the wars and disasters that have swept across duralyth led to...ratman, hobgoblin, wemic, orc, or...

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  • The wars and disasters that have swept across Duralyth led to the apparent destruction of the conventional AD&D game races, with the exception of Half-elves. There are now several new player character races, described in detail over the following pages. The table below replaces Table 7: racial ability requirements given in the PHB.

    Racial Ability Adjustments

    Some races are naturally stronger or weaker, or more or less agile, than others. These and similar differences are accounted for with modifiers to their generated ability scores. The modifiers are applied in exactly the same way as the Player’s Handbook, and the table below replaces Table 8: Racial Ability Adjustments.

    Apemen

    “I do not know about them. Damned ugly they are - I have never seen a female. They are fast on their feet, and appear to be pretty tough - they possess an ireful temper when roused. They are tolerable enough, as long as they keep to themselves.”

    Apeman are short, squat and brutish-looking humanoids, averaging around 41/2 to 5 feet in height. They are heavily built, but are surprisingly agile and light on their feet. A pelt of hair cover their bodies and they possess a stooped posture. Their arms are extremely long and hang down to their knees, and their feet have opposable toes. They normally live for 50 years. Apemen tend to be shy and reclusive, even amongst their own kind. They live in the depths of forests where they expect to be left alone, living in small, cleverly concealed villages in the tree-tops. They rarely have any contact with other intelligent races. Apemen possess a surprisingly lively sense of humour, and love to play practical jokes. They are hardy warriors, as many of the evil creatures of the forest have found out to their cost. Apemen love shiny, well-crafted jewellery and carved wooden items. They have a strong sense of family, and organise their family groups into clans. They dress in simple kilts that demonstrate their tribal allegiance, and light smocks . Apemen speak a complex language of grunts and sign language. Living in the deep forest as they do has meant that

    they can pick up a variety of languages. They can choose from the following: common, goblin, gnoll, orc, dryad, or satyr. A character of the Apemen can choose to be a bard, fighter, gladiator, ranger, druid, or thief. In addition Apeman can choose to be a multi-classed character (see multi-classed characters in the Classes section later). Apemen are skilled climbers and their build means that they automatically possess the mountaineering proficiency, if the optional proficiency rules are being used. When employing a javelin or spear, an Apeman receives a +1 bonus to his attack rolls.

    Player Character Races

    By nature, Apeman are non-magical and never use magical spells (except for clerical spells). This gives a bonus to an their saving throws vs. spells. The bonus is +1 for every two points of the character’s Constitution score. The bonuses are summarised on Table 9: Constitution Saving throw bonuses below.

    Because of their sturdy build and great agility, Apemen add 1 to their initial Constitution and Dexterity scores. However, Apemen are somewhat ugly and lacking in the social graces, so they subtract 2 from their initial Charisma score.

    Half-Elves

    “I do not trust them. They are flighty and frivolous and you always wonder what they are planning. Half-elven woman are comely enough, and don not appear to grow old as human woman do. I believe that they have been warped by magic - that is why they live so long, and that is unnatural.”

    Table 9: constitution saving throw bonuses

    Constitution

    Score

    Saving Throw

    Bonus

    9-10 +0

    11-12 +1

    13-14 +2

    15-16 +3

    17-18 +4

    19 +5

    Table 7: RACIAL ABILITY REQUIREMENTS

    Apeman Half-Elf Half-Ogre Lizardman Mandragor Minotaur Ratman Thri-Kreen Wemic

    Strength 6/19 3/18 12/20 6/19 9/18 10/19 3/15 6/18 3/18

    Dexterity 9/18 6/19 3/18 8/19 3/18 3/18 12/20 8/19 3/18

    Constitution 9/19 6/17 12/20 3/18 10/18 9/19 7/19 3/18 10/20

    Intelligence 3/18 4/18 3/17 3/18 6/18 5/18 3/18 3/17 3/18

    Wisdom 3/18 3/18 3/17 3/18 3/18 3/17 3/18 3/19 6/16

    Charisma 3/16 3/18 3/18 3/16 3/18 3/17 3/18 3/16 3/18

    Table 8: racial ability adjustments.

    Race Adjustments

    Apeman +1 Dexterity, +1 Constitution,

    -2 Charisma

    Half-Elf +1 Dexterity;

    -1 Constitution

    Half-Ogre +2 Strength, +2 Constitution,

    -1 Intelligence, -1 Charisma

    Lizardman +1 Dexterity, +1 Strength,

    -2 Charisma

    Mandragora Varies

    Minotaur +1 Strength, +1 Constitution,

    -1 Wisdom, -1 Charisma

    Ratman +2 Dexterity, +1 Constitution,

    -3 Strength

    Thri-Kreen +1 Wisdom, +1 Dexterity,

    -1 Intelligence, -1 Charisma

    Wemic +2 Constitution; -2 Wisdom

  • ogres have a 90% resistance to sleep and charm-related spells. Because of their extensive weapon training during their lives, they have a modifier of +1 to all damage rolls when using size L weapons. Half-ogres have infra-vision to 60 feet. Owing to their great musculature and huge build, half-ogres add 2 to their initial Strength and Constitution scores. Half-ogres tend to be brusque and unsociable and have little time for learning, subtracting 1 from their initial Intelligence and Charisma scores.

    Humans

    Humans remain largely unchanged from the Player’s Handbook. They are far more acceptant, and possess a cynical attitude toward magic.

    Lizard-men

    “There have few sightings of those creatures around here - too cold, I should think. Those that I have met simply cannot keep silent, their incessant hissing truly unsettles you. When one of them grins at you, it looks like they’re thinking ‘dinner’. Do not turn your back on these creatures.”

    Lizardmen resemble humanoid lizards that walk on two legs. A long tail trails behind them, and their bodies are covered in tough scales that range in colour from dark green through to brown. Their bodies and features are distinctly crocodilian, with an elongated snout full of sharp teeth and black eyes. The average lizard-man reaches a length of 7 feet (including the tail length) and weighs around 225 pounds. They have a long life expectancy, living up to 100 years. Lizard-man are very gregarious, boisterous creatures - their culture is based upon songs and ancestor worship - and their villages are full of constant, incessant chatter. They wear little clothing, but love shiny jewellery and all kinds of gemstones. They prefer warm climates, but are not cold blooded themselves. When visiting cold climes, they prefer to wear loose robes. Although lizard-men are carnivorous, they prefer fish to the flesh of intelligent beings, although popular rumour has many people believing that lizard-men feed on humans and demi-humans. Lizard-man communities are built very close to water, and they favour buildings constructed of loose stone as they are poor builders. The noise level in their communities is enough to drive many intelligent beings insane. A character of the lizard-man race may choose to be a bard, fighter, gladiator, psionicist, shaman, or thief. They may also choose to be multi-classed. Lizard-men speak their own hissing, sibilant language, but can also choose to speak any of the following languages: common, yuan-ti, ophidian, or goblin. Lizard-men have incredibly tough, horny scales, which gives them a base AC of 5. Lizard-men are equally at home in the water as they are on land. They have webbed hands and feet, and their long tails enable to swim easily through the water. They suffer no penalties for fighting underwater, and swim underwater with a MV of 9. Due to their semi-aquatic existence, starting lizard-men characters automatically possess the swimming proficiency. This improves by 1 for every three levels that the character possesses. Lizard-men have infra-vision to 60 feet. Owing to their sturdy and muscular build, Lizard-men add 1 to their Strength score. Their movements are very quick and

    Half-elves are beings with both human and elvish blood. They are much like their Elven parent in appearance. They are handsome folk with the good features of each of their races. They mingle freely with humans, being only slightly shorter than the average human (5 feet 6 inches on average) and weighing 150 pounds. They typically live for about 160 years. In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors. Half-elves do not form communities amongst themselves: rather, they can found living in human communities. The reactions of humans and Changed ranges from intrigued fascination to outright bigotry. Of all the demi-human races, half-elves have the greatest range of choices in character class. They tend to make good Druids and Rangers. A Half-elf can choose to be a bard, cleric, druid, fighter, gladiator, mage, psionicist, ranger, thief, or any one of their multi-class combinations. Half-elves do not have a language of their own. Their extensive contact with other races enable them to choose any of the following languages (plus any other allowed by the DM); common, ancient elvish, apeman, minotaur, goblin, ratman, hobgoblin, wemic, orc, or gnoll. Half-elven infra-vision enables them to see up to 60 feet in darkness. Half-elven characters have 30% resistance to sleep and all charm-related spells. Half-elves add 1 to their initial Dexterity score due to their elven ancestry. However, they also inherit the same light frame and thin bone structure of the elves as well, causing them to subtract one from their initial constitution score.

    Half-ogres

    “They prefer to be left alone, and that is for the best all round. Strong, tough, and fiercely loyal, I would want no other race than a half-ogre to guard my back or fight at my side. Unfortunately, they are a little deficient in the social graces and intelligence. Those foolish enough to start a fight with a half-ogre had better have an Asclepian cleric nearby.”

    Half-ogres were created by a magical experiment centuries ago. In appearance they are heavy-boned, muscular humanoids, with tan or yellow skin and green or black hair. The average Half-ogre weighs 270 pounds, and stands approximately 6 feet 4 inches. They normally live for 80 years. Half-ogres are normally quiet and reclusive, preferring to be left alone in their small mountain communities where they lead a simple pastoral existence. Half-ogres tend to be placid and are very slow to anger, a fact which causes many other races to believe that they are slow-witted. They are a dour, serious people with little or no sense of humour. Viweing themselves as the ultimate warriors, they are fiercely loyal to any ruler that they accept as their sovereign. Although slow to anger, half-ogres are extremely dangerous warriors when roused. They are fiercely protective of their families, and any attack on a half-ogre settlement will be met with an unprecedented ferocity. Half-ogres can choose to become a fighter, gladiator, or ranger. Half-ogres have no language of their own, preferring to speak Common amongst themselves. A half-ogre character may also choose from the following initial languages: ogre, mountain giant, kobold, or gnoll. Owing to their disciplined lives and strong mindset, half-

    Player Character Races

  • they are incredibly agile, so they add 1 to their initial Dexterity score. However, their mannerisms and appearance counts against them, so they subtract 2 from their initial Charisma score.

