components: See below You're Reading a Preview functions as a powerful hold portal spell, except that extraCasting Time: See below dimensional creatures cannot pass through a wizard lock Saving Throw: See below Unlock full access with a free trial. as they can a held portal. This spell enables the illusionist to memorize magicTrial user spells in place of one seventh l Download With Free Arcane Evocation spell. The mage spells must be chosen at the Level: 1 the Arcane Spells, Level 1 spell is memorize Range: Caster purposes of casting these spells, the illusionis Duration: 1 hour/ level to be a magic user of the same level. Area of Effect: Caster Components: V,S,M Casting Time: 1 round Phantasmal Alteration Sign upTransmutation/ to vote on this title Saving Throw: None Level: Illusionist 7 Useful Not useful Touch Range: This spell enables the magic user to make a written copy of Duration: See below a spell he cannot yet cast, a somewhat dangerous Area of Effect: See below
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OSRIC TM - Old School Reference and Index Compilation Except as may be noted above, this spell functions in the same manner as the clerical spell of the same name.
Phantasmal Illusion Level: Illusionist 2 Range: 30ft Duration: Permanent Area of Effect: One creature Components: V,S Casting Time: 2 segments Saving Throw: Negates This spell causes the subject to become blind, although it causes no damage to the eyes themselves. The effect cannot be removed by any spell that restores physical health (such as a curing spell, remove disease , etc), but may be removed by spells that specifically remove magical effects or afflictions (dispel magic , remove curse ). The caster can remove the condition at will.
Phantasmal Illusion Level: Illusionist 2 Range: Caster Duration: 3 rounds + 1/ level Area of Effect: Caster Components: V,S Casting Time: 2 segments Saving Throw: None
Range: 5 ft/ level Duration: 1 round/ level Area of Effect: 40 ft x 40 ft Components: V,S,M Casting Time: 5 segments Saving Throw: See below
This spell causes a number of creatures in t of effect to behave strangely and un creatures in the spell’s area of effect become below for effect), and only illusionist creatures with an intelligence of 4 or lower ar saving throw at all. Those entitled to a savin check each round to avoid becoming confus that fail their saving throws (if entitled to o randomly in accordance with the following ta
01-10 11-20 21-50 51-70 71-00
Attacks the illusionist or his allies Acts normally Babbles incoherently Meanders away from caster for a full Attacks nearest creature
Note: a creature that meanders away is n further saving throws, but will be freed fro You're Reading a Preview effects after taking a full turn of moveme speed) away from the caster.
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Phantasmal Download With Free Trial Transmutation/ Alteration
The illusionist’s outline becomes blurred, as if seen through shimmering waves of heat. In consequence, the illusionist gains a bonus of +1 against any targeted magical attack. Additionally, any opponent’s first attack against the illusionist will incur a penalty of –4, and subsequent attacks incur a penalty of –2 (after one attack, the opponent has gotten a feel for the spell’s distorting effect).
Level: Illusionist 1 Range: 0 Duration: 1 segment Area of Effect: Cone, 5 ft wide at origin, 45 level long Components: V,S,M Casting Time: 1 vote segment Sign up to on this title Saving Throw: See below Useful Not useful
Phantasmal Illusion Level: Illusionist 1
The caster fans out his fingers, and a sheet colored light springs forth. 1d6 creatures cau
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OSRIC TM - Old School Reference and Index Compilation Components: V,S,M Casting Time: 4 segments Saving Throw: See below
Except as may be noted above, this spell is id magic user spell of the same name.
Except as may be noted above, this spell is identical to the magic user spell of the same name.
Phantasmal Transmutation/ Alteration Level: Illusionist 1 Range: 40 ft + 10ft/ level Duration: 2d4 rounds + 1/ level Area of Effect: Globe, 15 ft radius Components: V,S Casting Time: 1 segment Saving Throw: None
Phantasmal Conjuration/ Summoning Level: Illusionist 6 Range: 30 ft Duration: 1 round/ level Area of Effect: Summoned Animals Components: V,S Casting Time: 6 segments Saving Throw: None
Except as may be noted above, this spell is id magic user’s spell of the same name.
Except as may be noted above, this spell is identical to the clerical spell of the same name.
Phantasmal Transmutation/ Alteration Level: Illusionist 3 Range: 60 ft Duration: Permanent Area of Effect: Globe, 30ft radius Components: V,S Casting Time: 3 segments Saving Throw: None
Phantasmal Illusion Level: Illusionist 2 Range: 60 ft Duration: Permanent Area of Effect: Caster Components: V,S Casting Time: 2 segments Saving Throw: None
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This spell is similar to the illusionist’s blindn causes deafness. The effect is permanent un Unlock full access with a free trial. dispel magic or remove curse , and can be re caster at any time.
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Except as may be noted above (radius, particularly), this spell is identical to the magic user spell darkness 15ft radius.
Phantasmal Transmutation/ Alteration Level: Illusionist 3 Range: 60 ft Duration: Permanent Area of Effect: Globe, 60ft radius Components: V,S
Phantasmal Illusion Level: Illusionist 6 Range: 60ft + 10/ level Duration: See below Area of Effect: See below Components: V,S Sign up to vote on this title Casting Time: 6 segments Useful Not useful Throw: Saving See below
This spell allows the illusionist to “cast” a qua
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OSRIC TM - Old School Reference and Index Compilation Components: V,S Casting Time: 5 segments Saving Throw: See below This spell creates partially-real illusionary monsters in the same manner as the spell shadow monsters , but the demishadow monsters have 40% of normal hit points rather than 20%; if they are detected as only quasi-real, they inflict 40% of normal damage and are AC 8.
