           Reference Booklet           Page 1
Massimiliano Mauri (Order #52297842)
                       Reference Booklet




                            Editing and original layout: Jeremy Deram • Revised layout: Vasili Kaliman
                             Cover artist: Doug Kovacs • Proofreading: Edgar Johnson, Daniel Bishop
                              Interior Artists: Jeﬀ Easley, Jim Holloway, Doug Kovacs, Brad McDevitt,
                             Peter Mullen, Stefan Poag, and Mike Wilson • Developer: Michael Curtis
                                                    Dark Master: Joseph Goodman
                                                                goodman-games.com

                        DCC RPG and this book are copyright © 2023 Goodman Games LLC. Dungeon Crawl Classics is a trademark of Goodman
                        Games LLC. DCC RPG is published under the Open Game License. Refer to the OGL in this work for additional information.
                                     “Dungeon Crawl Classics,” “Mutant Crawl Classics” and “DCC RPG” are registered trademarks
                                               of Goodman Games LLC. All rights reserved. www.goodman-games.com


                                                                                                                                           Page 1
Massimiliano Mauri (Order #52297842)
Massimiliano Mauri (Order #52297842)
                                                   Preface
             I
                      assembled the first iteration of            than talent; but hopefully you will find it
                      these reference sheets while the            to be an improvement over the previous
                      DCC RPG was still in beta testing.          versions. I've made every effort to keep the
             I made them for my own use, found them               organization logical, with just the tiniest bit
             to be immensely helpful, and Joseph                  of shuffing to make things fit better. After
             Goodman was kind enough to give me per-              a few games' worth of use (and perhaps
             mission to share my efforts, even though             a few dog-ears for the most heavily-ref-
             the whole thing basically consists of his            erenced charts) you should be breezing
             intellectual property. That was over three           through your lookups without missing a
             years ago. Since then, the final version of          beat.
             the game has been released (with many
                                                                  If the DCC game itself had an alignment, I
             different covers – all of which I own!), and
                                                                  would say that it would be chaotic awe-
             the reference sheets I assembled have seen
                                                                  some. What this booklet does for the DCC
             countless downloads and are doubtless
                                                                  judge is shift just a bit of the emphasis
             used in dozens, maybe even hundreds of
                                                                  off of chaotic and onto awesome. The net
             games. Thus, I decided it was time for an
                                                                  result of the time savings with regard to
             upgrade. You'll notice a few additional
                                                                  chart lookups will be more time for the
             tables included, as well as what I hope
                                                                  adventurers to spend getting into new,
             you'll agree is a cleaner and more aestheti-
                                                                  interesting, terrible, and deadly situations.
             cally pleasing layout.
                                                                  Having a minor hand in that is all the
             However, understand that this is still very          reward I could ever ask for.
             much an amateur effort, cobbled-together
                                                                  Your Humblest Copy/Paste Homunculus,
             by a fan with perhaps more enthusiasm
                                                                  — Jeremy Deram




             Postscript
             March 2023: This is such an amazingly useful work that Goodman Games has taken over its pub-
             lication. We leave Jeremy’s heartfelt introduction in place above as a testament to the enthusiasm
             that went into the creation of this product. We hope everyone still feels the same as they discover
             and continue to play DCC RPG!

                                                                                                         Page 3
Massimiliano Mauri (Order #52297842)
                                Table of conTenTs
        Characters                                                            Magic
        Table 1-1: Ability Score Modifiers .............. 4                   Table 4-5: Spell Duel Check ....................... 30
        Table 1-4: XP Level Thresholds ................... 4                  Table 4-6: Counterspell Power .................. 31
        Skill Check DC Guidelines .......................... 4                Table 4-7: Phlogiston Disturbance .......32-33
        Table 1-2: Luck Score .................................... 5          Table 5-1: Spellburn Actions...................... 34
        Table 1-3: Occupation ................................6-7             Table 5-2: Mercurial Magic ...................35-40
        Table 1-5: Cleric ............................................. 8     Table 5-3: Minor Corruption ..................... 41
        Lay on Hands................................................. 8       Table 5-4: Major Corruption ...................... 42
        Table 4-4: Turn Unholy ................................ 9             Table 5-5: Greater Corruption ................... 43
        Table 1-7: Thief ............................................ 10      Table 5-6: Generic Spell Misfire ................ 44
        Table 1-18: Halfing ...................................... 10         Table 5-7: Disapproval...........................46-47
        Table 1-9: Thief Skills .................................. 11         Table 5-8: Wizard Spells ........................44-49
        Table 1-10: Warrior ..................................... 12          Table 5-9: Cleric Spells................................ 50
        Table 1-12: Wizard ...................................... 12          Table 5-10: Patron Spells ............................ 51
        Table 1-14: Elf............................................... 13     Table 7-8: Divine Aid Check ...................... 52
        Table 1-16: Dwarf ........................................ 13
                                                                              Monsters
        Equipment                                                             Table 9-10: Monster Crit Matrix ................ 54
        Table 3-1: Weapons ..................................... 14           Crit Table DR: Dragons .........................55-56
        Table 3-2: Ammunition .............................. 15               Crit Table DN: Demons & Devils ............. 57
        Table 3-3: Armor ......................................... 15         Crit Table G: Giants .................................... 59
        Coin Exchange Rates .................................. 15             Crit Table U: Un-dead ...........................59-60
        Table 3-4: Equipment .................................. 16            Crit Table M: Monsters............................... 61
        Table 3-5: Mounts and Related Gear ........ 17

        Combat
        Examples of Actions ................................... 18
        Table 4-1: Attack Roll Modifiers ............... 18
        Table 4-2: Fumbles ...................................... 19
        Crit Table I.................................................... 20
        Crit Table II .................................................. 21
        Crit Table III ................................................. 22
        Crit Table IV ................................................. 23
        Crit Table V .................................................. 24
        Mighty Deeds of Arms ............................... 25
          Blinding Attacks ..................................... 25
          Disarming Attacks .................................. 26
          Pushback Attacks.................................... 27
          Trips and Throws ................................... 27
          Rallying Maneuvers ............................... 28
          Defensive Maneuvers............................. 28
          Precision Shots ........................................ 29
        Table 4-3: Two-Weapon Attacks ............... 29




       Page 4
Massimiliano Mauri (Order #52297842)
                                        InTroducTIon
                     ou hold in your hands what               This book is also incredibly beneficial to

            Y        might be the most useful DCC
                     RPG supplement produced so far.
             Dungeon Crawl Classics is a game that
                                                              players. It contains information pertaining
                                                              to nearly every aspect of you character,
                                                              from ability score modifiers to crit tables to
             thrives on its tables and charts. Each roll of   how much a two-handed sword and chain-
             the dice can produce results that take your      mail armor will cost if you make it back
             campaign into unexpected, often astound-         to town. There are few RPG supplements
             ing directions, and DCC RPG’s numerous           that lend themselves to both the player and
             tables help facilitate that journey. This book   judge’s use as well as the DCC Reference
             compiles almost all of the games’ charts         Booklet does. You might even want to pick
             and tables in a single reference work you        up two to share at the table.
             can hold in one hand.
                                                              This book was originally created not by
             For the judge, this book is patron-sent.         Goodman Games, but by one of the fans
             You can literally run your DCC game with         who dearly loves DCC RPG. We are all
             your judge’s notes in front of you, your         indebted to Jeremy Deram who had the
             funky dice in one hand, and this book in         foresight to assemble this book in the first
             the other. No need to fip through the big,       place. Goodman Games is proud to keep
             beautiful DCC RPG rulebook the next time         Jeremy’s work alive while sharing it with
             you need to consult the Fumbles Table,           more people than ever before.
             Divine Disapproval Table, or you have to
                                                              —Michael Curtis
             adjudicate a sudden Phlogiston Distur-
             bance. You’ll find all those here and more,
             practically at your fingertips.




                                                                                                  Page 5
Massimiliano Mauri (Order #52297842)
                            Table 1-1: abiliTy Score ModifierS
           Ability
                            Modifier             Wizard Spells Known              Max Spell Level**
           Score
               3                 -3              No spellcasting possible         No spellcasting possible
               4                 -2                     -2 spells*                           1
               5                 -2                     -2 spells*                           1
               6                 -1                     -1 spell*                            1
               7                 -1                     -1 spell*                            1
               8                 -1                  No adjustment                           2
               9              None                   No adjustment                           2
              10              None                   No adjustment                           3
              11              None                   No adjustment                           3
              12              None                   No adjustment                           4
              13                +1                   No adjustment                           4
              14                +1                       +1 spell                            4
              15                +1                       +1 spell                            5
              16                +2                       +1 spell                            5
              17                +2                      +2 spells                            5
              18                +3                      +2 spells                            5

       * Minimum of 1 spell.
       ** Based on Intelligence for wizards and Personality for clerics.