    Mandragora

    “Kin to dragons are they not? They truly unsettle me. There is more dragon than human in them by my reckoning. They should return to that blasted island of theirs - well away from everyone else - where they can do no harm.”

    Mandragora (sing. Mandragor) are another of the magically created races. Mandragora have a distinctly dragon-like appearance. Their heads resemble those of a dragon of equivalent colour, their bodies are scaled, some subspecies possess wings, and they have a long tail. Their teeth and claws are ineffective in combat. On average, they reach a height of 6 feet 2 inches and weigh 220 pounds, and live for around 600 years. Mandragora have their own land, an island named Lonaraban, west of the continent of Erilya. Their life is based around a rigid caste system, reliant upon a mandragor’s coloration and social position. Various small kingdoms are ruled by families answerable to the senate composed of the most powerful gold mandragora. However, in recent times many of the younger mandragora have rebelled against the rigid class structure, and have become ‘renegades’ in the eyes of the authorities. These renegades can be found all across Erilya and beyond, in a variety of character classes. Renegade mandragora are seen as traitors and are treated a such by other mandragora. Mandragora settlements tend to reflect their dragonish origins. White mandragora prefer the icy cold of the mountains, green mandragora prefer the forests, bronze mandragora favour the oceans and so forth. The houses constructed by Mandragora tend to be stout walled and easily defensible. For those mandragora possessing wings, their buildings tend to be graceful sweeping structures, with an entrance some way off the ground. Mandragora speak Common amongst themselves, but they may also choose from the following languages: beholder, drow, Nerovian, orc, goblin, lizard-man, or yuan-ti.

    There are ten different subspecies of mandragora, based upon the Chromatic and Metallic dragon types and each fulfils a role in Mandragora society. Renegade mandragora may choose from any of the classes below, or become gladiator, provided they meet the ability requirements. The

    DM may allow the player to choose the subspecies or roll on the table below: Some mandragora possess the ability to cast an innate spell. The chance to possess this is detailed in each subspecies description. The spell should be generated from the table below.

    Innate spells may be cast once a day, and follow all normal rules for spell-casting. Material components are not required for innate spells, and spells are cast depending on the caster’s character class:

    Mandragora that can fly may only maintain it for one round. They can glide for a distance equal to four times the height that they launched themselves from. All mandragora possess infra-vision to 30 feet.

    Black Mandragora

    Black mandragora are reclusive, solitary mandragora that prefer to dwell in damp and dank areas. Black mandragora have glossy black scales that renders them almost invisible in darkness and near darkness, imposing a -2 penalty on their opponents attack rolls, unless the opponent possesses infra-vision. Black mandragora are strong swimmers, possessing the swimming proficiency at level 1. They possess wings and are the most graceful flyers of the mandragora race, flying with a MV of 12 and a Manoeuvrability Class of C. Black mandragora have a powerful resistance to acid, gaining a +4 bonus to their saving throw when attacked in such a fashion. Hot-tempered and abusive, Black Mandragora player

    Player Character Races

    INNATE MANDRAGORA SPELLS

    d12 d6 roll

    roll 1-3 4-5 6

    1 Cantrip Affect Normal fires

    Locate animals or plants

    2 Cantrip Mending Endure cold

    3 Cantrip Metamorphose liquids

    Endure heat

    4 Cantrip Dancing lights Detect snares & pits

    5 Cantrip Comprehend languages

    Entangle

    6 Cantrip Alarm Pass without trace

    7 Cantrip Jump Know time

    8 Cantrip Light Know direction

    9 Cantrip Message Know age

    10 Lasting breath

    Nystul’s magic aura

    Faerie fire

    11 Taunt Log of everburning

    Emotion read

    12 Spider climb

    Animal friendship Darkness

    * All fractions are rounded down to minimum of 1.

    Character Class Casting Level*

    Priest 1/2 actual level

    Rogue 1/3 actual level

    Warrior 1/4 actual level

    Wizard 1/2 actual level D20 Roll

    Colour Available Class

    1-4 White Fighter, Ranger

    5-8 Brass Fighter, Bard

    9-10 Black Fighter, Thief

    11-12 Copper Fighter

    13-14 Green Fighter, Ranger

    15-16 Bronze Fighter

    17 Blue Fighter

    18 Red Fighter, Fire elementalist

    19 Silver Cleric, Fighter

    20 Gold Fighter, Mage

  • initial Intelligence and Wisdom Scores. Their scholarly pursuits leaves them physically weak, subtracting 1 from their initial Strength and Constitution scores.

    Green Mandragora

    Green mandragora are solitary by nature, and are frequently found as ambassadors or rangers. They possess olive-green to jade coloured scales and wings, enabling them to fly with a MV of 9 and MC of C. Green mandragora have a gift for languages, allowing them an additional language at 1st-level (this additional proficiency slot must be allocated to a language). Gas attacks have very little effect on Green Mandragora, and they gain a +4 bonus to their saving throws against gas attacks of any kind, including the magical spells stinking cloud and cloudkill. Possessing some magical ability, Green mandragora have a 30% chance of obtaining an innate spell. Green mandragora are highly intelligent, adding 1 to their initial Intelligence score. They are cruel and manipulative as well, subtracting 1 from their initial Charisma.

    Red Mandragora

    Red mandragora are the backbone of Lonaraban’s military might. These powerfully built mandragora are covered in red scales and possess wings, flying with a MV of 12 and a MC of D. They are resistant to heat and fire, gaining a +4 bonus to their saving throws when attacked in this fashion. Red Mandragora have a strong magical affinity, and have a 80% chance of possessing an innate spell. Strong and well-built, Red mandragora add 1 to their initial Strength and Constitution scores. Their cruelty and arrogance causes them to subtract 1 from their initial Charisma.

    Silver Mandragora

    Silver Mandragora are monastic and philosophical mandragora with tiny scales that make them appear to be solid silver. They are winged, flying with a MV of 9 and MC of C. Silver Mandragora have a 90% resistance to all sleep and charm-related spells. Silver mandragora have a 70% chance of possessing an innate spell. Although Silver mandragora have no shape-shifting ability, they can never die as the result of a failed system shock check. They merely pass out from the pain, becoming conscious d6 rounds later.

    White Mandragora

    White mandragora have white scales with blue shading, spending most of the time in the mountains of Lonaraban. White mandragora have wings, flying with a MV of 9 and a MC of C. White mandragora spend a great deal time in the mountains and snow fields and are accomplished climbers, gaining the mountaineering proficiency at 1st-level. White mandragora are highly resistant to the cold, gaining a +4 bonus to their saves against cold attacks, including magical spells such as cone of cold. White mandragora are highly skilled with the hand-axe, gaining a +1 bonus to their attack rolls when employing one in combat. White mandragora are petty-minded and are lacking in intelligence, causing them to subtract 1 from their initial Intelligence score.

    Minotaurs

    “I cannot stand them. They are arrogant, conceited,

    characters subtract 1 from their initial Charisma score.

    Blue Mandragora

    Possessive and vigilant, Blue mandragora function as the guardians and law enforcers of Mandragora society. They have blue or azure scales. Blue mandragora possess wings flying with a MV of 9 and MC of C. They are highly resistant to electricity, gaining a +4 bonus to their saving throws against such attack forms as lightning bolts, blue dragon breath, or other such electrical attacks. When employing long-swords or spears in combat, Blue mandragora have a +1 bonus to their attack roll as a result of their extensive training with these weapons. The magical nature of Blue mandragora means that they have a 50% chance of possessing an innate spell.

    Brass Mandragora

    Brass mandragora are very sociable creatures, if somewhat flighty, and are the most commonly seen mandragora on Duralyth. Brass mandragora possess brassy, mottled brown scales and wings, allowing them to fly with a MV of 9 and MC of C. They are highly resistant to poison gas, gaining a +4 bonus to their saving throws against gas attacks of any kind, including the magical spells stinking cloud and cloudkill. Highly charismatic, Brass Mandragora add 2 to their initial Charisma score. Their lack of common sense causes them to subtract 1 from their initial Wisdom score.

    Bronze Mandragora

    Inquisitive and curious, Bronze mandragora are some of the most adventurous mandragora after the Brass. They have yellow-orange scales and wings, enabling them to fly with a MV of 9 and MC of C. Bronze mandragora the main crew complement on mandragora ships and are accomplished swimmers, gaining the swimming proficiency at level 1. They are highly resistant to electricity, gaining a +4 bonus to their saving throws against such attack forms as lightning bolts, blue dragon breath, or other such electrical attacks. The magical nature of Bronze mandragora means that they have a 50% chance of possessing an innate spell.