This spell creates a powerful illusion of Recipients “gain” 50% of any hit points th lost, and function for all intents and purposes points are real. The illusory hit points are the if the character sustains damage. At the end duration, the remaining illusory hit Additionally, any character under the influen can move (but not attack) at double the norm
Phantasmal Divination Level: Illusionist 1 Range: Caster Duration: 3 rounds + 2/ level Area of Effect: Path 10 ft wide, 10 ft/ level long Components: V,S,M Casting Time: 1 segment Saving Throw: None
Phantasmal Abjuration Level: Illusionist 3 Range: 10 ft/ level Duration: Instantaneous Area of Effect: See below Components: V,S Casting Time: 3 segments Saving Throw: None
By means of this spell, the caster sees any illusion for what it truly is. By touching an illusion, the caster can make its true form visible to any observer.
This spell automatically dispels phantasmal non-illusionists. All other illusion spells are tr spell were a dispel magic (i.e., with a 50% b dispel, adjusted up or down by 2% or 5% based on relative caster levels).
Phantasmal Divination Level: Illusionist 1 Range: 10ft/ level Duration: 5 rounds/ level Area of Effect: Caster Components: V,S,M Casting Time: 1 segment Saving Throw: None
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Phantasmal Enchantment/ Charm Level: Illusionist 4 Unlock full access with a free trial. Range: 10 ft/ level Duration: Until concentration ceases Area Trial of Effect: Up to 40 ft x 40 ft Download With Free Components: V,S Casting Time: 4 segments Except as may be noted above, this spell is identical to the Saving Throw: Negates magic user spell of the same name. By casting this spell, the illusionist is able to with one of four particular powerful emotion Phantasmal Divination different Signeffect. up to vote on this title Level: Illusionist 2 useful If Useful Notchooses Range: Caster FEAR: the illusionist to instill fe Duration: 2 rounds/ level effect is similar to that of the fear spell, Area of Effect: Path, 10 ft wide, 60 ft long penalty applied to saving throws.
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OSRIC TM - Old School Reference and Index Compilation Area of Effect: Cone, 60 ft long, 5 ft at origin, 30 ft diameter at terminus Components: V,S Casting Time: 3 segments Saving Throw: Negates Except as may be noted above, this spell is identical to the magic user spell of the same name.
Phantasmal Transmutation/ Alteration Level: Illusionist 2 Range: 10 ft Duration: 4 rounds + 1/ level Area of Effect: Cloud, 40x20x20 Components: V,S Casting Time: 2 segments Saving Throw: None This spell creates a roiling mass of gas and vapor, similar in appearance to a cloudkill spell. The fog cloud moves away from the caster at a rate of 10ft/ round. Vision into the cloud’s fog is limited to 2 ft
Phantasmal Transmutation/ Alteration Level: Illusionist 1 Range: 0 Duration: 1 round Area of Effect: Air in front of caster Components: V,S Casting Time: 1 segment Saving Throw: None
Area of Effect: Square, 30 x 30 ft Components: S,M Casting Time: 2 segments Saving Throw: Negates
The illusionist traces magical patterns in the stick of incense or other small light source. the area of effect that looks at the traceries make a saving throw or stay transfixed by The spell can affect a maximum of 25 hit d creatures, and its effect persists for so long chooses to continue tracing the patterns in th
Phantasmal Enchantment/ Charm Level: Illusionist 1 Range: 30ft Duration: 1 round + 1/ level Area of Effect: 1d6 creatures Components: V,S Casting Time: 1 segment Saving Throw: Negates
The gestures of this spell weave a hypnotic p illusionist’s words, affecting 1d6 creatu making their saving throws are subject You're Reading a Preview made by illusionist, identical to that made in t spell suggestion (but with a much shorte Unlock full access with a free trial. only indication about whether a creature has by the hypnotism is whether or not it res suggestion. Download With Free Trial
The air immediately in front of the caster takes on the attributes of a mirror’s ability to reflect gaze attacks back upon the attacker. The area does not create a reflective surface to normal sight, and can be seen through by the caster and by other observers with the exception of those using a gaze attack.
Phantasmal Illusion Level: Illusionist 3 Range: See below Duration: Permanent Area of Effect: script Sign up toEnchanted vote on this title Components: V,S,M Useful Not useful Time: Casting See below Saving Throw: None
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OSRIC TM - Old School Reference and Index Compilation Components: V,S Casting Time: 4 segments Saving Throw: None This spell functions in the same manner as the invisibility spell, but is not terminated if the invisible creature attacks.