              Table 1-4: XP                                                  Skill check
             level ThreSholdS                                               dc GuidelineS
                Level                  XP Required              Difficulty                              DC

                   0                        0                   Child’s Play                             5
                   1                       10                   An Average Deed                         10
                   2                       50                   Feats of Deering-Do                     15
                   3                       110                  Hero’s Work, Super Human                20
                   4                       190
                   5                       290
                   6                       410
                   7                       550
                   8                       710
                   9                       890
                   10                     1090




       Page 6
Massimiliano Mauri (Order #52297842)
                                             Table 1-2: luck Score
                 d30       Birth Augur and Lucky Roll
                  1        Harsh winter: All attack rolls
                  2        The bull: Melee attack rolls
                  3        Fortunate date: Missile fire attack rolls
                  4        Raised by wolves: Unarmed attack rolls
                  5        Conceived on horseback: Mounted attack rolls
                  6        Born on the battlefield: Damage rolls
                  7        Path of the bear: Melee damage rolls
                  8        Hawkeye: Missile fire damage rolls
                  9        Pack hunter: Attack and damage rolls for 0-level starting weapon
                 10        Born under the loom: Skill checks (including thief skills)
                 11        Fox’s cunning: Find/disable traps
                 12        Four-leafed clover: Find secret doors
                 13        Seventh son: Spell checks
                 14        The raging storm: Spell damage
                 15        Righteous heart: Turn unholy checks
                 16        Survived the plague: Magical healing*
                 17        Lucky sign: Saving throws
                 18        Guardian angel: Savings throws to escape traps
                 19        Survived a spider bite: Saving throws against poison
                 20        Struck by lightning: Refex saving throws
                 21        Lived through famine: Fortitude saving throws
                 22        Resisted temptation: Willpower saving throws
                 23        Charmed house: Armor Class
                 24        Speed of the cobra: Initiative
                 25        Bountiful harvest: Hit points (applies at each level)
                 26        Warrior’s arm: Critical hit tables**
                 27        Unholy house: Corruption rolls
                 28        The Broken Star: Fumbles**
                 29        Birdsong: Number of languages
                 30        Wild child: Speed (each +1/-1 = +5’/-5’ speed)

             * If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received
             from other sources.
             ** Luck normally affects critical hits and fumbles. On this result, the modifier is doubled for purposes of
             crits or fumbles.




                                                                                                                   Page 7
Massimiliano Mauri (Order #52297842)
                                       Table 1-3: occuPaTion
            Roll        Occupation                Trained Weapon †       Trade Goods
             01         Alchemist                 Staff                  Oil, 1 flask
             02         Animal trainer            Club                   Pony
             03         Armorer                   Hammer (as club)       Iron helmet
             04         Astrologer                Dagger                 Spyglass
             05         Barber                    Razor (as dagger)      Scissors
             06         Beadle                    Staff                  Holy symbol
             07         Beekeeper                 Staff                  Jar of honey
             08         Blacksmith                Hammer (as club)       Steel tongs
             09         Butcher                   Cleaver (as axe)       Side of beef
             10         Caravan guard             Short sword            Linen, 1 yard
             11         Cheesemaker               Cudgel (as staff)      Stinky cheese
             12         Cobbler                   Awl (as dagger)        Shoehorn
             13         Confidence artist         Dagger                 Quality cloak
             14         Cooper                    Crowbar (as club)      Barrel
             15         Costermonger              Knife (as dagger)      Fruit
             16         Cutpurse                  Dagger                 Small chest
             17         Ditch digger              Shovel (as staff)      Fine dirt, 1 lb.
             18         Dock worker               Pole (as staff)        1 late RPG book
             19         Dwarven apothecarist      Cudgel (as staff)      Steel vial
             20         Dwarven blacksmith        Hammer (as club)       Mithril, 1 oz.
             21         Dwarven chest-maker       Chisel (as dagger)     Wood, 10 lbs.
             22         Dwarven herder            Staff                  Sow**
            23-24       Dwarven miner             Pick (as club)         Lantern
             25         Dwarven mushroom-farmer   Shovel (as staff)      Sack
             26         Dwarven rat-catcher       Club                   Net
            27-28       Dwarven stonemason        Hammer                 Fine stone, 10 lbs.
             29         Elven artisan             Staff                  Clay, 1 lb.
             30         Elven barrister           Quill (as dart)        Book
             31         Elven chandler            Scissors (as dagger)   Candles, 20
             32         Elven falconer            Dagger                 Falcon
            33-34       Elven forester            Staff                  Herbs, 1 lb.
             35         Elven glassblower         Hammer (as club)       Glass beads
             36         Elven navigator           Shortbow               Spyglass
            37-38       Elven sage                Dagger                 Parchment and quill pen
            39-47       Farmer*                   Pitchfork (as spear)   Hen**
             48         Fortune-teller            Dagger                 Tarot deck
             49         Gambler                   Club                   Dice
             50         Gongfarmer                Trowel (as dagger)     Sack of night soil
            51-52       Grave digger              Shovel (as staff)      Trowel
            53-54       Guild beggar              Sling                  Crutches
             55         Halfing chicken butcher   Handaxe                Chicken meat, 5 lbs.
            56-57       Halfling dyer             Staff                  Fabric, 3 yards
             58         Halfling glovemaker       Awl (as dagger)        Gloves, 4 pairs
             59         Halfling wanderer         Sling                  Hex doll

       Page 8
Massimiliano Mauri (Order #52297842)
                                                Table 1-3: occuPaTion
                 Roll        Occupation                             Trained Weapon †               Trade Goods
                  60         Halfling haberdasher                   Scissors (as dagger)           Fine suits, 3 sets
                  61         Halfling mariner                       Knife (as dagger)              Sailcloth, 2 yards
                  62         Halfling moneylender                   Short sword                    5 gp, 10 sp, 200 cp
                  63         Halfling trader                        Short sword                    20 sp
                  64         Halfling vagrant                       Club                           Begging bowl
                  65         Healer                                 Club                           Holy water, 1 vial
                  66         Herbalist                              Club                           Herbs, 1 lb.
                  67         Herder                                 Staff                          Herding dog**
                68-69        Hunter                                 Shortbow                       Deer pelt
                  70         Indentured servant                     Staff                          Locket
                  71         Jester                                 Dart                           Silk clothes
                  72         Jeweler                                Dagger                         Gem worth 20 gp
                  73         Locksmith                              Dagger                         Fine tools
                  74         Mendicant                              Club                           Cheese dip
                  75         Mercenary                              Longsword                      Hide armor
                  76         Merchant                               Dagger                         4 gp, 14 sp, 27 cp
                  77         Miller/baker                           Club                           Flour, 1 lb.
                  78         Minstrel                               Dagger                         Ukulele
                  79         Noble                                  Longsword                      Gold ring worth 10 gp
                  80         Orphan                                 Club                           Rag doll
                  81         Ostler                                 Staff                          Bridle
                  82         Outlaw                                 Short sword                    Leather armor
                  83         Rope maker                             Knife (as dagger)              Rope, 100’
                  84         Scribe                                 Dart                           Parchment, 10 sheets
                  85         Shaman                                 Mace                           Herbs, 1 lb.
                  86         Slave                                  Club                           Strange-looking rock
                  87         Smuggler                               Sling                          Waterproof sack
                  88         Soldier                                Spear                          Shield
                89-90        Squire                                 Longsword                      Steel helmet
                  91         Tax collector                          Longsword                      100 cp
                92-93        Trapper                                Sling                          Badger pelt
                  94         Urchin                                 Stick (as club)                Begging bowl
                  95         Wainwright                             Club                           Pushcart***
                  96         Weaver                                 Dagger                         Fine suit of clothes
                  97         Wizard’s apprentice                    Dagger                         Black grimoire
                98-100       Woodcutter                             Handaxe                        Bundle of wood

             † If a missile fire weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
             * Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish,
             (8) rutabaga.
             ** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more
             than one farmer or herder, randomly determine the second and subsequent farm animals for each duplicated
             profession with 1d6: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
             *** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6)
             rocks.

                                                                                                                      Page 9
Massimiliano Mauri (Order #52297842)
                                                  Table 1-5: cleric
                                                                                       Spells Known by Level
                                   Crit Die/          Action
         Level       Attack                                           Ref Fort Will     1      2       3    4     5
                                    Table              Dice
             1           +0            1d8/III         1d20           +0   +1   +1      4      –       –    –     –
             2           +1            1d8/III         1d20           +0   +1   +1      5      –       –    –     –
             3           +2            1d10/III        1d20           +1   +1   +2      5      3       –    –     –
             4           +2            1d10/III        1d20           +1   +2   +2      6      4       –    –     –
             5           +3            1d12/III        1d20           +1   +2   +3      6      5       2    –     –
             6           +4            1d12/III      1d20+1d14        +2   +2   +4      7      5       3    –     –
             7           +5            1d14/III      1d20+1d16        +2   +3   +4      7      6       4    1     –
             8           +5            1d14/III      1d20+1d20        +2   +3   +5      8      6       5    2     –
             9           +6            1d16/III      1d20+1d20        +3   +3   +5      8      7       5    3     1
            10           +7            1d16/III      1d20+1d20        +3   +4   +6      9      7       6    4     2



                                                      lay on handS
                  healinG loST hiT PoinTS                                             condiTion healinG
         Spell Check           Same          Adjacent         Opposed                       Condition           Dice
                 1-11          Failure       Failure          Failure                   Broken Limbs             1
                 12-13         2 dice        1 die            1 die                     Organ Damage             2
                 14-19         3 dice        2 dice           1 die                          Disease             2
                 20-21         4 dice        3 dice           2 dice                  Paralysis or Poison        3
                 22+           5 dice        4 dice           3 dice                 Blindness or Deafness       4




       Page 10
Massimiliano Mauri (Order #52297842)
                             Table 4-4: Turn unholy reSulT by hd
                        Turn           Holy
             Check                                     1           2          3-4      5-6    7-8        9-10      11-12
                        Range          Smite
                1-11        –              –           NE          NE         NE       NE      NE         NE         NE

               12-13       30’             –           T1          NE         NE       NE      NE         NE         NE

               14-17       30’             –        T1d3+CL        NE         NE       NE      NE         NE         NE

               18-19       30’             –        T1d4+CL        T1         NE       NE      NE         NE         NE

               20-23       60’             –        T1d6+CL       T1d3         T1      NE      NE         NE         NE
                                                                  +CL