    Copper Mandragora

    Copper mandragora are organisers and bureaucrats in Lonarabanese society. They possess ruddy-brown scales and wings, enabling them to fly with a MV of 9 and MC of C. They have some magical ability, with a 30% chance of possessing an innate spell. Copper mandragora are highly resistant to poison gas and acid, gaining a +2 bonus to their saving throws against gas attacks of any kind, including the magical spells stinking cloud, Melf’s acid arrow and cloudkill. Copper Mandragora are highly intelligent and physically tough, and they add 1 point to their initial Constitution and Intelligence scores. They are also very arrogant and selfish, so they subtract 2 from their initial Charisma score

    Gold Mandragora

    Gold mandragora are all nobility in mandragora society, and many of these mandragora are powerful magicians and scholars. They have pure golden scales. Gold mandragora possess great magical potential. Gold mandragora have a 50% resistance to sleep and charm-related spells and they have a 90% chance of possessing an innate spell. Gold mandragora are highly magic resistant and have a +2 bonus to their saves vs. spells. Extremely clever and wise, Gold mandragora add 1 to their

    Player Character Races

  • and stuffed full of their own importance. That said, I for one would hesitate to get into a fight with a Minotaur. Despite their strange battle customs, I am informed that they’re excellent fighters.”

    Minotaurs are large, heavy-set, bull-headed humanoids. Their horns are small and ineffective in combat, but Minotaurs are dangerous enough in combat without them. Great talkers and lovers of strong drink, they are renowned for having no sense of humour whatsoever, and they possess their own code of conduct and honour. The average Minotaur stands 6 feet 3 inches tall, weighs 230 pounds, and will live until around 80 years of age. Minotaur communities are a labyrinth of streets built in whatever style is in vogue. At the centre of this maze is a castle of citadel to which the population can retreat to in times of war. They are sworn enemies of the Ogre magi that live in the mountains surrounding the Minotaur homeland of the Empire of stars. Minotaurs can choose to become a cleric, fighter, gladiator, or mage. Minotaurs speak their own language, but can also choose from common, giff, loxo, and ogre. Minotaurs have an infallible sense of direction. They automatically possess the Direction sense proficiency and are immune to the maze spell. Minotaurs cannot become hopelessly lost - they always know which way is north. When using slashing weapons (i.e. Type ‘S’ weapons), Minotaurs may add 1 to any damage that they cause in melee. Due to their powerful build Minotaurs add 1 to their initial Strength and Constitution scores, but they lack a pleasant nature and good judgement, causing them to subtract 1 from their initial Wisdom and Charisma Scores.

    Ratmen

    “Filthy little creatures! I detest them! I would not trust on of them any further than I could throw the little runts - if you can catch them that is. When you shake hands with a Ratman, count your fingers, check your money pouch, them make sure your house has not been rifled in your absence.”

    Ratmen are short, stocky humanoids with rat-like heads and tails, with bodies covered in coarse dark fur. The average ratman stands 4 feet 8 inches and weighs 110 pounds. They speak incredibly fast in high-pitched squeaks. Ratmen are accomplished excavators and miners, favouring extensive tunnel complexes that can extend for miles. They possess a great deal of curiosity, and Ratmen enjoy employing gadgets of all kinds in their lives. Unfortunately, they have a somewhat capricious sense of humour and employ their knowledge in this pursuit as well. Ratmen have their own language consisting of high-pitched squeaks, but they can also choose from the following initial languages: common, goblin, orc, kobold, or gnoll.

    Ratman characters can choose to be a cleric, fighter, gladiator, psionicist, thief, or Multi-classed. Ratmen have infra-vision of up to 60 feet in the dark. Highly resistant to poison and disease, Ratmen gain a bonus to their saving throws against such attacks. These bonuses are based upon Constitution, and may be calculated from Table 9: Constitution Saving Throw Bonuses under the “Apeman” entry given previously. As tunnellers of great renown, Ratmen are able to detect the following information within 10 feet of the particular phenomenon. They most stop and concentrate for one round to use any of these abilities. A Ratman is hardy and agile, adding 2 to his initial Dexterity score and 1 to his initial Constitution. Physically weak, the lack of muscle power means that Ratmen subtract 3 from their initial Strength score.

    Thri-kreen

    “I have yet to see one of these creatures. They say that Thri-kreen are mind-benders and eat human flesh. From what I’ve heard they sure do not appear to be human - like giant insect men - and they certainly do not think like they do.”

    Hulking insect men standing as tall as 7 feet at the shoulder, the Thri-kreen is the least “human” of the player character races. The individual Thri-kreen is a six-limbed creature with a tough, sandy yellow exo-skeleton. The head has two large eyes, two vestigial antennae, and a small-but-powerful jaw. A Thri-Kreen's eyes are jet-black and multi-faceted, separated to either side of the head. They live for around ten years and weigh just over 450 pounds. A Thri-kreen player character may choose to become a druid, fighter, gladiator, or psionicist. They are known for being excellent psionicists and druids. They can also choose to become multi-classed. Thri-kreen speak their own language, consisting of clicks and whistles, but they may also choose from the following initial languages: common, yuan-ti, kenku, or tlincailli. Thri-kreen have no need of sleep. They can remain active throughout the night without penalty. A Thri-Kreen's exo-skeleton is extremely hard, giving it a base Armour Class of 5. Thri-kreen have little use or understanding for magic (except clerical spells). They save vs. spells with a -2 penalty. Owing to their size, Thri-kreen count as large targets for the purposes of melee and missile fire. Thri-kreen can use most magical items such as wands, rods, staves, weapons, shields, and miscellaneous magic. Those items, however, designed to be worn by humans and demi-humans, such as rings, girdles, armour, and cloaks will not function for a Thri-kreen because he simply cannot put them on. Unless otherwise stated, magic items are designed for use by humans and demi-humans. Upon reaching 3rd-level, a Thri-kreen gains the ability to leap up and forward. The Thri-kreen can leap up to 20 feet straight up or up to 50 feet straight forward. They cannot leap backwards. When a Thri-kreen reaches 7th-level, it can dodge missiles fired at it on a roll of 9 or better on a D20. He cannot dodge magical effects, only physical missiles. Magical missile weapons (enchanted arrows, thrown axes, etc.) modify this roll by their plus.

    Player Character Races

    Determine approx. depth underground 1-4 on a D6

    Determine approx. direction underground 1-3 on a D6

    Detect grade or slope in passage 1-5 on a D6

    Detect unsafe walls, ceilings, and floors 1-3 on a D6

    Detect secret or concealed doors 1-3 on a D6

    Detect stonework traps, pits, and deadfalls 1-2 on a D6

    Detect new tunnel/passage construction 1-4 on a D6

  • Thri-kreen have formidable natural attacks. They are able to make one bite and four claw attacks per round. Each claw strikes for 1d4 points of damage. The bite of a Thri-kreen is venomous, and upon reaching 5th-level, its’ venom is of sufficient strength to paralyse a humanoid for 1D6 rounds, if a save vs. poison is failed. If using a weapon, the Thri-kreen can attack with its’ weapon and bite; multiple attacks due to fighter level only apply to the weapon. Thri-kreen add 1 to their initial Wisdom and Dexterity scores. Their unusual behaviour and intellect are such that they subtract 1 from their initial Intelligence and Charisma scores.

    Wemics

    “Wemics? They are tolerable enough. We certainly should be thankful that they were there to defend Maeshmai. They are trustworthy enough for Changed, useful in a fight, tough, but they have quite a temper. Take heed of what you say when you talk to a Wemic - they take offence at the oddest things.”

    Wemics are leonine counterparts to centaurs. A wemic’s body consists of a leonine body, with a humanoid torso extending from what would be the lion’s neck. The typical Wemic measures ten feet from head to rump, and when standing in centaurian posture, the Wemic stands six to seven feet tall. Most of the body is covered in dusky golden fur, with a tail tipped by a bush of black hair. The mane covers the top and back of the head, extending to the neck and shoulders. The underbelly is covered in short white fur, and the nose may be black or russet. Wemics have golden eyes with vertically slit pupils. The digits on all four limbs end in retractable claws. Wemics are nomadic, rarely settling in one place. They travel in tribes with family units known as ‘prides’. They frequently hire themselves out as mercenaries. Wemics are fierce warriors, and possess a very strong tribal bond, with a great deal of traditions and customs. Wemics can choose to be fighters, gladiators, rangers, or shamans. They can also choose to be multi-classed. Wemics speak their own growling language, but they can also choose to speak common as an initial language. Wemics are well known for their speed and endurance. They gain both the Endurance and Running proficiencies upon reaching 3rd-level. These proficiencies improve by 1 for every 3 levels that the Wemic possess from then on. A Wemic may attack with his fore-claws. These two attacks cause 1D4 points of damage. This is in addition to any weapon attacks, but multiple attacks due to fighter level only apply to the weapon. Wemics possess infra-vision to 30’.

    All Wemics possess extremely powerful back legs enabling them to leap up to 10 feet upward, or 30 feet forward. They cannot leap backwards. Sturdily built, Wemics add 2 to their initial Constitution score, but their hot tempers and poor judgement means that beginning Wemic player characters subtract 2 from their initial Wisdom score.

    Movement

    Table 64 replaces the one appearing on page 119 of the Player’s Handbook:

    Climbing

    Player Character Races

    Table 64: BASE MOVEMENT RATES.

    Race Rate Distance/Round

    (feet)

    Dungeon Movement

    (feet)

    Miles/day Forced

    March

    Apeman 6 180 60 12 15

    Half-elf 12 360 120 24 30

    Half-ogre 12 360 120 24 30

    Human 12 360 120 24 30

    Lizardman 12 360 120 24 30

    Mandragor 12 360 120 24 30

    Minotaur 12 360 120 24 30

    Ratman 6 180 60 12 15

    Thri-kreen* 18 540 180 36 45

    Wemic 18 540 180 36 45

    * Thri-Kreen can force march without penalty.