Duration: 1 turn/ level Area of Effect: 20 ft radius illumination Components: V,S Casting Time: 1 segment Saving Throw: None
Except as may be noted above, this spell is id clerical spell light . Phantasmal Illusion Level: Illusionist 2 Range: 60 ft + 10/ level Duration: See below Area of Effect: Square, 40x40 ft square + 10 ft square/ level Components: V,S,M Casting Time: 2 segments Saving Throw: See below
Phantasmal Transmutation/ Alteration Level: Illusionist 2 Range: See below Duration: See below Area of Effect: One object Components: V,S,M Casting Time: 2 segments Saving Throw: None
This spell produces a phantasm as described in the Except as may be noted above, this spell is id phantasmal force spell description. This more powerful magic user spell of the same name. evocation of phantasmal magic allows the caster to maintain the illusion even if moving at up to half his normal movement rate, and he can weave vague sounds into the Phantasmal Transmutation/ Alteration illusion. Speech cannot be created, but clanking noises, Level: Illusionist 5 rumblings, and other such sounds can be incorporated into Range: 10 ft the illusion. The spell also allows the illusionist to force the Duration: 6 turns/ level You're Reading a Preview illusion to remain in existence for up to two rounds after he Area of Effect: 1 cubic ft/ level ceases to concentrate upon it. Components: V,S,M Unlock full access with a free trial. Casting Time: 1 turn Saving Throw: None Phantasmal Illusion Download With Free Trial Level: Illusionist 2 This spell is simply a more powerful vers Range: Touch creation , allowing the caster to create obje Duration: See below origin as well as vegetable origin. Area of Effect: One creature Components: V,S Casting Time: 2 segments Phantasmal Enchantment/ Charm Saving Throw: None Level:Sign Illusionist 6 on this title up to vote Range: 10 ft/ level Not useful Useful Except as may be noted above, this spell is identical to the Duration: 4 turns + 4/ level magic user spell of the same name. Area of Effect: One creature/ level Components: V,M
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OSRIC TM - Old School Reference and Index Compilation Saving Throw: None Except as may be noted above, this spell is identical to the magic user spell of the same name.
This spell is cast upon an object or creature t form of divination spells. If the caster o divination magic fails a saving throw, he will result from his divination magic; a lie will b truth, the wrong alignment perceived, the w divined, etc.
Phantasmal Conjuration/ Summoning Level: Illusionist 5 Range: 5 ft/ level Duration: See below Area of Effect: One creature Components: V,S Casting Time: 5 segments Saving Throw: None Other than as may be noted above, this spell is identical to the magic user spell of the same name.
Phantasmal Transmutation/ Alteration Level: Illusionist 4 Range: Touch Duration: 6 turns/ level Area of Effect: 1 cubic ft/ level Components: V,S,M Casting Time: 1 turn Saving Throw: None
Components: V,S Casting Time: 2 segments Saving Throw: Negates
Phantasmal Abjuration Level: Illusionist 3 Range: Caster Duration: 1 turn/ level Area of Effect: 5 ft radius of caster Components: V,S,M Casting Time: 3 segments Saving Throw: None
This spell shields the caster from the prying e magics, making him invisible to divination sp means of magical spying such as crystal ball detection.
You're Reading a Preview
Phantasmal Illusion Level: Illusionist 3 Range: 10 ft/ level Duration: With a small piece of material, the caster may useDownload this spell With Free TrialPermanent Area of Effect: 20 ft x 20 ft to create an object made of that same material. The base Components: V,S material cannot be alive, and must come from a plant. Casting Time: 3 segments Thus, within the caster’s limits on the item’s volume, he Saving Throw: Negates could create a basket from a piece of straw, a door or club from a splinter of wood, a cloak from a piece of wool, etc. A certain number of creatures within the s The item remains in existence only for the duration of the effectSign are up frozen in on place, magically convin spell. to vote this title cannot move. The caster can affect creat Not useful Useful equal number of hit dice to twice his caste creature is entitled to a saving throw against Phantasmal Illusion illusionist can dispel the paralysis at any tim Level: Illusionist 2 Unlock full access with a free trial.
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OSRIC TM - Old School Reference and Index Compilation
Phantasmal Illusion Level: Illusionist 1 Range: 60 ft + 10 ft/ level Duration: See below Area of Effect: 40 square ft + 10 square feet/ level Components: V,S,M Casting Time: 1 segment Saving Throw: See below Except as noted above, this spell is identical to the magic user spell phantasmal force.
Phantasmal Illusion Level: Illusionist 4 Range: 5 ft/ level Duration: 1 round/ level Area of Effect: Illusion creature Components: V,S Casting Time: 4 segments Saving Throw: See below
All creatures in the path of the spell will be of the rays, determined randomly.
1 2 3 4 5 6 7 8
Red
Deals 20 points of d throw for half damage). Orange Deals 40 points of throw for half). Yellow Deals 80 points of throw for half). Green Poison (saving throw o Blue Turns to stone (saving Indigo Causes insanity (saving Violet Creatures sent to ano throw negates). Two colorsRoll twice, ignoring thi
Phantasmal Abjuration Level: Illusionist 7 Range: 10 ft Duration: 1 turn/ level Area of Effect: See below Components: V,S,M Casting Time: 7 segments Saving Throw: None
The caster creates a personal nightmare creature for the spell’s victim, drawn from the victim’s own worst fears. The creature is visible only to the victim and the caster. You're Reading a Preview When the phantasmal killer takes shape, the victim is entitled to roll 3d6 and compare the result to his Except as may be noted above, this spell is id Unlock full access with a free trial. intelligence ability score. If the die roll is less than the magic user spell prismatic sphere , but it c victim’s intelligence, the victim realizes that the killer is rather than a sphere, up to 40ft/ caster leve actually an illusion and cannot be harmed by it.Download Certain With Free 20ft/ Trial caster level in height. modifiers apply to this roll (note that a negative modifier increases the chance for successfully disbelieving the apparition): (1) if the target is an illusionist, -2 (2) if the Phantasmal Illusion target is caught by surprise +1 (3) if the target has Level: Illusionist 6 previously been attacked by a phantasmal killer, -1. The Range: 10ft / level wisdom bonus against mental attacks applies (subtract the Duration: See below bonus from the die roll instead of adding it, of course). Area of Effect: square ft + title 1/ level Sign up to4vote on this Components: V,S,M Useful Not useful Time: Provided that the victim fails his saving throw, the Casting 6 segments phantasmal killer proceeds to attack as a 4 HD monster. If Saving Throw: See below it hits the target, the target will automatically die from
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OSRIC TM - Old School Reference and Index Compilation Other than as may be noted above, this spell is identical to the magic user spell of the same name.