               24-27       60’         Beam, 60’,   T1d8+CL,      T1d4        T1d3      T1     NE         NE         NE
                                       1d3 dmg        D1d4        +CL         +CL
                                                    (no save)

               28-29       60’         Cone, 30’,   T2d6+CL,      T1d6        T1d4     T1d3    T1         NE         NE
                                       1d4 dmg        D1d4        +CL         +CL      +CL
                                                    (no save)

               30-31       120’        Cone, 60’,   K1d8+CL     T1d8+CL,      T1d6     T1d4   T1d3        T1         NE
                                       1d5 dmg      (no save)     D1d4        +CL      +CL    +CL
                                                                (no save)

                32+        240’    Cone, 120’,      K2d6+CL     T2d6+CL,     T1d8+-    T1d6   T1d4       T1d3         T1
                                    1d6 dmg         (nosave)      D1d4      CL, D1d4   +CL    +CL        +CL
                                                                (no save)


             NE = No Effect.
             T = Creatures up to this HD are turned in a quantity indicated. For example, “T1” means one creature is
             turned; “T1d4+CL” means a number of creatures of this HD are turned equal to 1d4 + caster level. Unless
             indicated, turned creatures receive a saving throw (Will vs. turn check DC). A turned creature moves away
             from the cleric at maximum speed or cowers if unable to retreat. A turned creature continues to flee for 3d10
             minutes.
             D = Creatures are turned, and they take the indicated damage on the first round of turning. For example,
             T1d4+CL, D1d4 means the cleric can turn a number of creatures of this HD equal to 1d4+CL, and those crea-
             tures also take 1d4 damage.
             K = Creatures are automatically killed. The number of creatures killed is indicated after the K. For example,
             K1d8+CL means the cleric kills a number of creatures of that HD equal to 1d8 + caster level.
             Holy Smite = At high levels, a cleric’s turn attempt produces holy energy that smites unholy creatures in close
             proximity. This is in addition to the turning effect and can be directed in the same direction as the cleric’s
             line-of-sight for the turning attempt. The effect and range varies, as described below, and all unholy creatures
             affected take the indicated damage automatically with no save. The damage occurs once per turn attempt; an-
             other turn check is required the following round to attempt again. Beam: a concentrated ray of light that the
             cleric can direct against one target within 60’. Cone: a cone 30’ long and 30’ wide at its end.




                                                                                                                Page 11
Massimiliano Mauri (Order #52297842)
                                                   Table 1-7: Thief
                                       Crit Die/                      Luck
         Level       Attack                          Action Dice                  Ref        Fort        Will
                                        Table                          Die
             1           +0             1d10/II          1d20           d3         +1          +1         +0
             2           +1             1d12/II          1d20           d4         +1          +1         +0
             3           +2             1d14/II          1d20           d5         +2          +1         +1
             4           +2             1d16/II          1d20           d6         +2          +2         +1
             5           +3             1d20/II          1d20           d7         +3          +2         +1
             6           +4             1d24/II       1d20+1d14         d8         +4          +2         +2
             7           +5             1d30/II       1d20+1d16        d10         +4          +3         +2
             8           +5            1d30+2/II      1d20+1d20        d12         +5          +3         +2
             9           +6            1d30+4/II      1d20+1d20        d14         +5          +3         +3
            10           +7            1d30+6/II      1d20+1d20        d16         +6          +4         +3



                                            Table 1-18: halflinG
                                       Crit Die/                                                       Sneak
         Level       Attack                         Action Dice*     Ref        Fort        Will
                                        Table                                                          & Hide
             1           +1             1d8/III         1d20          +1          +1          +1          +3
             2           +2             1d8/III         1d20          +1          +1          +1          +5
             3           +2            1d10/III         1d20          +2          +1          +2          +7
             4           +3            1d10/III         1d20          +2          +2          +2          +8
             5           +4            1d12/III         1d20          +3          +2          +3          +9
             6           +5            1d12/III      1d20+1d14        +4          +2          +4         +11
             7           +5            1d14/III      1d20+1d16        +4          +3          +4         +12
             8           +6            1d14/III      1d20+1d20        +5          +3          +5         +13
             9           +7            1d16/III      1d20+1d20        +5          +3          +5         +14
            10           +8            1d16/III      1d20+1d20        +6          +4          +6         +15

        * Applies to attacks with one weapon. A halfling fighting with two weapons follows special rules, as
        outlined in the halfling class description.




       Page 12
Massimiliano Mauri (Order #52297842)
                 Table 1-9: Thief SkillS by level and aliGnMenT
                                                     Bonus for LAWFUL Thieves (Path of the Boss)
              Skill                         1         2        3         4        5         6       7     8     9    10
              Backstab                    +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Sneak silently*             +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Hide in shadows*            +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Pick pocket*                +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Climb sheer surfaces*       +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Pick lock*                  +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Find trap†                  +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Disable trap*               +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Forge document*             +0        +0        +1       +2        +3       +4       +5    +6    +7    +8
              Disguise self‡              +0        +1        +2       +3        +4       +5       +6    +7    +8    +9
              Read languages†             +0        +0        +1       +2        +3       +4       +5    +6    +7    +8
              Handle poison               +0        +1        +2       +3        +4       +5       +6    +7    +8    +9
              Cast spell from scroll†     d10       d10       d12      d12       d14      d14      d16   d16   d20   d20


                                                  Bonus for CHAOTIC Thieves (Path of the Assassin)
              Skill                         1       2      3    4    5      6      7      8     9                    10
              Backstab                    +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Sneak silently*             +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Hide in shadows*            +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Pick pocket*                +0        +1        +2       +3        +4       +5       +6    +7    +8    +9
              Climb sheer surfaces*       +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Pick lock*                  +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Find trap†                  +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Disable trap*               +0        +1        +2       +3        +4       +5       +6    +7    +8    +9
              Forge document*             +0        +0        +1       +2        +3       +4       +5    +6    +7    +8
              Disguise self‡              +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Read languages†             +0        +0        +1       +2        +3       +4       +5    +6    +7    +8
              Handle poison               +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Cast spell from scroll†     d10       d10       d12      d12       d14      d14      d16   d16   d20   d20


                                                 Bonus for NEUTRAL Thieves (Path of the Swindler)
              Skill                         1       2      3   4    5      6      7      8    9                      10
              Backstab                    +0        +1        +2       +3        +4       +5       +6    +7    +8    +9
              Sneak silently*             +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Hide in shadows*            +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Pick pocket*                +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Climb sheer surfaces*       +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Pick lock*                  +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Find trap†                  +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Disable trap*               +1        +3        +5       +7        +8       +9       +10   +11   +12   +13
              Forge document*             +3        +5        +7       +8        +9       +11      +12   +13   +14   +15
              Disguise self‡              +0        +0        +1       +2        +3       +4       +5    +6    +7    +8
              Read languages†             +0        +1        +2       +3        +4       +5       +6    +7    +8    +9
              Handle poison               +0        +0        +1       +2        +3       +4       +5    +6    +7    +8
              Cast spell from scroll†     d12       d12       d14      d14       d16      d16      d20   d20   d20   d20

             * The thief’s Agility modifier, if any, also modifies checks for these skills.
             † The thief’s Intelligence modifier, if any, also modifies checks for these skills.
             ‡ The thief’s Personality modifier, if any, also modifies checks for these skills.



                                                                                                               Page 13
Massimiliano Mauri (Order #52297842)
                                                Table 1-10: Warrior
                      Attack               Crit Die      Threat
         Level                                                       Action Dice           Ref        Fort   Will
                    (Deed Die)              /Table       Range
             1           +d3*              1d12/III       19-20            1d20             +1         +1     +0
             2           +d4*              1d14/III       19-20            1d20             +1         +1     +0
             3           +d5*              1d16/IV        19-20            1d20             +1         +2     +1
             4           +d6*              1d20/IV        19-20            1d20             +2         +2     +1
             5           +d7*               1d24/V        18-20        1d20+1d14            +2         +3     +1
             6           +d8*               1d30/V        18-20        1d20+1d16            +2         +4     +2
             7         +d10+1*              1d30/V        18-20        1d20+1d20            +3         +4     +2
             8         +d10+2*              2d20/V        18-20        1d20+1d20            +3         +5     +2
             9         +d10+3*              2d20/V        17-20        1d20+1d20            +3         +5     +3
            10         +d10+4*              2d20/V        17-20    1d20+1d20+1d14           +4         +6     +3

        * A warrior’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result
        modifies both attack and damage rolls. At higher levels, the warrior adds both a die and a fixed value.