    Table 66b: climbing modifiers for duralian races

    Race* Modifier

    Apeman +10

    Half-ogre +10

    Lizardman +5

    Mandragor -10

    Minotaur -5

    Ratman +5

    Thri-kreen* -25

    Wemic -25

    Table 83: chance to hear noise by race

    Apeman Half-elf Half-ogre

    Human Lizardman

    15% (3) 15% (3) 15% (3) 15% (3) 10% (2)

    Mandragor

    Minotaur

    Ratman Thri-kreen

    Wemic

    15% (3) 15% (3) 20% (4) 25% (5) 15% (3)

  • Player Character Classes

    Warrior

    Fighter

    Ability Requirements: Strength 9 Prime Requisite: Strength Allowed Races: All Fighters remain unchanged from the PHB but Table 16: Fighters Followers is replaced by the following:

    Table 16: Fighters Followers

    Roll percentile dice on each of the following subtable of Table 16: once for the leader of the troops, once for the troops, and once for a bodyguard (household guards) unit.

    Gladiator Ability Requirements: Strength 13, Dexterity 12, Constitution 15 Prime Requisite: Strength Allowed Races: All Gladiators are warriors of the city states, specially trained for brutal physical contests in an arena. Disciplined in many forms of hand-to-hand combat and skilled in the use of dozens of different weapons, gladiators are among the most dangerous warriors on Duralyth.

    A gladiator who has a Strength score of 16 or more gains a ten percent bonus to the experience points he earns.

    Gladiators can have any alignment: good, evil, lawful, chaotic, or neutral.

    A gladiator can use most magical items including potions, protection scrolls, most rings and all forms of enchanted armour, weapons, and shields.

    He must abide by all warrior restrictions that apply, and uses the Paladin/Ranger advancement table.

    Gladiators have the following special abilities:

    A gladiator is proficient in all weapons. He never suffers a penalty for not being proficient with any weapon, even one that is new to him.

    A gladiator can specialise in multiple weapons. As a reward for their years of training and discipline, gladiators are the ultimate masters of weapons. A gladiator character may specialise in any number of weapons, provided he has the number of proficiency slots required to do so. However, he does not gain any additional attacks for specialisation. A gladiator character only receives a +1 bonus to their damage rolls, rather than the +2 that Fighters receive.

    A gladiator is an expert in unarmed combat. He receives a 2 point modifier to punching and wrestling attack rolls, which he can use as a plus or minus modifier to his roll after it is made. The player may consult Table 58: Punching & Wrestling Results in the PHB.

    A gladiator learns to optimise his armour when he reaches 5th-level. He conditions himself to use his armour to its best advantage, dodging and moving his body in such a way that opponents are confounded by his armour and shield. Provided the gladiator is wearing armour, his armour class is reduced by 1 for every 5 levels he

    possesses:

    This benefit does nothing for gladiators who are not wearing armour. Some magical items (like a ring of protection) do not count as armour, while others (such as bracers of defence) do. The DM must rule on a case by case basis. The AC adjustment is not cumulative.

    A gladiator gains followers when he reaches 9th-level. Just like Fighters, gladiators can gain followers.

    Die Roll

    Leader (and suggested magic items)

    01-40 5th level Fighter, banded mail, shield, longsword+1

    41-75 6th level Fighter, banded mail, shield+1,spear+1, dagger+1

    76-95 6th level Fighter, banded mail+1, shield, spear+1, longsword+1 3rd level Fighter, chain mail, shield, longbow of distance

    96-99 7th level Fighter, banded mail+1, shield+1, broadsword+1, medium war-horse with horseshoes of speed

    00 DM’s Option

    Die Roll

    Troops/Followers (all 0-level)

    01-50 20 cavalry with leather armour, shield, lance, long sword, riding horse 100 infantry with leather armour, shield, spear, long sword

    51-75 20 archers with leather armour, short sword, longbow 60 infantry with ring mail, shield, spear, long sword

    76-90 40 infantry with ring mail, shield, spear, broadsword 20 infantry with chain mail, shield, spear, long sword, hand axe

    91-99 10 cavalry with chain mail, shield, lance, long sword, hand axe, medium war-horse 20 archers with leather armour, short sword, longbow 30 infantry with chain mail, shield, spear, long sword, hand axe

    00 DM’s option

    Die Roll

    Elite Units

    01-10 10 Equites with banded mail, shield, lance, short sword, dagger, light war-horse

    11-50 10 Legionnaires with banded mail, medium shield, spear, short sword, dagger

    51-70 10 Velites with banded mail, short bow, short sword, dagger

    71-80 10 Gladiators with leather armour, short sword , dagger

    81-90 15 Wardens: 1st-level Rangers with scale mail, shield, spear, long sword, longbow

    91-99 5 Shifters with leather armour, short-sword

    00 DM’s option (mandragora, griffon riders, etc.)

    Level 1-4 5-9 10-14 15-19 20

    AC Adj. 0 -1 -2 -3 -4

  • Paladin

    Ability Requirements: Strength 12, Constitution 12, Wisdom 13, Charisma 17 Prime Requisites: Strength, Charisma Races Allowed: Human Paladins remain unchanged from the rules given in the PHB, with the following modifications:

    Paladins can no longer heal. Paladins on Duralyth can no longer heal by laying on hands and cannot cure diseases.

    A Paladin can cast Priest spells once he reaches 9th-level. He can only cast spells from the Major Spheres allowable to his patron Power. The acquisition and casting of these spells abide by the rules given for priests. The spell progression and casting level are listed on the modified Table 17: Paladin Spell Progression:

    Table 17: Paladin Spell Progression

    Ranger

    Ability Requirements: Strength 13, Dexterity 13, Constitution 14, Wisdom 14 Prime Requisites: Dexterity, Strength, Wisdom Races Allowed: Apeman, Half-Elf, Half Ogre, Human, Mandragor, Wemic Rangers are largely unchanged for the PHB, but in addition to having access to the Plant and Animal spheres of Priest Spells, they also have access to the Travellers sphere from the TOM.

    Due to the fact that many of the creatures that can comprise the followers of a Ranger are extinct, the following table replaces Table 19: Rangers Followers:

    Paladin Casting Priest Spell Level

    Level Level 1 2 3 4

    9 1 1 - - -

    10 2 2 - - -

    11 3 2 1 - -

    12 4 3 2 - -

    13 5 3 3 1 -

    14 6 3 3 2 -

    15 7 3 3 2 1

    16 8 3 3 3 2

    17 9* 4 4 3 2

    18 9* 4 4 4 4

    19 9* 4 4 4 4

    20 9* 4 4 4 4

    * maximum spell ability

    Player Character Classes

    Table 19: Rangers Followers

    Shapeshifter Ability Requirements: Strength 12, Constitution 15 Prime Requisites: Strength, Constitution Races Allowed: Human Shapeshifters are humans that possess the ability to change into animals. They are not lycanthropes, and are affected by normal weapons. They can turn into any non-fantastic animal, depending upon the Shapeshifter’s level of experience. A partial change, such as transforming hands into claws, is not possible.

    A Shapeshifter with both a Strength and Constitution of 16 or more gains a 10% bonus to any experience points earned. Shapeshifters use the Paladin/Ranger column of the advancement table.

    A Shapeshifter must have a chaotic alignment, but can choose to be evil, good, or chaotic.

    When a Shapeshifter changes form, any non-organic armour is destroyed, and (depending upon the form the Shapeshifter changes into) may inflict damage upon the Shapeshifter. The damage inflicted is at the DM’s discretion. Some normal metallic armours, such as scale mail made out of dragon scales, count as organic armour.

    Shapeshifters have the following benefits:

    Shapeshifters have the ability to change themselves into animals. They call this process ‘shifting’. In general, the creature they choose should be comparable to their current climate type - no Dinosaurs in an arctic area.

    When a Shapeshifter changes into an animal (see the Monstrous Manual p. 377 for a list of sample animals), he rolls 3d6, adding the HD of the animal he is transforming into, and subtracting the Shapeshifter’s own level. A Shapeshifter may only transform itself in non-fantastic animals (e.g., wolves, bears, dinosaurs, or snakes, but not Dragons, Hydra, etc.) If the result is greater than the Shapeshifters Constitution score, he suffers 1d12 hp of damage and remains human. Otherwise, he assumes the

    Die

    01-20 Bear 21 Ranger* (Half Ogre) 22-26 Druid (Human) 27-38 Wolf 39 Druid (Thri-Kreen)* 40-50 Falcon 51-53 Fighter (Apeman) 54-55 Fighter (Renegade Mandragora)* 56 Shapeshifter* 57-64 Fighter (Human) 65 Psionicist (Human)* 66-71 Great Cat (Lion, Tiger, etc.)*

    72 Griffon* 73 Hippogriff* 74 Pegasus* 75 Pseudodragon* 76-77 Ranger (Apeman) 78-79 Ranger (Half-Elf) 80 Ranger (Wemic)* 81-90 Ranger (Human) 91-95 Raven

    96 Thief (Ratman) 97 Thief (Human) 98 Treant* 99 Werebear/Weretiger* 00 Other Wilderness Creature *If the Ranger already has a follower of this type, roll again.

  • physical form and abilities of the animal e.g., a Shapeshifter changing into a bat would gain the wings and echo-location ability of a bat, and but also gains its poor eyesight. The Hit Points of the Shapeshifter remain the same in whatever form that they are in. The shifting ability causes an initiative modifier equal to the difference between the Shapeshifters own level and the HD of the target creature.

    For example, Lucius, a level 5 Shapeshifter with a Constitution of 17, wishes to change into a cheetah (3 HD). The modifier to his Constitution check is +2 (his level of 5 minus the cheetah’s 3 HD). The player rolls 3d6, needing 19 or less on the roll to change. He scores 16 passing the check, and successfully makes the transformation. He had originally rolled a 6 for his initiative, but this is modified to 8 as he shifts forms.