Phantasmal Transmutation/ Alteration Level: Illusionist 3 Range: Touch Duration: 2 turns/ level Area of Effect: See below Components: V,S,M Casting Time: 3 segments Saving Throw: None
Saving Throw: See below
The caster employs his ability to draw upo planes, adding an element of quasi-reality to spell. The “spell” may be one of a limited g cold, fireball , lighting bolt , or magic missile spell will inflict normal damage upon creatu of effect for that spell unless a saving throw (note that the targets only receive a saving the illusion, and do not obtain an additiona for the illusory spell’s effect). If the saving the illusion is successful, the target will take o of damage per caster level.
Except as may be noted above, this spell is identical to the magic user spell of the same name.
Phantasmal Illusion Level: Illusionist 6 Range: 30 ft Duration: 1 round/ level Area of Effect: 20 ft x 20 ft Components: V,S Casting Time: 6 segments Saving Throw: See below
Phantasmal Illusion Level: Illusionist 4 Range: 30 ft Duration: 1 round/ level Area of Effect: Square, 20 ft x 20 ft Components: V,S Casting Time: 4 segments Saving Throw: See below
This is the first spell an illusionist can learn tha the power of shadow planes behind the ma You're Reading a Preview This spell creates partially-real illusionary monsters in the existence. This sort of magic is the hallma same manner as the spell shadow monsters , but shades powerful illusionist, for by tapping the Unlock full access with a free trial. have 60% of normal hit points rather than 20%; if they are shadow planes an illusionist can weave quasi detected as only quasi-real, they inflict 60% of normal phantasms. At this level of power, the illusio damage and are AC 6. to reshape Download With Free Trial reality by the power of his mind monsters created by the spell are selected (within the discretion of the GM). The total Phantasmal Illusion monsters cannot exceed the caster’s level, a Level: Illusionist 5 must be the same kind of monster. Shadow Range: 10 ft only 20% of normal hit dice (multiply by .2 a Duration: 1 round/ level Anyone seeing a shadow monster is entitle Area of Effect: Magic door throwSign to realize that on thethis creatures are only p up to vote title Components: S shadow creatures attack someone who Useful Not useful they Casting Time: 2 segments throw, attack and do damage appropria Saving Throw: None of creature they appear to be (excluding m such as breath weapons). If they attack som
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OSRIC TM - Old School Reference and Index Compilation and heat (or cold) into the illusion, making it very believable. The spectral force can linger for 3 rounds after the illusionist ceases to concentrate upon it.
Phantasmal Illusion Level: Illusionist 2 Range: 10 ft/ level to a maximum of 90 ft Duration: 4 rounds + 1/ level Area of Effect: One object Components: V,M Casting Time: 2 segments Saving Throw: None
Phantasmal Enchantment/ Charm Level: Illusionist 3 Range: 30 ft Duration: 4 turns + 4 turns/ level Area of Effect: One creature Components: V,M Casting Time: 3 segments Saving Throw: Negates Except as noted above, this spell is identical to the magic user spell of the same name.
Phantasmal Conjuration/ Summoning Level: Illusionist 5 Range: 10 ft Duration: 1 round + 1/ level Area of Effect: Summoned shadows Components: V,S,M Casting Time: 5 segments Saving Throw: None
area and everything in it, including peo creatures. The illusion will fool even the sens
Except as may be noted above, this spell is id magic user spell of the same name.
Phantasmal Divination Level: Illusionist 7 Range: Caster Duration: See below Area of Effect: Caster Components: V,S,M Casting Time: 7 segments Saving Throw: None
You're Reading a Preview
By means of this spell, the illusionist gazes b This spell summons 1 undead shadow per caster level from itself, seeking patterns that will give him the Unlock full access with a free trial. the shadow planes. The shadows are under the illusionist’s question. He rolls 3d6, and if the result is command and will do his bidding. If they are turned, they gains significant insights about the answer to will return to the shadow plane whence they came. Gazing Download With Free Trialinto the patterns beyond re proposition, however: if the result of the die 6, the illusionist becomes obsessed with perf Phantasmal Divination and is treated as being under a geas spell un Level: Illusionist 6 task is completed. If the result is from 7-9 the Range: Touch at all from the divination; the illusionist disc Duration: 1 round/ level patterns, but suffers no ill effects from the atte Area of Effect: 60 ft Sign up to vote on this title Components: V,S Useful Not useful Casting Time: 3 segments Phantasmal Transmutation/ Alteration Saving Throw: None Level: Illusionist 1 Range: 30ft
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OSRIC TM - Old School Reference and Index Compilation
Terms used herein are as defined in the OPEN GAME LICENSE Version 1.0a promulgated by Wizards of the Coast, Inc Content may only be Used under and in terms of the Open Game License. Subject to the other terms of this license, you may do the following:
1. Distribute this document for f ree or for profit, provided that no change or addition is made other than adding your name a product is distributed in print, other than by print on demand. 2. Refer in your own products to the name of this document, and indicate compatibility with the OSRICTM system.
3. Produce content that is derivative of the "Licensed IP" material in this documen t, provided that your product is not a comp
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5. Identify parts of your Product Identity as " OSRICTM Open Content" that may be used by other OSRICTM publ OSRICTM publishers, as if it were Open Game Content. Note that Open Game Content may not be limi publishers, only Product Identity.
6. Identify parts of your Product Identity as "OSRIC Reference Content," in which case other publishers may refer to the OSR Content provided that they identify the source of the reference (your work) and note on the cover of their product that required in order to use their product.