                                                Table 1-12: Wizard
                      Crit Die                                    Known Max Spell
         Level Attack                             Action Dice                                 Ref Fort Will
                       /Table                                     Spells Level
             1          +0             1d6/I           1d20           4             1            +1     +0     +1
             2          +1             1d6/I           1d20           5             1            +1     +0     +1
             3          +1             1d8/I           1d20           6             2            +1     +1     +2
             4          +1             1d8/I           1d20           7             2            +2     +1     +2
             5          +2             1d10/I        1d20+1d14        8             3            +2     +1     +3
             6          +2             1d10/I        1d20+1d16        9             3            +2     +2     +4
             7          +3             1d12/I        1d20+1d20        10            4            +3     +2     +4
             8          +3             1d12/I        1d20+1d20        12            4            +3     +2     +5
             9          +4             1d14/I        1d20+1d20        14            5            +3     +3     +5
            10          +4             1d14/I    1d20+1d20+1d14       16            5            +4     +3     +6

       Page 14
Massimiliano Mauri (Order #52297842)
                                                   Table 1-14: dWarf
                             Attack               Crit Die
              Level                                             Action Dice**         Ref         Fort           Will
                           (Deed Die)              /Table
                  1              +d3*             1d10/III            1d20             +1           +1            +1
                  2              +d4*             1d12/III            1d20             +1           +1            +1
                  3              +d5*             1d14/III            1d20             +1           +2            +1
                  4              +d6*             1d16/IV             1d20             +2           +2            +2
                  5              +d7*             1d20/IV           1d20+1d14          +2           +3            +2
                  6              +d8*             1d24/V            1d20+1d16          +2           +4            +2
                  7           +d10+1*             1d30/V            1d20+1d20          +3           +4            +3
                  8           +d10+2*             1d30/V            1d20+1d20          +3           +5            +3
                  9           +d10+3*             2d20/V            1d20+1d20          +3           +5            +3
                 10           +d10+4*             2d20/V        1d20+1d20+1d14         +4           +6            +4

             * A dwarf’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result
             modifies both attack and damage rolls. At higher levels, the dwarf adds both a die and a fixed value.
             ** In addition to this basic action die, the dwarf receives a shield bash using a d14 action die.


                                                      Table 1-16: elf
                                        Crit Die         Action          Known Max Spell
              Level Attack                                                               Ref Fort Will
                                         /Table           Dice           Spells* Level
                  1          +1          1d6/II              1d20            3              1        +1     +1         +1
                  2          +1          1d8/II              1d20            4              1        +1     +1         +1
                  3          +2          1d8/II              1d20            5              2        +1     +1         +2
                  4          +2         1d10/II              1d20            6              2        +2     +2         +2
                  5          +3         1d10/II        1d20+1d14             7              3        +2     +2      +3
                  6          +3         1d12/II        1d20+1d16             8              3        +2     +2      +4
                  7          +4         1d12/II        1d20+1d20             9              4        +3     +3      +4
                  8          +4         1d14/II        1d20+1d20             10             4        +3     +3      +5
                  9          +5         1d14/II        1d20+1d20             12             5        +3     +3      +5
                 10          +5         1d16/II     1d20+1d20+1d14           14             5        +4     +4      +6

             * Plus patron bond and invoke patron.




                                                                                                            Page 15
Massimiliano Mauri (Order #52297842)
                                         Table 3-1: WeaPonS
         Weapon                                 Damage                       Range               Cost in gp
         Battleaxe*                               1d10                         –                       7
         Blackjack†                            1d3/2d6***                      –                       3
         Blowgun†                               1d3/1d5                    20/40/60                    6
         Club                                      1d4                         –                       3
         Crossbow*                                 1d6                    80/160/240                  30
         Dagger†‡                               1d4/1d10                  10/20/30**                   3
         Dart                                      1d4                    20/40/60**                 5 sp
         Flail                                     1d6                         –                       6
         Garrote†                                 1/3d4                        –                       2
         Handaxe                                   1d6                    10/20/30**                   4
         Javelin                                   1d6                    30/60/90**                   1
         Lance#                                   1d12                         –                      25
         Longbow*                                  1d6                   70/140/210                   40
         Longsword                                 1d8                         –                      10
         Mace                                      1d6                         –                       5
         Polearm*                                 1d10                         –                       7
         Shortbow*                                 1d6                   50/100/150                   25
         Short sword                               1d6                         –                       7
         Sling                                     1d4                   40/80/160**                   2
         Spear#                                    1d8                         –                       3
         Staff                                     1d4                         –                     5 sp
         Two-handed sword*                        1d10                         –                      15
         Warhammer                                 1d8                         –                       5

        * Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.
        ** Strength modifier applies to damage with this weapon at close range only.
        *** Damage dealt is always subdual damage.
        † These weapons are particularly effective when used with the element of surprise. A thief who succeeds
        in a backstab attempt with one of these weapons uses the second damage value listed. All other classes
        and all other thief attacks use the first value.
        ‡ Characters generally purchase normal straight-edged daggers, but cultists, cave-dwellers, evil priests,
        alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris,
        or tumi.
        # These weapons inflict double damage on a mounted charge. A lance can only be used when mounted.




       Page 16
Massimiliano Mauri (Order #52297842)
                                               Table 3-2: aMMuniTion
              Ammunition                                         Quantity                          Cost in gp
              Arrows                                                 20                                5
              Arrow, silver-tipped                                   1                                 5
              Quarrels                                               30                               10
              Sling stones                                           30                                1



                                                 Table 3-3: arMor
              Armor                    AC Bonus Check Penalty             Speed**        Fumble die Cost in gp
              (Unarmored)                 +0              –                  –               d4                 Free
              Padded                      +1              –                  –               d8                   5
              Leather                     +2             -1                  –               d8                  20
              Studded leather             +3             -2                  –               d8                  45
              Hide                        +3             -3                  –              d12                  30
              Scale mail                  +4             -4                 -5’             d12                  80
              Chainmail                   +5             -5                 -5’             d12                  150
              Banded mail                 +6             -6                 -5’             d16                  250
              Half-plate                  +7             -7                 -10’            d16                  550
              Full plate                  +8             -8                 -10’            d16                 1,200
              Shield*                     +1             -1                  –               d8                  10

             * Shields cannot be used with two-handed weapons.
             ** Human and elf base speed is 30’. Dwarf and halfling base speed is 20’.



                                                                           coin eXchanGe raTeS
                                                                          Ammunition              Gold Piece Value
                                                                          Copper Piece                 1/100
                                                                          Silver Piece                 1/10
                                                                          Gold Piece                        1
                                                                          Electrum Piece                   10
                                                                          Platinum Piece                   100




                                                                                                           Page 17
Massimiliano Mauri (Order #52297842)
                                           Table 3-4: equiPMenT
            Roll*        Item                                                           Cost
               1         Backpack                                                       2 gp
               2         Candle                                                         1 cp
               3         Chain, 10’                                                    30 gp
               4         Chalk, 1 piece                                                 1 cp
               5         Chest, empty                                                   2 gp
               6         Crowbar                                                        2 gp
               7         Flask, empty                                                   3 cp
               8         Flint & steel                                                 15 cp
               9         Grappling hook                                                 1 gp
              10         Hammer, small                                                  5 sp
              11         Holy symbol                                                   25 gp
              12         Holy water, 1 vial**                                          25 gp
              13         Iron spikes, each                                              1 sp
              14         Lantern                                                       10 gp
              15         Mirror, hand-sized                                            10 gp
              16         Oil, 1 flask***                                                2 sp
              17         Pole, 10-foot                                                 15 cp
              18         Rations, per day                                               5 cp
              19         Rope, 50’                                                     25 cp
              20         Sack, large                                                   12 cp
              21         Sack, small                                                    8 cp
              22         Thieves’ tools                                                25 gp
              23         Torch, each                                                    1 cp
              24         Waterskin                                                      5 sp

        * Roll 1d24 to randomly determine equipment for 0-level characters. Characters who purchase their
        equipment at a later level ignore this column.
        ** A half-pint vial of holy water inflicts 1d4 damage to any un-dead creature, as well as to some demons
        and devils.
        *** When ignited and thrown, oil causes 1d6 damage plus fire (DC 10 save vs. Reflex to put out or suffer
        additional 1d6 damage each round). One flask of oil burns for 6 hours in a lantern.




       Page 18
Massimiliano Mauri (Order #52297842)
                              Table 3-5: MounTS and relaTed Gear
              Item                                                 Cost
              Barding                                              x4*
              Bridle and bit                                       2 gp
              Donkey or mule                                       8 gp
              Feed (per day)                                       5 cp
              Horse, regular                                      75 gp
              Horse, warhorse                                     200 gp
              Pony                                                30 gp
              Saddle, pack                                        15 gp
              Saddle, riding                                      30 gp
              Saddlebags                                           2 gp
              Stabling (per day)                                   5 sp

             * Relative to normal man-sized armor of this type.




                                                                           Page 19
Massimiliano Mauri (Order #52297842)
                                       eXaMPleS of SinGle acTionS
         Activity                                                                     Time
         Draw or sheathe a weapon                                                    1 action*
         Equip or drop a shield                                                      1 action*
         Open a door                                                                 1 action*
         Light a torch or lantern                                                    1 action
         Uncork a potion or unfurl a scroll                                          1 action
         Locate an item in a backpack                                                1 action
         Stand up from a prone position                                              1 action
         Mount or dismount a steed                                                   1 action
         Read a scroll or drink a potion                                             1 action

       * Can be included as part of a movement action.




                             Table 4-1: aTTack roll ModifierS
                                                                              Attack Roll Modifier
         Condition                                                           Melee              Missile Fire
         Missile fire range is…
                               Short range                                     –                     –
                               Medium range                                    –                     -2
                               Long range                                      –                    -1d
         Attacker is…
                               Invisible                                      +2                     –
                               On higher ground                               +1                     –
                               Squeezing through a tight space                -1d                   -1d
                               Entangled (in a net or otherwise)              -1d                   -1d
                               Using an untrained weapon                      -1d                   -1d
                               Firing a missile weapon into melee*             –                     -1
         Defender is…
                               Behind cover                                   -2                     -2
                               Blinded                                        +2                    +2
                               Entangled                                      +1d                   +1d
                               Helpless (paralyzed, sleeping, bound)          +1d                   +1d
                               Kneeling, sitting, or prone                    +2                     -2

        * And 50% chance of “friendly fire” if attack misses; see page 96.