    Shapeshifters normally remain stationary when employing their shifting ability. Therefore they normally count as prone targets - shifting while moving or fighting imposes a +4 penalty to the Constitution check.

    Shapeshifters heal damage when they return to human form. When a Shapeshifter returns to his human form, he heals d6 points of damage. A Shapeshifter slain in an animal form will transform back to human, but will be unconscious for d6 rounds. A Shapeshifter slain in human form will not heal any damage.

    A Shapeshifter can choose a “totem” animal upon reaching 5th-level. For every 5 levels possessed by a Shapeshifter, he may choose one animal of less HD than his own that he can transform into without needing to make a Constitution check.

    Shapeshifters can damage lycanthropes. Whilst in their animal forms, Shapeshifters may attack and damage lycanthropes without needing to use magical or silver weapons. A Shapeshifter must use the natural weapons of the creature to gain this ability. For example, a Shapeshifter in the form of a gorilla could not use a club to injure a werewolf, but could punch and bite the lycanthrope.

    Shapeshifters do not attract followers and gain no benefits for building castles. Shapeshifters are loners by nature, and are constantly on the move.

    Player Character Classes

    Table 22: Wizard Specialist Requirements

    Specialist

    School

    Race

    Minimum Ability Score

    Opposition School

    Abjurer Abjuration H 15 Wisdom Alteration

    Conjurer Conjuration/Summoning H, ½E, Ma 15 Constitution Greater Divination

    Diviner Greater Divination H 16 Wisdom Conjuration/Summoning

    Elementalist - Air Elemental Air H 9 Intelligence Elemental Earth

    Elementalist - Earth Elemental Earth H 9 Intelligence Elemental Air

    Elementalist - Fire Elemental Fire H, Ma 9 Intelligence Elemental Water

    Elementalist - Water Elemental Water H 9 Intelligence Elemental Fire

    Enchanter Enchantment/Charm H, ½E 16 Charisma Invocation/Evocation

    Illusionist Illusion/Phantasm H 16 Dexterity Necromancy

    Invoker Invocation/Evocation H, Mi 16 Constitution Enchantment/Charm

    Necromancer Necromancy H 16 Wisdom Illusion/Phantasm

    Transmuter Alteration H, ½E 15 Dexterity Abjuration

    Wild Mage Wild Magic H, ½E 16 Intelligence -

    Wizard

    Mage Ability Requirements: Intelligence 9 Prime Requisite: Intelligence Allowed Races: Half-Elf, Human, Mandragor, Minotaur Mages remain unchanged from the PHB and the TOM, but upon reaching 9th-level they must journey to the Citadel of the Magi, and must take the infamous Test. The Test is renowned for killing those who cannot control their magic.

    The races that can become specialist mages also need revision and the following table replaces Table 22: Wizard Specialist Requirements given in the PHB:

    All other rules, unless altered here, remain as given in the PHB and TOM.

    Priest

    Cleric Ability Requirements: Varies, but always Wisdom 9 Prime Requisite: Wisdom Allowed Races: All Most Changed and Humans worship the same Olympian powers, although some of the more primitive cultures have shamans rather than clerics. There only a few Powers unique to the Changed, as they were magically created and it was not an act foreseen by the Gods. A player wishing to play a Duralian Cleric must choose one of the Gods listed in the Religion section given later.

    Unless the rules for Clerics given in the Religion section say differently, the rules given in the PHB and TOM apply.

  • Druid

    Ability Requirements: Wisdom 14, Intelligence 12 Prime Requisite: Wisdom Allowed Races: Apeman, Human, Lizardman, Thri-Kreen Druids remain largely unchanged from the PHB, but spheres that they cast spells from are altered. Druids now have major access to the following spheres: All, Animal, Elemental Air, Elemental Earth, Elemental Water, Plant, Sun, time, Wards and Weather. They now have minor access to the Divination, Healing and Travellers spheres of access.

    Rogue

    Bard Ability Requirements: Dexterity 12, Intelligence 13, Charisma 15 Prime Requisite: Dexterity, Charisma Allowed Races: Apeman, Half-Elf, Human, Lizardman, Mandragor

    There is only major revision to the Bard class in that bards may only lean spells from the following schools: Conjuration/Summoning, Enchantment/Charm, and Illusion/Phantasm. He can no longer learn spells from other schools, but can still read spells from other schools that are written as magical scrolls.

    Aside from this, the Bard remains unchanged from the rules given in the PHB.

    Psionicist

    Ability Requirements: Constitution 11, Intelligence 12, Wisdom 15 Prime Requisite: Constitution, Wisdom Allowed Races: Half-Elf, Human, Lizardman, Ratman, Thri-Kreen This class remains unchanged from the Complete Psionicists Handbook.

    Thief

    Ability Requirements: Dexterity 9 Prime Requisite: Dexterity Allowed Races: Half-Elf, Human, Lizardman, Mandragor, Ratman, Thri-Kreen This class remains largely unchanged for the PHB, except for Table 27: Thieving Skill Racial Adjustments, which has been revised to take account of the new races:

    Player Character Classes

    The prospective followers of a Thief are also different, so the following table replaces Table 31 given in the PHB:

    Table 31: Thief’s Followers

    Table 27: Thieving Skill Racial Adjustments

    Skill Apeman Half-Elf Human Lizardman Mandragor Ratman

    Pick Pockets -5 +10 - - -20 +5

    Open Locks -5 - - - -20 +5

    Find / Remove Traps - - - -10 - +5

    Move Silently +5 - - +10 - +10

    Hide in Shadows +5 +5 - +5 - +15

    Detect Noise - - - -5 - +5

    Climb Walls +10 - - +5 -10 +5

    Read Languages - - - -5 - -5

    D100 Roll

    Follower

    Level Range

    01-03 Fighter / Thief (Apeman) 1-4

    04-08 Thief (Apeman) 1-6

    09-13 Psionicist (Human) 1-4

    14-15 Thief (Mandragor) 1-6

    16-18 Mage (Human) 1-4

    19-29 Thief (Ratman) 1-6

    30-35 Fighter / Thief (Ratman) 1-4

    36-38 Illusionist (Human) 1-6

    39-43 Thief (Half-Elf) 1-6

    44-46 Fighter / Thief (Half-Elf) 1-4

    47-49 Fighter / Thief / Mage (Half-Elf) 1-3

    51-90 Thief (Human) 1-8

    91-99 Dual-class Thief (Human) 1-8 / 1-4

    00 Other (DM selection)

  • Multi-Class Characters

    Any demi-human character who meets the ability requirements may elect to be a multi-class character, subject to the restrictions given in the PHB. The following chart lists the possible class combinations available, based upon the race of the character.

    Apeman Fighter / Cleric Fighter / Thief Half-Elf Fighter / Mage Fighter / Psionicist Fighter / Cleric Cleric / Thief Mage / Thief Fighter / Mage / Thief Fighter / Cleric / Thief Lizardman Fighter / Cleric Fighter / Psionicist Fighter / Thief Fighter / Thief / Cleric Thief / Cleric Thief / Psionicist Mandragor Fighter / Cleric Fighter / Mage Fighter / Thief Fighter / Mage / Thief Mage / Thief Cleric / Thief Minotaur Fighter / Cleric Fighter / Mage

    Player Character Classes

    Ratman Fighter / Cleric Fighter / Psionicist Fighter / Thief Thief / Cleric Thief / Psionicist Fighter / Cleric / Thief Fighter / Psionicist / Thief Thri-Kreen Fighter / Cleric Fighter / Psionicist Wemic Fighter / Cleric

    Gladiator may be substituted for any Fighter entry by any race.

    Ranger may be substituted for any Fighter entry by Apemen, Half-Elves, Mandragora, and Wemics.

    Bard may be substituted for any Thief entry by Apemen, Half-Elves, Lizardmen, and Mandragora.

    Ranger may be substituted for any Fighter entry by Apemen, Half-Elves, Mandragora, and Wemics

    Druid may be substituted for any Cleric entry by Apemen,

    Lizardmen, and Thri-Kreen.

  • The following section is in addition to those given in the PHB (p.54), and both Table 37: Nonweapon Proficiency Groups and Table 38: Nonweapon Proficiency Groups. It should be noted that all starting characters can read and write their native tongue (A legacy of the Nerovian empire, this only applies if the character uses a written method of communication).

    Finally, the following table replaces that of Table 38: Nonweapon Proficiency Groups, given on page 55 of the PHB.

    The following proficiency descriptions are arranged alphabetically, not according to character class. Each description gives a general outline of what a character with the proficiency knows and can do. Furthermore, some descriptions include rules to cover specific uses or situations, or exact instructions on the effect of the proficiency.

    Alertness: This proficiency must be applied to a specific environment - i.e. a particular type of terrain and climatic zone. Typical environments include urban, forest, rural, mountains, and subterranean; additional proficiency slots can be used to purchase further types of terrain. When a character with this proficiency enters a like environment, he may make a proficiency check. If he passes, he reduces his chance of being surprised (in that specific locale only) to 1 in 10. A failed check means he does not gain this benefit.

    Armour Optimisation: A character with this proficiency has conditioned himself to use his armour to the best advantage, dodging and moving in such a way that opponents are confounded by his armour and shield. Provided the character is wearing armour, every time the proficiency is purchased, his AC is reduced by 1. This is cumulative with the Gladiator special ability.

    Cartography: Characters with this proficiency are able to make detailed maps based upon their observations (requiring a successful proficiency check). Those talented in this proficiency have a chance (equal to half their normal proficiency check) to be able to make sense of ancient maps. Characters with this proficiency can find their way by map automatically, reducing their chance of getting hopelessly lost by 15%.