7. If a publisher fails to identify OSRIC Open or Reference content, that content will be considered Product Identity, assumi Product Identity under the OGL If you do any of the foregoing, you must:
1. Comply with the terms of the Wizards of the Coast (WOTC) Open Game License with respect to any use Content You're Reading a Preview 2. Not violate or infringe upon any trademark of WOTC (moreover, note that the OGL currently prohibits any compatibility with a trademark without written permission). Unlock full access with a free trial. 3. Include the following text prominently on the cover or cover page of your product:
"This product uses the OSRICTM System (Oldschool System With Reference and Index CompilationTM). The OSRI Download Free Trial may be found at http://www.knights-n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. "OSRICTM Reference and Index CompilationTM ," are trademarks of Matthew Finch and Stuart Marshall and may be used only inacco OSRICTM license. This product is not affiliated with Wizards of the Coast." Complimentary copies of OSRICTM material need not be sent to the authors, but it would be nice. "Licensed IP" means: all of the material herein, with the exception of the artwork, trademarks, and title.
Under no circumstance should this license be construed to violate the terms of tothe Game Sign up voteOpen on this title License, an violates the Open Game License is to be construed as closely as possible to the original intent within the ter Useful Not useful Game License.
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"Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Conte Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms m or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to an Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldw non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You repr Contributions are Your original creation and/or You have sufficient rights to grant the rights c onveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the ex COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the titl date, and the copyright holder's name to the C OPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, exce licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indica or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Co expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any aut You're Reading a Preview of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License
10. Copy of this License: You MUST include a copy ofUnlock this License with with everya copy of the Open Game Content You Distribu full access free trial.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contrib have written permission from the Contributor to do so.
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such b days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the exte make it enforceable. Sign up to vote on this title 15. COPYRIGHT NOTICE
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
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OSRIC TM - Old School Reference and Index Compilation
Type of Saving Throw
1-4 5-8 9-12 13-15
14 12 10 8
16 15 14 13
13 12 11 10
12 11 10 9
Roll required to hit Armor Class 1-4 5-8 9-12 13-15
26 24 21 20
25 23 20 20
24 22 20 20
23 21 20 20
22 20 20 20
21 20 20 19
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20 20 19 17
20 20 18 16
20 20 47 15
20 19 16 14
20 18 15 13
19 17 14 12
18 16 13 11
17 15 12 10
16 14 11 9
15 13 10 8
14 12 9 7
Type of Saving Throw
1-3 4-6 7-9 10-12 13-15 16-18 19+
14 13 11 10 9 8 6
16 10 15 9 You're Reading a Preview 13 7 12 6 Unlock full access with a free trial. 11 5 10 4 8 2 Download With Free Trial
13 12 10 9 8 7 5
Roll Required to hit Armor Class 1-3 4-6 7-9 10-12 13-15 16-18 19+
25 23 21 20 20 20 19
24 22 20 20 20 19 18
23 21 20 20 20 18 17
22 20 20 20 19 17 16
21 20 20 20 18 16 15
20 20 20 19 17 15 14
20 20 20 18 16 14 13
20 20 19 17 15 13 12
20 20 18 16 14 12 11
20 19 17 15 13 11 10
20 18 16 14 12 10 9
19 18 17 16 15 14 13 17 16 15 14 13 12 11 9 15Sign14 12 this11 up to13 vote on title 10 13 12 11 10 9 8 7 Not useful Useful 11 10 98 7 6 5 9 8 7 6 5 4 3 8 7 6 5 4 3 2
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OSRIC TM - Old School Reference and Index Compilation
Roll Required to hit Armor Class 1-3 25 4-6 23 7-9 21 10-12 20 13-14 20
24 22 20 20 20
23 21 20 20 20
22 20 20 20 19
21 20 20 20 18
20 20 20 19 17
20 20 20 18 16
20 20 19 17 15
20 20 18 16 14
20 19 17 15 13
20 18 16 14 12
19 17 15 13 11
18 16 14 12 10
17 15 13 11 9
16 14 12 10 8
15 13 11 9 7
14 12 10 8 6
13 11 9 7 5
Type of Saving Throw
0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
18 16 15 13 12 10 9 7 6 5
20 17 16 13 12 9 8 5 4 4
16 14 13 11 10 8 7 5 4 3
17 15 14 12 11 9 8 6 5 4
You're Reading a Preview
Roll Required to hit Armor Class 0 1 2 3 4 5 6 7 8 9 10 11 12 13
26 25 24 23 22 21 20 20 20 20 20 20 19 18
25 24 23 22 21 20 20 20 20 20 20 19 18 17
24 23 22 21 20 20 20 20 20 20 19 18 17 16
23 22 21 20 20 20 20 20 20 19 18 17 16 15
22 21 20 20 20 20 20 20 19 18 17 16 15 14
21 20 20 20 20 20 20 19 18 17 16 15 14 13
20 20 20 20 20 20 19 18 17 16 15 14 13 12
Unlock full access with a free trial.