       Page 20
Massimiliano Mauri (Order #52297842)
                                              Table 4-2: fuMbleS
                Roll        Result
              0 or less You miss wildly but miraculously cause no other damage.
                   1        Your incompetent blow makes you the laughingstock of the party but otherwise
                            causes no damage.
                   2        You trip but may recover with a DC 10 Ref save; otherwise, you must spend the
                            next round prone.
                   3        Your weapon comes loose in your hand. You quickly grab it, but your grip is
                            disrupted. You take a -2 penalty on your next attack roll.
                   4        Your weapon is damaged: a bowstring breaks, a sword hilt falls off, or a crossbow
                            firing mechanism jams. The weapon can be repaired with 10 minutes of work but
                            is useless for now.
                   5        You trip and fall, wasting this action. You are prone and must use an action to
                            stand next round.
                   6        Your weapon becomes entangled in your armor. You must spend your next round
                            untangling them. In addition, your armor bonus is reduced by 1 until you spend
                            10 minutes refitting the tangled buckles and straps.
                   7        You drop your weapon. You must retrieve it or draw a new one on your next
                            action.
                   8        You accidentally smash your weapon against a solid, unyielding object (a rock, a
                            wall, even the ground). Mundane weapons are ruined; magical weapons are not
                            affected.
                   9        You stumble and leave yourself wide open to attack. The next enemy that attacks
                            you receives a +2 bonus on its attack roll.
                  10        You should have maintained your armor! The joints of your armor seize up,
                            freezing you in place. You cannot move or make an attack for 1d3 rounds.
                            Unarmored characters are not affected.
                  11        Your wild swing leaves you off balance. You take a -4 penalty to your next attack
                            roll.
                  12        You inadvertently swing at one randomly determined ally within range. Make an
                            attack roll against that ally using the same attack die you just attempted to use.
                  13        You trip badly. You fall hard, suffering 1d3 damage in the process. You are prone
                            and must use your next round to stand.
                  14        Like a turtle on its back, you slip and land upside down, flailing about and unable
                            to right yourself. You must fight from a prone position for the next round before
                            you can recover your balance and rise.
                  15        You somehow manage to wound yourself, taking normal damage.
                 16+        You accidentally strike yourself for normal damage plus an extra 1 point. In
                            addition, you fall on your back and are unable to right yourself until you make a
                            DC 16 Agility check.




                                                                                                     Page 21
Massimiliano Mauri (Order #52297842)
                       criT Table i: all 0-level characTerS,
                                 and all WizardS
           Roll        Result
         0 or less Force of blow shivers your weapon free of your grasp. Inflict +1d6 damage with
                   this strike and you are disarmed.
              1        Opportunistic strike. Inflict +1d3 damage with this strike.
              2        Foe jabbed in the eye! Ugly bruising and inflict +1d4 damage with this strike.
              3        Stunning crack to forehead. Inflict +1d3 damage with this strike, and the foe falls
                       to the bottom of the initiative count next round.
              4        Strike to foe’s kneecap. Inflict +1d4 damage with this strike and the foe suffers a
                       -10’ penalty to speed until healed.
              5        Solid strike to torso. Inflict +1d6 damage with this strike.
              6        Lucky strike disarms foe. You gain a free attack if the enemy stoops to retrieve
                       their weapon.
              7        Smash foe’s hand. Inflict +2d3 damage with this strike. You break two of the
                       enemy’s fingers.
              8        Numbing strike! Cursing in agony, the foe is unable to attack next round.
              9        Smash foe’s nose. Inflict +2d4 damage with this strike and blood streams down the
                       enemy’s face.
             10        Foe trips on their own feet and falls prone for the remainder of the round.
             11        Piercing strike. Inflict +2d4 damage with this strike.
             12        Strike to groin. The foe must make a DC 15 Fort save or spend the next two rounds
                       retching.
             13        Blow smashes foe’s ankle; their movement speed is reduced by half.
             14        Strike grazes temple; blood blinds the foe for 1d3 rounds.
             15        Stab enemy’s weapon hand. The weapon is lost and knocked 1d10+5 feet away.
             16        Narrowly avoid foe’s counterstrike! Inflict normal damage and make another
                       attack roll. If the second attack hits, you inflict an additional +1d6 damage.
             17        Blow to throat. Foe staggers around for 2 rounds and is unable to speak, cast spells,
                       or attack.
             18        Foe falls into your attack. they take +2d6 damage from the strike and curses your
                       luck.
             19        Miracle strike. The foe must make a DC 20 Fort save or fall unconscious.
            20+        Lucky blow dents foe’s skull! Inflict +2d6 damage with this strike. If the foe has no
                       helm, they suffer a permanent loss of 1d4 Int.

       These footnotes apply to crit tables where indicated:
       * Magical weapons never break due to critical fumbles. The target is disarmed instead, the weapon
       landing 1d10+5 feet away.
       ** A PC overcome by battle rage may temporarily expend points of their Personality or Intelligence score
       to enhance the damage on their critical hit. For every ability point they expend, they add +1d12 to their
       damage roll.
       Ability scores lost in this way return as the warrior heals. Each day thereafter where they do not succumb
       to battle rage, they recover 1 point of the affected ability score. This rate is doubled if the character rests.


       Page 22
Massimiliano Mauri (Order #52297842)
                             criT Table ii: all ThieveS and elveS
                Roll        Result
              0 or less Miss! Hesitation costs you the perfect strike!
                   1        Strike misses critical organs. Inflict a paltry +2d3 damage with this strike.
                   2        Slashes to head removes foe’s ear. Inflict +1d6 damage with this strike and leave
                            the enemy with a nasty scar.
                   3        Clean strike to back. Inflict +2d6 damage with this strike.
                   4        Blow to chest staggers foe. You can make an immediate free attack.
                   5        Blow pierces foe’s kidneys. Inflict +3d3 damage with this strike, and the foe is
                            stunned for 1 round.
                   6        Foe dazed by ferocious attack; their speed and actions are reduced by half.
                   7        Strike to chest grazes vital organ. Inflict +3d4 damage with this strike.
                   8        Strike cuts a line down foe’s face. They are blinded by blood for 1d4 rounds.
                   9        Foe stumbles over their own limbs, falling prone. Make another attack.
                  10        Masterful strike! Inflict +2d6 damage with this strike.
                  11        Strike severs larynx. Foe is reduced to making wet fish noises.
                  12        Savage strike! Foe must succeed on a Fort save (DC 10 + PC level) or faint from the
                            pain.
                  13        Foe disoriented by quick strikes. Foe suffers a -4 penalty to attack rolls for 1d4
                            rounds.
                  14        Strike to head. Foe must make a Fort save (DC 10 + PC level) or fall unconscious.
                  15        Blow drives foe to ground. Inflict +2d6 damage with this strike, and the enemy is
                            knocked prone.
                  16        Lightning-fast shot to the face pops the foe’s eye like a grape. Foe is permanently
                            blinded in one eye and can take no actions for 1d3 rounds.
                  17        Strike pierces lung. Inflict +2d6 damage with this strike, and the foe can take only
                            one action on their next turn.
                  18        Devastating strike to back of head. Inflict +1d8 damage with this strike, and the foe
                            must make a Fort save (DC 10 + PC level) or fall unconscious.
                  19        Attack severs major artery. Inflict +1d10 damage with this strike, and the foe must
                            make a Fort save (DC 10 + PC level) or fall unconscious from shock and massive
                            blood loss.
                  20        Throat slashed! Inflict +2d6 damage with this strike, and the foe must make a Fort
                            save (DC 13 + PC level) or die in 1d4 rounds.
                  21        Strike pierces spinal column. Inflict +3d6 damage with this strike, and the foe must
                            make a Fort save (DC 15 + PC level) or suffer paralysis.
                  22        Chest skewered, spearing a variety of organs. Inflict +2d6 damage with this strike,
                            and the foe must make a Fort save (DC 13 + PC level) or die in 1d4 rounds.
                  23        Strike through ear canal enters the brain. Ear wax instantly removed, and the foe
                            must make a Fort save (DC 15 + PC level) or die instantly. Inflict an extra +2d6
                            damage on successful save.
                 24+        Strike through heart! Inflict +3d6 damage with this strike, and the foe must make a
                            Fort save (DC 20 + PC level) or die instantly.