    Table 38: Nonweapon proficicnecy group crossovers

    Character

    Class

    Proficiency Groups

    Fighter Warrior, General

    Gladiator Warrior, General

    Paladin Warrior, Priest, General

    Ranger Warrior, Wizard, General

    Shifter Warrior, General

    Cleric Priest, General

    Druid Priest, Warrior, General

    Shaman Priest, Warrior, General

    Mage Wizard, General

    Specialist Mage Wizard, General

    Thief Rogue, General

    Bard Rogue, Warrior, Wizard, General

    Psionicist Psionicist, General

    Table 37b: NONWEAPON PROFICIENCY GROUPS

    GENERAL

    Proficiency

    # of Slots Required

    Relevant Ability

    Check Modifi

    er Cartography 2 Intelligence 0

    Geology 1 Intelligence -2

    Magic Sense 2 Intelligence -6

    Metallurgy 1 Intelligence -3

    Mining 1 Wisdom 0

    Politics 1 Intelligence -1

    Rhetoric 1 Charisma 0

    Smelting 1 Intelligence -2

    Spellwind Lore 2 Wisdom +1

    Water Finding 1 Wisdom -3

    Weapon Smithing* 1 Intelligence -3

    White Smithing 1 Dexterity -2

    * This proficiency replaces that given on p. 65 of the PHB.

    PRIEST

    Proficiency

    # of Slots Required

    Relevant Ability

    Check Modifi

    er Item Lore 1 Intelligence -2

    Slow Respiration 2 Wisdom -1

    ROGUE

    Proficiency

    # of Slots Required

    Relevant Ability

    Check Modifi

    er Alertness 1 Perception +1

    Fast Draw 1 Dexterity -1

    Sixth Sense 2 Perception -6

    Sound Analysis 1 Wisdom -1

    WARRIOR

    Proficiency

    # of Slots Required

    Relevant Ability

    Check Modifi

    er Alertness 1 Perception +1

    Armour Optimisation

    2 N/A N/A

    Disarm 2 N/A N/A

    Dual Fighting style 3 N/A N/A

    Engineering 2 Intelligence -3

    Fast Draw 1 Dexterity -1

    Leadership 2 Charisma -6

    Martial Arts 3 N/A N/A

    Military Science 1 Intelligence 0

    WIZARD

    Proficiency

    # of Slots Required

    Relevant Ability

    Check Modifi

    er Item Lore 1 Intelligence -2

    Somatic Concealment

    1 Dexterity -1

    PSIONICIST

    Proficiency

    # of Slots Required

    Relevant Ability

    Check Modifi

    er Gem Cutting** 2 Dexterity -2

    Harness Subconscious

    2 Wisdom -1

    Hypnosis 1 Charisma -2

    Rejuvenation 1 Wisdom -1

    Meditative Focus 1 Wisdom +1

    Musical Instrument**

    1 Dexterity -1

    Reading/Writing** 1 Intelligence +1

    Religion** 1 Wisdom 0

    Slow Respiration 2 Wisdom -1

    ** These proficiencies are identical to those detailed in the PHB.

    Non Weapon Proficiencies

  • Disarm: A character with this proficiency is able to knock a weapon out of his opponent's grasp in melee combat. This disarm only works on creatures carrying weapons - not natural weapon such as teeth, claws, tails, etc. The disarm manoeuvre takes up all the characters melee attacks for the round (i.e. only one attempt can be made per round), and does no damage.

    This proficiency can only be used by a fighter who has specialised in a weapon, and he may only make disarm attempts with his specialised weapon. The target must make a saving throw vs. rods or his weapon is knocked from his hand to land d6 feet away. For every size difference between the defender's weapon and the weapon making the disarm, there is a +2 bonus to the saving throw, i.e. an opponent wielding a two-handed sword (Size L) has a +4 bonus to his saving throw vs. rods when attacked by a fighter trying to disarm him with a dagger (Size S).

    Dual Fighting Style: This proficiency allows a character to fight with two weapons with great ease. Attack with their main weapon (see PHB p.96) suffers no penalties, and their secondary weapon only suffers a -2 penalty, rather than -4. They may not use a shield.

    Fast Draw: Characters with this proficiency are able to draw a single melee weapon with great speed. On a successful proficiency check they may draw their chosen weapon swiftly, giving them an effective speed factor of 1. A character may choose one melee weapon of size M or smaller (such as a longsword or dagger) to begin with, and can purchase additional weapons with additional proficiency slots.

    Geology: A character with the Geology proficiency can identify rock and minerals, and determine what ores and gems are likely to be found within a given area.

    Identifying general rock types and common minerals does not require a proficiency check. Answering questions about the origins of rocks or being able to identify rare minerals requires a proficiency check. It is usually not possible for a character to determine where a rock or mineral was unearthed if the specimen found is of a common variety. To determine what types of ore or gems can be found in an area the character must spend a minimum of one week per four-square-mile section that must be searched.

    The DM decides what minerals can be found in the area and whether a larger area needs to be searched. The DM secretly rolls a proficiency check, success determining that the character the spot most likely to yield some or all of the minerals which can be found in the area. Failure means that the character has mistakenly picked a site devoid of mineral wealth. On mining will provide the survey true or false, but this proficiency does not enable the character to design or supervise the construction of a mine (cf. Mining proficiency below).

    Harness Subconscious: This meditative proficiency allows a psionicist temporarily boost his total PSPs. In effect, the proficiency lets him tap into the energy reserves that lie deep in his subconscious - reserves that are usually unavailable to him. It is like enjoying a shot of ‘psychic adrenaline’.

    Before he can harness his subconscious energies, the psionicist’s PSP total must be at it’s maximum. He must then spend two days (48 consecutive hours) gathering this energy, taking only necessary breaks for eating or sleeping. At the end of that time, the character makes a proficiency check. If he passes, he increases his PSP total by 20%, rounded up. The increase in PSPs lasts 72 hours. At the end of that time, the character loses as many PSP points as he initially gained, regardless of his current total. This loss can never reduce his total below 0 points, however. During the 72 hours of heightened strength, the character cannot recover PSPs if his current total equals or exceeds his usual maximum. Once his current total drops below his usual maximum (i.e., once he has spent all his bonus points), he can begin regaining PSPs normally.

    He cannot recover the lost bonus points however; he can only recover enough points to return to his usual maximum.

    Hypnosis: With this proficiency, a psionicist can hypnotise another character - placing the subject into a relaxed state in which he is very susceptible to suggestions. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotised.

    Psionicists with this proficiency can hypnotise humans and demi-humans with ease. Non-humans can be hypnotised too, but the DM should assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-orc, for example, could be hypnotised with a -2 modifier, while a lizard-man could be hypnotised only with a -8 modifier to the psionicist’s proficiency check. The act of hypnotising someone takes about five minutes. The subject is then very relaxed and willing to do anything that isn’t very dangerous or against his alignment. Note, however, that a hypnotised subject can be easily fooled; the subject may be convinced that he’s doing one thing, while he’s actually doing another. Lawful or good psionicists who trick their subjects in such a fashion should beware. Psionicists who use hypnotism to make people do chaotic or evil things may find themselves with alignment problems of their own.

    Hypnotism can have the following or similar effects:

    • A character can be induced to remember things he has forgotten by reliving a frightening or distant event.

    • A character can be made calm and unafraid in the face of a specific situation he has been prepared for.

    • A character can be cured of a bad habit or addiction (but not curses or magical conditions).

    • A character can be prepared to impersonate someone by thoroughly adopting that individual’s personality.

    Hypnotism cannot be used to increase a character’s attributes, give him powers or abilities he does not naturally possess, let him do things that are beyond his capabilities, or give him information that he couldn’t possibly know.

    Item Lore: Characters with this proficiency are able to recognise certain magical items by appearance and examination. They must choose an area of expertise e.g., potions, weapons, armour, cloaks, etc. This proficiency does not enable the character to recognise magic items outside his area of expertise. The character must make a successful proficiency check to recognise the item as magical, failure means that the character believes the item is a normal cloak, sword, shield etc. (albeit exceptionally well made). Success allows the character to discover one property of the item - but not any magical pluses or charges e.g., a character could ascertain that a magical ring is indeed a ring of protection, but could not discover if it was +1, +2, +3, or even -1.

    Leadership: Skilled in discipline and diplomacy, a character with this proficiency knows how to get the best out of troops under his command. A successful proficiency check at the start of a battle allows troops under his command to make morale tests with a +2 bonus. He may command a number of HD/Levels of troops equal to ten times his proficiency score. It should be noted that troops under a character 's command may include officers with this proficiency (who can in turn command troops, etc.).

    Martial Arts: Characters with this proficiency are able to defend themselves without weapons. They may add or subtract d6 when rolling for punches - on both attack and damage rolls. They may add 10% to their chances of getting a K.O result (see Table 58: Punching and Wrestling Results, PHB p. 97). This proficiency is identical to the gladiator special ability (Gladiators gain no additional bonuses for purchasing this proficiency).

    Non Weapon Proficiencies

  • Meditative Focus: Through this proficiency, a psionicist can focus his metal energy on one particular discipline. As a result, his power scores in that discipline temporarily increase, while those on other disciplines decline. The proficiency requires the character to meditate, uninterrupted, for 12 hours. The last four hours of this meditation are spent in a deep, sleep-like trance. The psionicist can recover PSPs normally during the entire period. When the meditation is complete, the player makes a proficiency check. If the character passes the check, he has successfully focused his mind on one particular discipline (which was chosen when the process began). All of the character’s psionic power scores in that discipline are increased by 2 points for the next 24 hours - or until the character’s PSPs have been reduced to zero, whichever comes first. All of his power scores in other disciplines are reduced by one for the same period.