20 20 20 20 20 19 18 17 16 15 14 20 20 20 20 19 18 17 16 15 14 13 20 20 20With 19Free 18Trial 17 16 15 14 13 12 Download 20 20 19 18 17 16 15 14 13 12 11 20 19 18 17 16 15 14 13 12 11 10 19 18 17 16 15 14 13 12 11 10 9 18 17 16 15 14 13 12 11 10 9 8 17 16 15 14 13 12 11 10 9 8 7 16 15 14 13 12 11 10 9 8 7 6 5 15 14 13 12 11Sign10 9 8 7 6 up to vote on this title 14 13 12 11 10 9 8 7 6 5 4 Useful Not useful 13 12 11 10 9 8 7 6 5 4 3 12 11 10 9 8 7 6 5 4 3 2 11 10 9 8 7 6 5 4 3 2 1
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OSRIC TM - Old School Reference and Index Compilation
Roll Required to hit Armor Class 1-5 26 6-10 24 11-15 21 16-20 20 21+ 20
25 23 20 20 20
24 22 20 20 19
23 21 20 20 18
22 20 20 19 17
21 20 20 18 16
20 20 20 17 15
20 20 19 16 14
20 20 18 15 13
20 20 17 14 12
20 19 16 13 11
20 18 15 12 10
19 17 14 11 9
18 16 13 10 8
17 15 12 9 7
16 14 11 8 6
15 13 10 7 5
14 12 9 6 4
15 13 10 7 5
14 12 9 6 4
Type of Saving Throw
1-5 6-10 11-15 16-20 21+
11 9 7 5 3
15 13 11 9 7
14 13 11 10 8
13 11 9 7 5
Roll Required to hit Armor Class 1-5 26 6-10 24 11-15 21 16-20 20 21+ 20
25 23 20 20 20
24 22 20 20 19
23 21 20 20 18
22 20 20 19 17
21 20 20 18 16
20 20 20 17 15
20 20 20 20 20 19 20 20 20 19 18 17 You're Reading a Preview 19 18 17 16 15 14 16 15 14 13 12 11 Unlock full access with a free trial. 14 13 12 11 10 9
18 16 13 10 8
17 15 12 9 7
16 14 11 8 6
Download With Free Trial Type of Saving Throw
1-2 3-4 5-6 7-8 9-10 11-12 13-14
14 13 11 10 8 7 5
15 14 11 10 7 6 3
12 13 11 12 9 up to vote on this10 Sign title 8 9 Useful Not useful 6 7 5 6 3 4
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OSRIC TM - Old School Reference and Index Compilation
Type of Saving Throw
0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
18 16 15 13 12 10 9 7 6 5
20 17 16 13 12 9 8 5 4 4
16 14 13 11 10 8 7 5 4 3
17 15 14 12 11 9 8 6 5 4
Roll Required to hit Armor Class 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
25 23 21 20 20 20 18 16 14
24 22 20 20 20 19 17 15 13
23 21 20 20 20 18 16 14 12
22 20 20 20 19 17 15 13 11
21 20 20 20 18 16 14 12 10
20 20 20 19 17 15 13 11 9
20 20 20 18 16 14 12 10 8
20 20 20 20 19 18 20 20 19 18 17 16 19 18 17 16 15 14 17 16 15 14 13 12 You're Reading a Preview 15 14 13 12 11 10 13 12 11 10 9 8 Unlock full access with a free trial. 11 10 9 8 7 6 9 8 7 6 5 4 7 6 5With4Free3Trial2 Download
17 15 13 11 9 7 5 3 1
16 14 12 10 8 6 4 2 0
15 13 11 9 7 5 3 1 -1
14 12 10 8 6 4 2 0 -2
13 11 9 7 5 3 1 -1 -3
Type of Saving Throw
1-4 5-8 9-12 13-16 17-20
14 12 10 8 6
16 15 14 13 12
13 Sign up to vote on this12 title 12 11 Useful Not useful 11 10 10 9 9 8
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Cleric level
Type 1 Type 2 Type 3 Type 4 Type 5 Type 6 Type 7 Type 8 Type 9 Type 10 Type 11 Type 12 Type 13
Skeleton Zombie Ghoul Shadow Wight Ghast Wraith Mummy (paladin lv 1-2) Spectre (paladin lv 3-4) Vampire (paladin lv 5-6) Ghost (paladin lv 7-8) Lich (paladin lv 9-10) Demon (paladin lv 11+)
10 13 16 19 20 -------
7 10 13 16 19 20 -----
4 7 10 13 16 19 20 ---
T T 4 7 10 13 16 19
T T T 4 7 10 13 16
D D T T 4 7 10 13
D D D T T 4 7 10
D D D D T T 4 7
D D D D D T T 4
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19
You're Reading a Preview Base chance
Unlock full access with a free trial.
1 2 3 4 5 6 7 8 9 10 11 12 13+
80% 82% 84% 86% 88% 90% 91% 92% 93% 94% 95% 96% +1%/ level
25% 29% 33% 37% 41% 45% 49% 53% 57% 61% 65% 69% +4%/ level
10% 20% 20% 30% 35% Trial 13% Download 25%With Free 25% 34% 39% 16% 30% 30% 38% 43% 19% 35% 35% 42% 47% 22% 40% 40% 46% 51% 25% 45% 45% 50% 55% 28% 50% 50% 54% 59% 31% 55% 55% 58% 63% Sign up to vote62% on this title 34% 60% 60% 67% 37% 65% 65% 66% 71% Useful Not useful 40% 70% 70% 70% 75% 43% 75% 75% 74% 79% +3%/ level +5%/ level +5%/ level +4%/ level +4%/ leve
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1 Bless 2 Command 3 Create Water 4 Cure Light Wounds 5 Detect Evil 6 Detect Magic 7 Light 8 Protection from Evil 9 Purify Food and Drink 10 Remove Fear 11 Resist Cold 12 Sanctuary
1 2 3 4 5 6 7 8 9 10 11 12
Augury Chant Detect Charm Find Traps Hold Person Know Alignment Resist Fire Silence 15’ Radius Slow Poison Snake Charm Speak with Animals Spiritual Weapon
1 2 3 4 5 6 7 8 9 10 11 12
1 Cure Serious Wounds 2 Detect Lie 3 Divination 4 Exorcise 5 Lower Water 6 Neutralize Poison 7 Protection From Evil 10 ft Radius 8 Speak With Plants 9 Sticks to Snakes 10 Tongues
1 2 3 4 5 6 7 8 9 10
Atonement 1 Aerial Servant Commune 2 Animate Object Cure Critical Wounds 3 Blade Barrier Dispel Evil 4 Conjure Animals Flame Strike 5 Find the Path Insect Plague 6 Heal Plane Shift 7 Part Water Quest 8 Speak with Monsters You're Reading a Preview Raise Dead 9 Stone Tell True Seeing 10 Word of Recall Unlock full access with a free trial.