                                                                                                        Page 23
Massimiliano Mauri (Order #52297842)
                      criT Table iii: clericS, halflinGS,
                  level 1-2 WarriorS, and level 1-3 dWarveS
           Roll        Result
         0 or less     Battle rage makes friend and foe indistinguishable. Foe is hit for +1d12 damage,
                       and the ally nearest him is also hit by a rebounding blow for 1d4 damage.**
              1        Savage attack! Inflict +1d6 damage with this strike.
              2        Attack sweeps foe off their feet. Next round, the enemy is prone.
              3        Foe steps into attack. Inflict +1d8 damage with this strike.
              4        Powerful strike hammers foe to their knees. Make another attack.
              5        Smash foe’s nose in an explosion of blood. Inflict +1d6 damage with this strike, and
                       the foe loses their sense of smell for 1d4 hours.
              6        Brutal strike to torso. Inflict +1d8 damage with this strike, and the foe suffers
                       multiple broken ribs.
              7        Strike to hand knocks weapon into the air. The weapon lands 1d20+5’ away.
              8        Blow caroms off skull, deafening foe for 1d6 days. Inflict +1d6 damage with this
                       strike.
              9        Strike to leg splinters femur. Inflict +2d6 damage with this strike and foe loses 10’ of
                       movement until healed.
             10        Sunder foe’s weapon! Shards of metal fill the air.*
             11        Strike hammers foe’s belly causing massive internal bleeding. Unless they receive
                       magical healing, the foe dies in 1d5 hours.
             12        Blow to cranium staggers foe. The foe must make a Fort save (10 + PC level) or sink
                       to floor, unconscious.
             13        Strike breaks foe’s jaw. Blood and shattered teeth ooze down the foe’s face. Inflict
                       +1d8 damage with this strike.
             14        Attack hammers foe’s torso. Inflict +2d8 damage with this strike.
             15        Strike dislocates shoulder! Inflict +1d8 damage and shield arm hangs loosely by
                       muscle and skin; no AC bonus from shield.
             16        Attack reduces foe’s attack hand to formless tissue; -4 penalty to future attacks.
             17        Furious blows hammer target prone. Make another attack.
             18        Blow hammers shards of bone into foe’s forebrain; gray matter oozes out. Inflict
                       +1d8 damage with this strike, and the foe suffers 1d4 points of Int and Per loss.
             19        Devastating strike to the chest. Inflict +2d8 damage with this strike.
             20        Chest strike stuns foe for 1d3 rounds. Inflict +1d8 damage with this strike.
             21        Strike to leg shatters femur, knocking foe to the ground. Foe’s movement drops by
                       half. Inflict +2d8 damage with this strike and make another attack.
             22        Weapon arm sundered by strike. The weapon is lost along with any chance of
                       making an attack with this arm.
             23        Blow craters skull. Inflict +2d8 damage with this strike, and the target permanently
                       loses 1d4 Int and Per.
             24        Masterful strike to throat. Inflict +2d8 damage with this strike and the foe staggers
                       about gasping for air for 1d4 rounds.
             25        Attack punches shattered ribs through lungs. Foe loses 50% of their remaining hit
                       points and vomits copious amounts of blood.
             26        Attack shatters foe’s face, destroying both eyes. Inflict +2d8 damage with this strike,
                       and the foe is permanently blinded.
             27        Crushing blow hammers chest. Inflict +3d8 damage with this strike, and the foe
                       must make a Fort save (DC 15 + PC level) or be knocked unconscious.
            28+        Blow destroys spinal column. Inflict +3d8 damage with this strike, and the foe must
                       make a Fort save (DC 15 + PC level) or suffer paralysis.


       Page 24
Massimiliano Mauri (Order #52297842)
                               criT Table iv: level 3-4 WarriorS,
                                     and level 4-5 dWarveS
                 Roll       Result
              0 or less     Battle rage makes friend and foe indistinguishable. Foe is hit for +2d8 damage, and
                            the ally nearest him is also hit by a rebounding blow for 1d4 damage.**
                   1        Herculean blow. Inflict +2d12 damage with this strike.
                   2        Ferocious strike leaves foe’s weapon hand dangling from the stump of a wrist.
                            Inflict +1d12 damage with this strike.
                   3        Strike sweeps foe to the ground. Inflict +1d12 damage with this strike and make
                            another attack on prone enemy.
                   4        Hammering blow drives nose cartilage into brain. Inflict +1d12 damage with this
                            strike, and the foe suffers 1d6 Int loss.
                   5        Foe’s weapon shattered.* If the foe has no weapon, inflict +2d12 damage with this
                            strike.
                   6        Strike shatters foe’s breastbone. The foe must make a Fort save (DC 15 + PC level)
                            or fall unconscious as their internal organs collapse.
                   7        Foe driven back by furious assault. Inflict +2d12 damage with this strike, and the
                            foe forgoes their next attack.
                   8        Concussive strike leaves foe dazed. Inflict +1d8 damage with this strike and make a
                            second attack.
                   9        Blow to throat carries through to spinal column, reducing everything in between to
                            pasty mush. Inflict +2d12 damage with this strike, and the foe loses speech for 1d4
                            weeks.
                  10        Blow craters temple. The foe must make a Fort save (DC 15 + PC level) or be
                            blinded by pain and blood for 1d4 rounds.
                  11        Strike reduces face to a formless mass of flesh and bone fragments. Inflict +2d12
                            damage with this strike, and the foe has trouble making hard consonants.
                  12        You see red! Inflict +1d12 damage with this strike as you are overcome by battle
                            rage!**
                  13        Hammering strike to torso crushes lesser organs into paste. Inflict +2d12 damage
                            with this strike.
                  14        Blow to spinal column numbs lower limbs. The foe suffers a -4 penalty to AC as
                            they learn to walk again.
                  15        Fearsome strike drives enemy to the blood-splattered floor. Foe cowers in fear,
                            prone, for 1d4 rounds.
                  16        Blow shatters shield. Inflict +2d12 damage with this strike. If the foe has no shield,
                            they are stunned by pain for 1d4 rounds.
                  17        Foe’s kneecap explodes into red mist. Foe’s movement drops to 0’, and you make
                            another attack.
                  18        Frontal lobotomy. Inflict +1d12 damage with this strike, and the foe must make a
                            Fort save (DC 15 + PC level) or suffer amnesia. The foe is stunned for 1d4 rounds,
                            regardless.
                  19        Strike to weapon arm. Foe takes triple damage from their own weapon as it is
                            hammered into their face. Foe drops weapon in dumbfounded awe.
                  20        Blow crushes spinal cord. Inflict +3d12 damage with this strike, and the foe must
                            make a Fort save (DC 15 + PC level) or suffer permanent paralysis.
                  21        Blow reduces internal organs to jelly. Death is inevitable in 1d8 rounds.
                  22        Target is disemboweled, spilling their entrails onto the ground. The foe dies of
                            shock in 1d6 rounds.
                  23        Strike to chest explodes heart. Inflict +3d12 damage with this strike, and the foe
                            must make a Fort save (DC 15 + PC level) or die instantly.
                 24+        Skull crushed like a melon. Inflict +3d12 damage with this strike, and the foe must
                            make a Fort save (DC 20 + PC level) or die in 1d3 rounds.


                                                                                                       Page 25
Massimiliano Mauri (Order #52297842)
                            criT Table v: level 5+ WarriorS,
                                 and level 6+ dWarveS
           Roll        Result
         0 or less     Battle rage makes friend and foe indistinguishable.** Foe is hit for +3d8 damage,
                       and the ally nearest him is also hit by a rebounding blow for 1d4 damage.
              1        Foe’s weapon shattered.* If the foe has no weapon, inflict +3d12 damage with this
                       strike.
              2        Furious assault hurls foe back 1d10’. Any adjacent foes accidentally strike the target
                       for damage.
              3        Blow to skull destroys ear. Inflict +1d12 damage with this strike, and the foe suffers
                       permanent deafness.
              4        Strike to gut! The foe must make a Fort save (DC 20 + PC level) or spend the next 2
                       rounds retching bile from a ruptured stomach.
              5        Foe casts weapon away and wails for mercy. Inflict +1d12 damage with this strike
                       and make another attack.
              6        Strike scalps foe. Blood courses down their face, and the foe is effectively blinded
                       until healed.
              7        Foe entangled on your weapon, reducing their AC by -6 while caught. Make
                       another attack.
            8-12       You see red! Inflict +1d12 damage with this strike as you are overcome by battle
                       rage!**
           13-14       Strike to weapon arm. Foe takes quadruple damage from their own weapon as it is
                       hammered into their face. Foe drops weapon in dumbfounded awe.
             15        Blow sunders shield. Inflict +2d12 damage with this strike. If the foe has no shield,
                       they must make a Fort save (DC 20 + PC level) or be knocked unconscious from the
                       pain.
             16        Strike to top of skull shortens spinal column, shortening foe by 6”. Resulting nerve
                       damage reduces foe’s AC by -4.
             17        Target is disemboweled, spilling their entrails onto the ground. Foe dies instantly of
                       shock.
             18        Blow destroys target’s face. Foe is immediately rendered blind and deaf and is now
                       capable of only wet, gurgling sounds.
             19        Strike removes crown of target’s skull. Foe dies from exposed brain matter in 3d3
                       rounds.
             20        Blow severs shield arm. Inflict +2d12 damage with this strike. Foe’s hopes of two-
                       handed weapon mastery dashed.
             21        Godly attack. Inflict +3d12 damage with this strike. If the target dies, move up to
                       10’ and make another attack on any foe within 10’.
             22        Blow severs leg. Inflict +2d12 damage with this strike, and the foe’s movement drops to
                       zero. Foe does nothing but wail in agony for 1d4 rounds.
             23        Strike to skull stuns foe for 1d4+1 rounds and permanently reduces Int by 1d12.
                       Make another attack on your inert foe.
             24        Strike severs weapon arm. Inflict +2d12 damage with this strike, and the foe is
                       disarmed, literally and figuratively.
             25        Devastating strike to torso voids foe’s bowels and crushes organs into paste. Foe
                       loses 50% of current hit points and all dignity.
             26        Strike crushes throat. Foe begins drowning in their own blood and expires in 1d4
                       rounds.
             27        Crippling blow to spine. Inflict +4d12 damage with this strike, and the foe suffers
                       permanent paralysis.
            28+        Foe decapitated with a single strike. You are Death incarnate. Continue to make
                       attacks against any foes within 10’ until you miss.


       Page 26
Massimiliano Mauri (Order #52297842)
                                           MiGhT deedS of arMS
             Mighty Deeds of Arms include the following types of attacks:
               • Blinding Attacks
               • Disarming Attacks
               • Pushback Attacks
               • Trips and Throws
               • Rallying Maneuvers
               • Defensive Maneuvers
               • Precision Shots



                                                 blindinG aTTackS
              Deed Die Blinding Result
                    3          Opponent’s eyes are irritated and stinging, and they have difficulty seeing. On
                               their next attack, the opponent suffers a -2 attack penalty.
                    4          Opponent is temporarily blinded. they suffer a -4 penalty to their next attack roll
                               and may only move at half speed.
                    5          Opponent is completely blinded for 1d4 rounds. they flail about with wild
                               attacks, suffering a -8 penalty to attack rolls, and can move only in a random
                               direction at half speed.
                    6          Opponent is completely blinded, as above, for 2d6 rounds.
                   7+          Opponent is blinded for the next 24 hours. Additionally, they must make a Fort
                               save against the warrior’s attack roll. On a failure, they are permanently blinded.