    Metallurgy: Characters with this proficiency know how to refine ore into nearly pure metal ingots. In addition, they can create alloys with a certain colour, hardness, weight, or other property. Refining common ore and mixing alloys does not require a proficiency check, but refining rare or exotic ores, or creating new alloys, does. Failure indicates that the metal was not separated from the ore during refining (the character ends up with a large mass of useless slag) or that the alloy does not have the desired property. The DM can decide if the failure gives the metal an unwanted trait instead. Blacksmiths who know metallurgy can make tools and farm implements of steel, worth up to three times the price of iron tools.

    Military Science: This proficiency indicates that the character has both theoretical and practical knowledge of tactics and strategy, as well as knowledge of how to train troops. The DM may allow a military commander who makes a successful proficiency check insights into the deployment and plans of his opponents. If using the battlesystem rules, any unit commander who has had time to work with his troops and drill a battle plan into them may roll a Military Science check prior tot he battle. A successful check indicates his plan was good: add +2 to his Command Distance (CD) and +1 to his Charisma bonus for that battle only.

    Mining: This proficiency enables a character to design a mine and supervise mining operations. Creating safe underground passages and reaching deep veins of precious metal under normal conditions do not require proficiency checks. Mining near gas pockets, tunnelling in soft stone, or working on a tight schedule, require proficiency checks. Mining does not impart knowledge of geology, or of locating a lucrative sight for a mine.

    Politics: This is political and diplomatic savvy - the ability to navigate the byzantine complexities of domestic and foreign politics. A character with this proficiency is aware of current political events (as news reaches him). He knows basic information about major political figures in the area. A successful proficiency check combined with good role-playing is usually enough to secure an invitation to meet with a magistrate, senator, or other political figure. Influencing them, of course, depends on the character’s - and player’s - actions.

    Rejuvenation: This proficiency allows a character to recover PSPs as quickly as if he were sleeping. The character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surroundings, so he does not suffer any penalties on surprise or initiative rolls, and he is not helpless if attacked. (He still can’t expend PSPs, however.)

    Rhetoric: A character with this proficiency has mastered the art of public oratory. He can speak well, but more importantly, he knows the accepted rules and conventions for delivering legal and political speeches. When a character make a formal speech to an audience he may make a proficiency check. If successful, his delivery was excellent (regardless of the content of the speech) and the audience was at least entertained and possibly moved; the DM can give a +5 bonus on subsequent use of Law and Politics proficiencies. However, use of rhetoric is not appropriate for haggling with merchants over prices! If two characters with rhetoric get into a debate over an issue, the highest roll that also succeeds wins; only the winner receives a bonus.

    Sixth Sense: A character with this proficiency can become aware of being followed or observed, both by mundane or magical means. The DM secretly rolls a proficiency check, and success means that the feeling of being watched grows after d6 rounds. The check may be modified by how well the observer is hidden.

    Slow Respiration: A character with this ability is able to enter a deep trance and greatly reduce the amount of air he needs to stay alive with this proficiency. In order to induce the trance, the character must pass a proficiency check. He must also be in a restful position, either sitting or lying down. After concentrating for a round, the character's pulse and breathing rate drop well below normal, so that he uses air only 10% as fast as when resting. The character can emerge from his trance at will, and he is fully aware of anything happening nearby whilst the trance is in effect.

    Somatic Concealment: In many areas of Duralyth, spell-casting in public is frequently illegal, if not outright dangerous to the caster. This proficiency allows a spell-caster to minimise the somatic gestures of a spell, avoiding any interference on a successful proficiency check. The proficiency only minimises the somatic gestures of a spell, not the vocal or material components.

    Sound Analysis: This proficiency allows a character to gauge the size of underground areas by making a noise and judging the echoes that return. Using this skill, the character can calculate distances of up to one mile, as well as determining the direction of the sound. To use sound analysis, the character must work in conditions of absolute silence. The sound he creates must have a sharp, somewhat staccato, effect. A howl or wail is ineffective, but a clicking sound or loud "hey" works well. When the proficiency is used, the player must make a proficiency check. If the check is successful, the character has correctly analysed the size of the area in question, within a 25% margin of error. A proficiency check of 5 or less means that the character has learned not only the size of the analysed area, but additional details about it as well. The DM should tell the player which aspects of an area it is possible to learn about in this way. Examples include the number of side passages branching off from an area, a sense of whethehe area runs straight or winds around considerably, or even if the area contains a body of water.

    Spellwind Lore: Characters with this proficiency are familiar with Spellwind craft in all their various configurations, and can work as a crewman (this does not require a proficiency check). He can command and captain such ships on a successful proficiency check, piloting them as well if he is a wizard. This proficiency does not confer any navigational ability.

    Non Weapon Proficiencies

  • Water Finding: A character with this proficiency must choose a specific terrain type, such as plains, hills, jungles, etc. On a successful proficiency check, the character can find enough to sustain a group of d6 humanoids for one day. A character may also tell whether a water source is tainted or not (this requires a proficiency check at half the normal score).

    Weapon Smithing: This skill remains as detailed in the PHB, with the following modifiers:

    A quality weapon is +1 on damage rolls. An exceptional weapon is +1 on "to hit" and damage rolls. A weaponsmith must have the Whitesmithing proficiency to forge silver weapons.

    Situation Modifier

    Specialised in weapon +1

    Using unusual materials -2

    Attempting quality weapon -5

    Attempting exceptional weapon -10

    Non Weapon Proficiencies

    Whitesmithing: A character with this proficiency has the ability to work with white metals: tin, copper, silver, gold, and platinum. Using a hot fire (coal-fed in the case of platinum) and a few chisels, tongs, and hammers, the smith can create goblets, rings, armbands, candlesticks, sword pommels, and other items. For intricate or detailed work, the artistic ability proficiency in jewellery is needed. Creating common items does not require a proficiency check. The pieces made are twice the worth of the metals used in the makings, plus the value of any gems set into the work.

  • damage to non-fiery creatures. The sphere may be used to put out fires covering up to four square feet per pint. The orb also does 1d4 hp damage per gallon (8 pints) to any fire-based creatures (fire elementals, salamanders, etc.). The caster may not make a called shot (DMG, page 58) with the sphere, and liquids may not be used to blind opponents. This spell may be used to supply the caster with small amounts of fresh drinking water, ink (non-magical), dye, fruit juice, cider, soup, or any other known non-flammable liquid that causes no damage to normal creatures (thus excluding acids and poisons); the DM and player may be fairly creative here. The spell has an absolute limit of four gallons - a sphere the size of a small beach ball. A liquid orb of one gallon or more must be thrown with both hands. Normal Aura (Illusion/Phantasm) Components: V,S Range: Touch Duration: 1 day/level Casting Time: 1 round Area of Effect: Special Saving Throw: Special By means of this spell any item of 1 pound weight per two levels of the caster can be given a non-magical aura, so as to hide any magical nature of the item from prying eyes (and detect magic spells). If the object bearing the normal aura is actually held by any creature detect for magic, he is allowed a saving throw vs. spell to perceive the items true aura. Otherwise the object appears to be normal to any detection magic. Any wizard specialising in illusory magic who uses either detect magic or detect illusion on the object will gain a saving throw with a +4 bonus if he is holding the item. Any magical item with an intelligence or alignment cannot be affected by means of this spell. Sustain fire (Alteration) Components: V,S Range: 5 yards/level Duration: Special Casting Time: 2 Area of Effect: 5’ radius Saving Throw: None When this spell is cast on a non-magical fire, the fire is made to consume its fuel at only one tenth of its normal rate, while giving off its full amount of light and heat; a boon in areas where firewood is scarce. A fire so affected will radiate magic if such is detected for, but is treated like an ordinary flame for all other purposes; it can be extinguished normally, and does not count as a magical attack form when used against creatures that are harmed only by magical weapons. Sustain fire can be cast on any number of fires, as long as they are all entirely within the area of effect at the time of casting, so that a bundle of torches could be magicked and then separated for full affect, but if one of those enchanted torches was used to light another fire, the new fire would have only a normal duration. Multiple sustain fire spells cast on a single target have no additional effects, and any extra fuel added to the fire after casting will burn at their normal rates, not the enchanted rate. If the enchanted fire is extinguished, the spell’s effects end, no matter how much time was left to the fuel. If the fire is re-lit, the remaining fuel will burn at its normal rate.