Animate Dead Continual Light Create Food and W Cure Blindness Cure Disease Dispel Magic Feign Death Glyph of Warding Locate Object Prayer Remove Curse Speak with Dead
1 2 3 4 5 6 7 8 9 10
Astral S Contro Earthqu Gate Holy W Regene Restora Resurre Symbo Wind W
Download With Free Trial 1 Animal Friendship 2 Detect Magic 3 Detect Pits and Snares 4 Entangle 5 Faerie Fire 6 Invisibility to Animals 7 Locate Animals 8 Pass Without Trace 9 Predict Weather 10 Purify Water
1 2 3 4 5 6 7 8 9 10
Barkskin Charm Person or Mammal Create Water Cure Light Wounds Feign Death Fire Trap Heat Metal Locate Plants Obscurement Produce Flame
1 2 3 4 5 6 7 8 9 10
Call Lightning 1 Animal Summonin Cure Disease 2 Call Woodland Be Hold Animal 3 Control Temperat Neutralize Poison 4 Cure Serious Wou Plant Growth 5 Dispel Magic For Protection from Fire 6 this Hallucinatory Sign up to vote on title Pyrotechnics 7 Hold Plant Useful Not useful Snare 8 Plant Door Stone Shape 9 Produce Fire Summon Insects 10 Protection from L
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1 Affect Normal Fires 2 Burning Hands 3 Charm Person 4 Comprehend Languages 5 Dancing Lights 6 Detect Magic 7 Enlarge 8 Erase 9 Feather Fall 10 Find Familiar 11 Floating Disk 12 Friends 13 Hold Portal 14 Identify 15 Jump 16 Light 17 Magic Aura 18 Magic Missile 19 Mending 20 Message 21 Protection From Evil 22 Push 23 Read Magic 24 Shield 25 Shocking Grasp 26 Sleep 27 Spider Climb 28 Unseen Servant 29 Ventriloquism 30 Write
1 2 3 4 5 6 7
Charm Monster Confusion Dig Dimension Door Enchanted Weapon Extension I Fear
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Audible Glamer Continual Light Darkness, 15 ft Radius Detect Evil Detect Invisibility ESP Fools Gold Forget Invisibility Knock Lear’s Trap Levitate Locate Object Magic Mouth Mirror Image Pyrotechnics Ray of Enfeeblement Rope Trick Scare Shatter Stinking Cloud Strength Web You're Reading a Preview Wizard Lock
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Blink Clairaudience Clairvoyance Darkvision Dispel Magic Explosive Runes Feign Death Fireball Flame Arrow Fly Gust of Wind Haste Hold Person Invisibility 10 ft Ra Lightning Bolt Monster Summon Phantasmal Force Protection From E Protection From N Slow Suggestion Tiny Hut Tongues Water Breathing
Unlock full access with a free trial.
Download With Free Trial
1 2 3 4 5 6 7
Airy Water Animal Growth Animate Dead Cloudkill Conjure Elemental Cone of Cold Contact Other Plane
1 Anti-Magic Shell 2 Forceful Hand 3 Control Sign up to vote on this title Weather 4 Death Spell useful Useful 5NotDisintegrate 6 Enchant an Item 7 Extension III
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1 Grasping Hand 2 Cacodemon 3 Charm Plants 4 Delayed Blast Fireball 5 Instant Summons 6 Duo-Dimension 7 Limited Wish 8 Mass Invisibility 9 Monster Summoning V 10 Mage’s Sword 11 Phase Door 12 Power Word Stun 13 Reverse Gravity 14 Simulacrum 15 Statue 16 Vanish
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Antipathy/ Sympathy Clenched Fist Clone Glass-steel Incendiary Cloud Mass Charm Maze Mind Blank Monster Summoning VI Irresistible Dance Permanency Polymorph Object Power Word Blind Spell Immunity Symbol Trap the Soul
1 2 3 4 5 6 7 8 9 10 11 12
Astral Spell Crushing Hand Gate Imprisonment Meteor Swarm Monster Summon Power Word Kill Prismatic Sphere Shape Change Temporal Stasis Time Stop Wish
1 Audible Glamer 2 Change Self 3 Color Spray 4 Dancing Lights 5 Darkness 6 Detect Illusion 7 Detect Invisibility 8 Gaze Reflection 9 Hypnotism 10 Light 11 Phantasmal Force 12 Wall of Fog
1 2 3 4 5 6 7 8 9 10 11 12
Blindness Blur Deafness You're Reading a Preview Detect Magic Fog Cloud Unlock full access with a free trial. Hypnotic Pattern Improved Phantasmal Force Invisibility Download With Free Trial Magic Mouth Mirror Image Misdirection Ventriloquism
1 2 3 4 5 6 7 8 9 10 11 12
Continual Darknes Continual Light Dispel Illusion Fear Hallucinatory Terr Illusionary Script Invisibility 10 ft Ra Non-Detection Paralyzation Rope Trick Spectral Force Suggestion
1 Confusion 2 Dispel Exhaustion 3 Emotion 4 Improved Invisibility
1 2 3 4
Chaos Demi-Shadow Monsters Major Creation Maze
1 2 3 4
Sign up to vote on this title Conjure Animals 1 Alter Reality Useful Not useful Demi-Shadow Magic 2 Astral Spell Mass Suggestion 3 Prismatic Spray Permanent Illusion 4 Prismatic Wall
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OSRIC TM - Old School Reference and Index Compilation
Arrows (20) Axe, battle Axe, hand Bolt, hvy. Crossbow (20) Bolt, lt. Crossbow (20) Club Dagger Dart Flail, heavy Flail, light Halberd Hammer, war Javelin Lance Mace, heavy Mace, light Morning star Pick, heavy Pick, light Pole arm Sling bullet Sling stone Spear Staff Sword, Claymore/ Bastard/ Hand-and-ahalf Sword, Broad Sword, Long
1d6 1d8 1d6 1d4+1
1d6 1d8 1d4 1d6+1
4 7 5 4
2 gp 5 gp 1 gp 2 gp
1d4
1d4
2
4 gp
1d4+1 1d4 1d3 1d6+1 1d4+1 1d10 1d4+1
1d3 1d3 1d2 2d4 1d4+1 2d6 1d4
3 1 1/2 10 4 18 5
1d6 2d4+1 1d6+1 1d4+1 2d4 1d6+1 1d4+1 1d6 1d4+1 1d4 1d6 1d6 2d4
1d4 3d6 1d6 1d4+1 1d6+1 2d4 1d4 1d10 1d6+1 1d4 1d8 1d6 2d8
15 10 5 12 10 4 8 4 2 5 5 10
2d4
1d6+1
8
1d8
1d12
7
0 2 gp 2 sp 3 gp 6 gp 9 gp 1 gp
Bow, long 1d6 Bow, short 1d6 Composite 1d6 (plus bow, long Str bonus)
1d6 1d6 1d6 (plus Str bonus) Composite 1d6 (plus 1d6 bow, short Str (plus bonus) Str bonus) Crossbow, 1d4+1 1d6+1 heavy Crossbow, 1d4+1 1d6+1 light Dart 1d3 1d2 Hand Axe Javelin
2 2 2
70 ft 50 ft 60 ft
2
50 ft
½
80 ft
1
60 ft
3 1 1
15 ft 10 ft 20 ft
6 gp 10 gp 4 gp You're Reading a Preview 5 gp 8 gp Banded 35 lbs 90 Unlock full access with a free trial. 5 gp Chain 30 lbs 90 6 gp Chain, Elfin 15 lbs 120 1 gp Leather 15 lbs 120 Download With Free Trial 0 Padded 10 lbs 90 1 gp Plate 45 lbs 60 0 Ring 35 lbs 90 25 gp Scale 40 lbs 60 Shield, 10 lbs N/A Large Shield,Sign up to 8 lbs on this title N/A vote Medium Not useful Useful 5 10 gp Shield, lbs N/A Small 15 gp Splint 40 lbs 90