                                                                                                      Page 27
Massimiliano Mauri (Order #52297842)
                                          diSarMinG aTTackS
         Deed Die Disarm Result
               3         A humanoid creature with a weapon drops its weapon. There is a 50% chance
                         the weapon is knocked out of reach. If the weapon is out of reach, the creature
                         must move to retrieve it and cannot simultaneously attack on its next round
                         (unless it chooses to fight unarmed or draw a new weapon). If the weapon is
                         within reach, the creature can use its next action to recover the weapon and
                         still attack. (Alternate results: stabbed hand throbs in pain, imposing a -1 attack
                         penalty to future rolls; entangled sword arm is tied up, and as long as warrior
                         devotes future combat rounds to maintain the entanglement, the enemy cannot
                         attack.)
               4         A humanoid creature with a weapon drops its weapon, which automatically
                         lands out of reach (as above). There is a 50% chance a mundane weapon is
                         sundered in the process. A sundered weapon is shattered or broken and cannot
                         be used (except as an improvised weapon). Magic weapons are never sundered.
                         (Alternate results: stabbed hand is crippled, imposing a -4 attack penalty to
                         future rolls.)
               5         A humanoid creature with a mundane weapon has it automatically sundered;
                         a magical weapon is disarmed and lands out of reach. A monster with a natural
                         attack method, such as claws or a bite, has its claws or teeth shattered, imposing
                         a -4 penalty to damage rolls with the affected natural attack for the rest of the
                         combat. Very large monsters, such as dragons, may not be affected or may
                         receive a lesser penalty to damage rolls. (Alternate results: targeted hand is
                         completely severed, requiring attacker to use off-hand for the balance of combat
                         (reference two-weapon combat, below); sword arm is so thoroughly entangled
                         that the warrior can release their weapon and make attacks with a new one while
                         the target struggles to free itself in 1d4 rounds.)
               6         Both humanoids and monsters have a weapon completely compromised.
                         Manufactured weapons are either sundered or disarmed and land out of reach,
                         while natural weapons are shattered. The attacking arm (or mouth or tentacle
                         or whatever) is wounded and future attacks take at least a -4 penalty to damage
                         rolls.
              7+         As above, and the warrior can also affect creatures much larger and stronger
                         than himself.




       Page 28
Massimiliano Mauri (Order #52297842)
                                                        PuShbackS
               Deed Die Pushback Result
                    3          A creature the same size as the warrior is pushed back a few feet – enough space
                               to open access to a door or staircase the target was defending.
                    4          A creature the same size as the warrior is pushed back a distance equal to
                               half the warrior’s movement. A humanoid creature up to 50% larger than the
                               warrior, such as a large orc or a small ogre, is pushed back a few feet. A stable,
                               quadrupedal creature such as a horse or cow can also be pushed back a few feet.
                    5          The warrior can shove back a creature up to twice their size, such as a
                               fully-grown ogre or a small giant, a distance equal to their full movement.
                               Furthermore, they can pick up and hurl such a creature up to half their normal
                               movement. This can allow the warrior to shove creatures off a nearby cliff,
                               through a railing, out a chapel’s stained-glass window, and so on.
                    6          The warrior can push back several oncoming opponents, such as a charging
                               mass of goblins or a wall of marching men-at-arms. they can shove back a
                               creature up to three times their size and can even budge creatures like small
                               dragons and large basilisks.
                   7+          As above, and the warrior can affect creatures that would be seemingly
                               impossible for someone their size to push back.




                                                TriPS and ThroWS
               Deed Die Trips and Throws Result
                    3          The warrior can knock an enemy off-balance. The enemy gets a Ref save against
                               the warrior’s attack roll. Failure means the enemy is knocked prone and must
                               spend its next attack action standing up. Remember that melee attacks against a
                               prone opponent receive a +2 bonus.
                    4          Against a normal human-sized opponent, the warrior automatically knocks
                               the target prone. Creatures up to 50% larger than the warrior or those that are
                               quadrupedal or otherwise sure-footed receive a Ref save to avoid being knocked
                               prone.
                    5          A human-sized opponent is knocked down and thrown up to 10 feet away.
                               Creatures up to twice the size of the warrior can be knocked down, but they
                               receive a Ref save to avoid being knocked prone.
                    6          A creature up to twice the size of the warrior can be thrown up to 10 feet away
                               automatically. Additionally, the warrior can use their next action to continue
                               to pin down the opponent, forcing him to remain prone. Exceptionally strong
                               opponents may be able to make an opposed Strength check to stand up.
                   7+          As above, and the warrior can trip or throw creatures that seem far too large to
                               be affected.




                                                                                                      Page 29
Massimiliano Mauri (Order #52297842)
                                         rallyinG ManeuverS
         Deed Die Rallying Maneuver Result
               3         The warrior can let loose a war cry or perform some flashy maneuver that rallies
                         their troops around him. Nearby hirelings and retainers that have failed a morale
                         check get a second check and recover their wits if they succeed.
               4         The warrior urges their allies to form up around him and leads the charge! they
                         must be at the forefront of the battle, succeeding in their attacks and setting an
                         example for their followers, who receive a +1 bonus to morale checks for the
                         remainder of the round.
               5         The warrior performs some dramatic combat maneuver that inspires courage.
                         Allies and followers receive a +1 bonus to morale checks for the rest of the
                         round. Additionally, if the warrior kills their opponent this round or causes a
                         critical hit (or some other spectacular blow), all allies and followers receive a +1
                         attack bonus for the next round.
               6         The warrior’s incredible maneuver affects not only nearby allies and followers,
                         but potentially an entire army. The benefits are as above, but extend to as many
                         as 100 followers, as long as they can see the hero.
              7+         As above, and the benefits extend to as many followers as can see the hero –
                         potentially an entire army of thousands of men!




                                        defenSive ManeuverS
         Deed Die Defensive Maneuver Result
               3         The warrior fights defensively, improving their chances of surviving. they
                         receive a +1 AC bonus for the next round.
               4         The warrior organizes a defensive formation among their allies, such as a
                         shield wall, that is well-suited to the opponent they fight. In addition to causing
                         damage, they position themselves to “anchor” the defensive maneuver, granting
                         a +1 AC bonus to himself and two allies who must be adjacent for the next
                         round.
               5         The warrior forms up their allies to best defend themselves. None of the
                         participating allies can move or the defensive position is disrupted. As long as
                         none of the allies move, the warrior and the allies receive a +1 AC bonus for the
                         next round. Up to four allies can benefit.
               6         As above, and the warrior organizes a particularly effective defensive position
                         that grants a +2 AC bonus to himself and up to four allies, as long as no one
                         moves. The warrior must continue using their Deed for this specific use to
                         maintain the position. Subsequent Deed rolls do not need to roll 6 or higher,
                         but the warrior cannot attempt another Deed without disrupting the defensive
                         formation. If the warrior chooses to move and they score a deed die roll of 6 or
                         better, they can maintain a +1 AC bonus for themselves and their four allies,
                         provided they move in the same direction at the same speed and maintain their
                         formation.
              7+         As above, and the AC bonus is +3 if not moving or +2 if moving.




       Page 30
Massimiliano Mauri (Order #52297842)
                                                    PreciSion ShoTS
              Deed Die Precision Shot Result
                    3          The warrior can hit a small object that is nearby – either at melee range or very
                               close range via missile fire. For example, they can hit a holy symbol displayed by
                               a cleric, a banner flown by a cavalier nearby, or an ogre’s tusk. A called shot here
                               may do up to 1d4 points of additional damage (judge’s discretion).
                    4          The warrior can hit a target that is normally within the province of only the
                               most skilled swordsmen or archers. For example, they can shoot an apple off
                               someone’s head or hit the bull’s-eye at 100 yards. A called shot here may do up
                               to 1d5 points of additional damage (judge’s discretion).
                    5          The warrior can make a near-impossible shot that includes slicing a narrow
                               rope with an arrow from 100 yards away, hurling a dagger into a coin from
                               across a moat, or stabbing a sword through the one vulnerable scale on the vast
                               scaly hide of an ancient dragon. A called shot here may do up to 1d6 points of
                               additional damage (judge’s discretion).
                    6          The warrior can make precise shots, such as the ones above, while also blinded
                               and deafened – they rely on their other senses to attempt such an incredible
                               maneuver. A called shot here may do up to 1d7 points of additional damage
                               (judge’s discretion).
                   7+          The warrior can make precise shots that seem beyond the abilities of mortal
                               man – provided they can contrive an explanation. For example, they can shoot
                               an arrow through a doorway to hit the evil wizard in the throat in the room
                               beyond, explaining that the arrow actually went through the narrowest crack
                               between the door and its frame. they can hurl a stone more than half a mile to
                               knock out the goblin kidnapper as they gallop away on horseback, explaining
                               that a passing hawk carried the stone in its beak for several hundred yards, then
                               let it continue on its original trajectory. A called shot here may do up to 1d8
                               points of additional damage (judge’s discretion).