    1st level Animal Sanctuary (Abjuration) Components: V,S,M Range: Touch Duration: 1 hour/level Casting Time: 3 Area of Effect: One animal Saving Throw: None Attack rolls and damage against an animal protected by this spell suffer a -4 penalty. This spell is frequently used on mounts, pets, and familiars. The material component is a feather, bit of fur, or a scale from the creature to be protected. Erst’s Eagle Talons (Alteration) Components: V,S,M Range: Touch Duration: 5 rounds/level Casting Time: 1 Area of Effect: One creature Saving Throw: None When this spell is cast on a humanoid being, its fingernails grow into talons. Once in this state they do damage as hand razors (S-M 1d6+1; L 1d4+1). The claws do no damage to creatures that can only be struck by magical weapons. In general, this spell is memorised by a mage as a weapon of last resort if an enemy actually closes for melee. The material component is the talon from an eagle or other bird of prey. Know Weight (Divination) Components: V,S,M Range: 10 yards/level Duration: Instant Casting Time: 1 Area of Effect: 30’ radius Saving Throw: None This simple spell lets the caster know instantly the weight of up to a number of targets equal to his level. For example, a 4th level wizard would learn the weight of four individuals within a 30’ radius of himself. The weight registered includes all equipment the individuals are carrying. The spell can be used to determine the weight of objects. Liquid Orb (Conjuration/Summoning, Elemental Water) Components: V,S Range: 0 Duration: 1 turn +1 round/level Casting Time: 2 Area of Effect: One pint/level Saving Throw: None When this spell is cast, an orb of non-flammable liquid comes into existence in the caster’s palm and is held by the mage through a magical increase in the sphere’s surface tension. The liquid maintains its spherical shape until released by the caster or until the end of the spell’s duration. The temperature of the sphere is always that of the surrounding air (temperatures must be above freezing and below boiling) and may not be altered except through normal means. The sphere may be thrown, but its accuracy is very poor and it does no

    Wizard Spells (1st level)

  • Wizard Spells (2nd level)

    Talon’s Waterproof (Abjuration) Components: V,S,M Range: 0 Duration: 1 hour/level Casting Time: 2 Area of Effect: One item or creature Saving Throw: None This spell was developed by Talon Stringfellow, a famed minstrel. One day he grew tired of being drenched by the spring rains, which he feared would damage his polished wooden harp. He spent several months researching enchantments that would keep him dry. Talon’s Waterproof does just that. It makes one item or creature, man-sized or smaller, immune to water. Water evaporates on inch above the surface of the enchanted object or individual. The spell affects only natural water, not water-based spells or water-based creatures such as water weirds or elementals. Further, it does not allow the recipient to breathe underwater. The material component is a drop of water. Tasso’s Shriek (Illusion/Phantasm) Components: V Range: 10’/level Duration: 1 round/level Casting Time: 1 Area of Effect: Hearing range Saving Throw: Special This specialised form of an audible glamour spell is released by the caster with only minimal utterance. Thus, casting it is almost silent, untraceable, and requires the minimum of concentration (enabling it to be cast during melee or when the caster is in pain, constrained, or the like). The caster causes a shrieking, crying, shouting or other verbal utterance. The spell-caster must emit all of these sounds while memorising (not casting) the spell, and he cannot subsequently alter them. Once cast, the sounds cannot be ended before the spell expiration. The sounds carried by this spell are limited to those produced by the caster’s voice (although mimicry is possible), and are typically used to produce shouted warnings, or cries to suggest a fight or attack “offstage,” or the presence of unseen intruders, so as to distract opponents from the caster.

    2nd Level Spells Blastbones (Invocation/Evocation, Necromancy) Components: V,S,M Range: 40 yards Duration: Special Casting Time: 2 Area of Effect: Bones, up to 3 cu. ft. total volume Saving Throw: Special This spell allows the caster to shatter bony material in a violent explosion. These bones may be either part of a simple udead skeleton or zombie, or inanimate skeletal remains, which can be any number of small, disconnected pieces. The spell can be cast to take effect immediately, or set to be triggered at any later time, at conditions governed by a verbal summary identical to that used in a magic mouth spell. If used immediately, the spell causes a skeleton, pile of

    bones, or the like to explode in a blast that affects a 20’ diameter spherical blast area. Beings in the area are allowed a saving throw vs. spell for half damage; if it fails they take 2d4 hp of damage from bone shards. If the skeleton is undead, it is destroyed in the explosion. Animated skeletons and zombies of humans, demi-humans, humanoids, and animals are affected, but not those of giants or non-human monsters, or those that are part of more powerful magical beings likes liches or mummies. If set as a trap, the spell causes an identical blast, but the damage may be augmented by other materials placed deliberately to serve as shrapnel. A favourite use of this spell involves a zombie, set as guardian. When it is attacked for a total of 6 hp or more damage, it explodes in shards of rotting flesh, bones, and nails (placed inside it before animation). Any beings within 30’ are hit 1d20 nails (no saving throw); each nail does 1 hp damage. Characters 31’ to 45’ distant must make two successful Dexterity checks to escape all damage; if one check succeeds, only 1d4 nails strike; if both checks fail, 2d8 nails strike. In all cases, undead receive a saving throw against a blastbones spell; if the save is successful, the spell works only as a small explosive puff, doing 1d4+1 hp damage. If a delayed blastbones spell is cast on remains before they are animated as undead, no saving throw is granted, and the animation does not impair the future operation of the blastbones. The material component for this spell are a drop of water, a fleck of dust, a pinch of ash, and the bones to be affected. Bloodglass (Divination, Necromancy) Components: V,S,M Range: 5 yards/level Duration: 1 round +2 rounds/level Casting Time: 2 Area of Effect: Special Saving Throw: Negates This spell allows a wizard to roughly gauge the life force remaining to any one living creature (including himself). The spell uses a small hourglass as its material component; this is thrown in to the air as the incantation is murmured, and is consumed (amid twinkling motes of light) whether or not the spell succeeds. The chosen creature, even if it is weak, spellbound, or otherwise unaware that a spell is being cast upon it, receives a saving throw against the spell at -3. The only exception is the caster himself, who need not save against his own spell. If bloodglass is successfully cast, the intangible image of an hourglass appears floating the air near the caster’s head. It seems to contain blood that drips from the upper compartment (the “healthy being”) into the lower compartment (“blood spilled”). The dripping liquid is luminous - about equal to faerie fire - and can be clearly seen from up 50’ distant even in darkness. The hourglass image is visible to all creatures, can be moved about as the caster desires, and need not be concentrated upon to remain in existence (i.e., the caster can perform other spell-casting without causing the image to disappear). If the image and caster ever get farther apart than the spell range, the image disappears, ending the spell. The image will not automatically move to accompany the caster, moving only in accordance with the caster’s conscious will. It is important to note that this spell does not measure the precise hit points remaining to a creature, but rather the proportion of total vitality and life-force remaining (e.g., if the subject has only one-quarter of its hit points remaining, the hourglass image reflects this). Damage taken by the surveyed being shows up in the glass as trickling or streaming blood, but observers can’t accurately count individual hit points as they are expended.

  • Wizard Spells (2nd level)

    Charge (Abjuration, Conjuration/Summoning) Components: V,S Range: 0 Duration: Special Casting Time: 4 rounds Area of Effect: One object Saving Throw: Special The caster of this spell brings forth an electrical charge from the quasi-elemental plane of Lightning, to be placed on an inanimate object or item to protect it from the touch of any but the caster. If placed on a living being or sentient object, the spell fails and the dweomer lost, doing no damage to the caster or the target. The first living creature to touch the charged object is shocked by an electrical discharge for two points of electrical damage per level of the caster. A save for one half of the damage is allowed. The charge is transferred through any conductive material, so it is passed through daggers, tools, etc. The charge lasts until triggered by a living creature, dispelled, or negated by the caster. The caster may negate the spell by touching the object so protected if he desires, but the spell will not harm the caster in any event. Curse of the Grinning Skull (Illusion/Phantasm, Abjuration) Components: V,S,M Range: 20 yards Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: Special This spell, also known as the ever-watching skull, creates the illusory image of a grinning human skull with twinkling eyes; it is visible to all. It floats at the shoulder of the victim, looking at him and seeming to react to his actions. It actually moves to always gaze into his eyes, responding to head and eye movements. From time to time, it moves its jawbone in a soundless, laughing motion. The image is nothing more than a nuisance. It can serve to scare off a known thief, mark a being so that he can easily followed through crowds, or anger a wizard into hurling destructive spells on it. A grinning skull reflects all dispel magic spells back upon the caster and is not affected by attacks or spells that deal physical damage. All anti-magic shells or related spells of fourth or higher level (such as minor globe of invulnerability) will destroy it. When the spell is cast, the target and the caster each roll 1d20 and add their level to the result. If the caster’s total is higher, the skull appears - but if the victim’s total is greater, the spell is lost, and a distorted skull appears only momentarily, flickers, and is gone. The spell’s material components are a piece of human bone and a spark or flame. Dark Mirror (Alteration, Abjuration) Components: V,S,M Range: 10’/level Duration: 1 round/level Casting Time: 2 Area of Effect: Globe with a radius of 10’/level Saving Throw: Special This spell enables the caster to instantly negate magical darkness (including continual darkness) or reflect it back upon the caster. It can alternatively be used to allow the

    caster to see perfectly within or through normal or magical darkness. Which effect the spell will have must be chosen during casting and cannot be altered later. No saving throws apply to this spell, except when darkness is to be reflected back specifically upon a source creature or item. In this case, a successful save causes the darkness to pass out of existence; failure means that it is successfully reflected back upon its source. Note that if the caster of dark mirror chooses to reflect darkness back at its original source area, but not upon a specific thing or being, no save is allowed even if the thing or being is within the area at the time (a mobile being can then leave the dark area behind). Once cast, dark mirror remains in effect and can either prevent the formation of or reflect back multiple darkness effects (even several in the same round) until the spell expires. The material components of this spell are a small mirror and a candle, which need not be lit. Detect Psionics (Divination) Components: V,S Range: 0 Duration: 2 rounds/level Casting Time: 2 Area of Effect: 10 yards/level diameter sphere Saving Throw: None This spell is similar to the metapsionic devotion, Psionic sense, but uses magical, rather than psionic means. The spell allows the caster to detect the expenditure of PSPs in a sphere around him. At level 4 or below, the spell only lets the caster know that PSPs were expended within the sphere, not how many PSPs, from what individual, what powers or devotions were used, or whether the PSPs were expended to initialise a new power or maintain one. Casters who are level 5-7 will also learn what individual within the sphere is expending PSPs. Casters of level 8-11 will also learn what discipline the psionicist is calling upon, and whether the points were spent to initialise or maintain a psionic effect. Finally, casters of level 12 or higher will learn exactly which science or devotion is being used. Familiar Enhancer 1 (Alteration, Enchant