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OSRIC TM - Old School Reference and Index Compilation
Ability scores.............................................................................3 melee attacks.......................................... methods of generation............................................3 missile attacks......................................... Alignment..........................................................................24-26 spell attacks............................................. Armor.................................................................................27-28 setting weapons..................................... Armor Classes.........................................................................27 unarmed combat................................... Assassin................................................................................9-11 negotiation.............................................. abilities........................................................................9 parrying.................................................... levels and experience............................................10 Combat modifiers................................................. hit dice per level.....................................................10 concealment........................................... saving throws..........................................................11 cover......................................................... “to hit” table............................................................11 flank attack.............................................. Assassin guilds..........................................................................9 invisibility................................................. Assassination..........................................................................10 prone........................................................ Backstabbing...................................................................10, 22 rear............................................................ Character Classes...............................................................9-24 sleeping.................................................... assassin.................................................................9-11 stunned.................................................... cleric....................................................................11-12 two-weapon fighting............................. druid....................................................................13-14 Constitution............................................................ fighter..................................................................14-16 hit point bonus....................................... illusionist.............................................................16-17 chance of surviving resurrection........ magic user..........................................................17-18 system shock roll.................................... paladin................................................................19-20 Darkvision............................................................... ranger..................................................................20-22 You're Reading aDeath....................................................................... Preview thief.....................................................................22-24 Dexterity.................................................................. Character races.....................................................................5-9 surprise bonus........................................ Unlock full access with a free trial. dwarves...................................................................5-6 missile hit bonus..................................... elves.........................................................................6-7 adjustment to AC................................... gnomes.......................................................................7 Druid........................................................................ Download With Free Trial half orcs...................................................................8-9 druid hierarchy....................................... half-elves..................................................................7-8 holy symbol............................................. halflings.......................................................................8 abilities..................................................... humans.......................................................................9 spells per level........................................ Charisma....................................................................................5 levels and experience........................... maximum henchmen...............................................5 hit dice per level..................................... loyalty base................................................................5 saving Sign up tothrows.......................................... vote on this title reaction bonus..........................................................5 “to hit” table........................................... Useful Not useful Cleric..................................................................................11-12 Dual-Classing.......................................................... temples/strongholds..............................................11 Dwarves.................................................................. holy symbols...........................................................11 racial abilities..........................................
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