                                   Table 4-3: TWo-WeaPon aTTackS
                  Agility          Primary Hand Die          Off Hand Die         Critical Hits*
                 8 or less               -3 dice                 -4 dice          Cannot score a critical hit
                                                                                  fighting two-handed
                    9-11                 -2 dice                 -3 dice          Cannot score a critical hit
                                                                                  fighting two-handed
                   12-15                 -1 die                  -2 dice          Cannot score a critical hit
                                                                                  fighting two-handed
                   16-17                 -1 die                  -1 die           Primary hand scores a critical
                                                                                  hit on a max die roll (16 on 1d16)
                                                                                  that also beats target’s AC (no
                                                                                  automatic hit)
                    18+                Normal die                -1 die           Primary hand scores critical hits
                                                                                  as normal

             * Warriors and others with improved crit threat ranges (i.e., those who can crit on 19-20 or better) lose
             that ability when fighting two-handed.


                                                                                                           Page 31
Massimiliano Mauri (Order #52297842)
                                      Table 4-5: SPell duel check coMPariSon
           Compare attacker’s spell check (column headers) to defender’s spell check (row headers). If a die type
           is indicated, roll that die on table 4-6: Counterspell Power. If the two spell checks are the same result,
           the table shows PD and you should refer to table 4-7: Phlogiston Disturbance.

                                                                    Attacker’s Spell Check*
                                      12   13   14   15   16   17    18   19   20   21   22   23   24   25   26   27   28+
                                 12   PD   d3   d4   d5   d5   d6    d6   d7   d7   d8   d8   d10 d10 d12 d12 d14 d16
                                 13   d3   PD   d3   d4   d5   d5    d6   d6   d7   d7   d8   d8   d10 d10 d12 d12 d14
                                 14   d4   d3   PD   d3   d4   d5    d5   d6   d6   d7   d7   d8   d8   d10 d10 d12 d12
                                 15   d5   d4   d3   PD   d3   d4    d5   d5   d6   d6   d7   d7   d8   d8   d10 d10 d12
       Defender’s Spell Check*




                                 16   d5   d5   d4   d3   PD   d3    d4   d5   d5   d6   d6   d7   d7   d8   d8   d10 d10
                                 17   d6   d5   d5   d4   d3   PD    d3   d4   d5   d5   d6   d6   d7   d7   d8   d8   d10
                                 18   d6   d6   d5   d5   d4   d3    PD   d3   d4   d5   d5   d6   d6   d7   d7   d8   d8
                                 19   d7   d6   d6   d5   d5   d4    d3   PD   d3   d4   d5   d5   d6   d6   d7   d7   d8
                                 20   d7   d7   d6   d6   d5   d5    d4   d3   PD   d3   d4   d5   d5   d6   d6   d7   d7
                                 21   d8   d7   d7   d6   d6   d5    d5   d4   d3   PD   d3   d4   d5   d5   d6   d6   d7
                                 22   d8   d8   d7   d7   d6   d6    d5   d5   d4   d3   PD   d3   d4   d5   d5   d6   d6
                                 23   d10 d8    d8   d7   d7   d6    d6   d5   d5   d4   d3   PD   d3   d4   d5   d5   d6
                                 24   d10 d10 d8     d8   d7   d7    d6   d6   d5   d5   d4   d3   PD   d3   d4   d5   d5
                                 25   d12 d10 d10 d8      d8   d7    d7   d6   d6   d5   d5   d4   d3   PD   d3   d4   d5
                                 26   d12 d12 d10 d10 d8       d8    d7   d7   d6   d6   d5   d5   d4   d3   PD   d3   d4
                                 27   d14 d12 d12 d10 d10 d8         d8   d7   d7   d6   d6   d5   d5   d4   d3   PD   d3
                                 8+   16   14   12   12   10   10    d8   d8   d7   d7   d6   d6   d5   d5   d4   d3   PD

           * Note that both spell checks must succeed at the normal spell check threshold as a prerequisite to comparison on
           this table. For example, a level 2 spells need a minimum result of 14 to be useful in a spell duel.




          Page 32
Massimiliano Mauri (Order #52297842)
                                       Table 4-6: counTerSPell PoWer
               Roll      Defender High                                       Attacker High

                 1       Mitigate d4: roll d4 and subtract this from         Push-through d4: roll d4 and subtract this
                         the attacker’s spell check. Attacker’s spell        from defender’s spell check. Defender’s
                         still carries through at this lower spell check;    spell takes effect at this lower result, and
                         defender’s spell is cancelled.                      attacker’s spell takes effect simultaneously
                                                                             at normal spell check result.
                 2       Mitigate d6: roll d6 and subtract this from         Push-through d8: roll d8 and subtract this
                         the attacker’s spell check. Attacker’s spell        from defender’s spell check. Defender’s
                         still carries through at this lower spell check;    spell takes effect at this lower result, and
                         defender’s spell is cancelled.                      attacker’s spell takes effect first at normal
                                                                             spell check result.
                 3       Mitigate d8: roll d8 and subtract this from         Overwhelm: attacker’s spell takes effect
                         the attacker’s spell check. Attacker’s spell        and defender’s spell is cancelled.
                         still carries through at this lower spell check;
                         defender’s spell is cancelled.
                 4       Mutual mitigation d10: roll d10 and subtract        Overwhelm: attacker’s spell takes effect
                         this from the attacker’s spell check and the        and defender’s spell is cancelled.
                         defender’s spell check. Both spells take effect
                         simultaneously at this lower spell check
                         result.
                 5       Mutual cancellation: both attacker’s and            Overwhelm: attacker’s spell takes effect
                         defender’s spells are cancelled.                    and defender’s spell is cancelled.
                 6       Push-through d6: roll d6 and subtract from          Overwhelm and refect d8: roll d8 and
                         defender’s spell check. Defender’s spell            subtract this from defender’s spell
                         takes effect at this result, and attacker’s spell   check. Attacker’s spell takes effect
                         is cancelled.                                       simultaneously at normal spell check
                                                                             result, and defender’s spell check is
                                                                             refected back on him at this lower spell
                                                                             check result.
                 7       Push-through d4: roll d4 and subtract from          Overwhelm and refect d8: roll d8 and
                         defender’s spell check. Defender’s spell            subtract this from defender’s spell check.
                         takes effect at this result, and attacker’s spell   Attacker’s spell takes effect first at normal
                         is cancelled.                                       spell check result, and defender’s spell
                                                                             check is refected back on him at this lower
                                                                             spell check result.
                 8       Overwhelm: attacker’s spell is cancelled,           Overwhelm and refect d6: roll d6 and
                         and defender’s spell takes effect at normal         subtract this from defender’s spell check.
                         result.                                             Attacker’s spell takes effect first at normal
                                                                             spell check result, and defender’s spell
                                                                             check is refected back on him at this lower
                                                                             spell check result.
                 9       Refect: defender’s spell is cancelled, and          Overwhelm and refect d4: roll d4 and
                         attacker’s spell refects back on him at the         subtract this from defender’s spell check.
                         spell check result rolled.                          Attacker’s spell takes effect first at normal
                                                                             spell check result, and defender’s spell
                                                                             check is refected back on him at this lower
                                                                             spell check result.
                10+      Reflect and overwhelm: defender’s spell             Reflect and overwhelm: attacker’s spell
                         takes effect at normal result, and attacker’s       takes effect at normal spell check result,
                         spell reflects back on him at the spell check       and defender’s spell check is reflected
                         result rolled.                                      back on him at normal spell check.


                                                                                                              Page 33
Massimiliano Mauri (Order #52297842)
                            Table 4-7: PhloGiSTon diSTurbance
         Roll 1d10, regardless of spells involved.
           Roll     Result
            1       Pocket dimension. Both casters are instantaneously transferred to a pocket
                    dimension that is spontaneously created by the interaction between their spells.
                    They remain within the pocket dimension until one is killed, at which point the
                    interaction of their spells ceases and the survivor is transferred back to the material
                    plane one millisecond after their departure. Observers see only a brief flicker and
                    the disappearance of the loser, whose body is lost forever. The pocket dimension
                    appears as (roll 1d6) (1) a mountaintop surrounded by red clouds; (2) a bubble adrift
                    in space; (3) a sweltering island in a sea of lava; (4) an upside-down forest where the
                    trees grow down from the sky above; (5) a dust mote atop the point of a needle; (6)
                    the left nostril of an intergalactic whale.
            2       Alignment rift. Both casters are transferred to an alignment plane. If both are the
                    same alignment, they go to that plane; if they are opposed, or if either is neutral,
                    they transfer to the plane of neutrality. They return to the material plane after (roll
                    1d4) (1) one caster is killed (both bodies return); (2) 1d8 days; (3) 3d6 rounds for each
                    caster, rolled separately; (4) The End of Days.
            3       Time accelerates. Both casters see everything around them slow down; in reality,
                    they are accelerating, and surrounding characters see them move at incredible
                    speeds. Resolve an additional 2d4 rounds of combat between the casters only; no
                    other characters may act in this time. At the end of this time, they slow back into the
                    mainstream flow of time.
            4       Time slows. The casters perceive the world around them as normal but observers
                    see their reactions slow to a crawl. Roll 1d3 and resolve that many rounds of combat
                    among other participants before the casters can react again.
            5       Backward loop in time. The casters are tossed backward in time to relive the last
                    few moments repeatedly. Roll 1d4 and repeat the last spell interaction that many
                    times, re-rolling spell checks and incrementing momentum trackers but ignoring any
                    subsequent Phlogiston Disturbance results (treat same-check results as “both spells
                    cancelled”). For example, if the attacker cast magic missile and the defender cast magic
                    shield, the two would repeat 1d4 repetitions of that same spell check result. No spell
                    can be lost during this time – a below-minimum result indicates only a failure, and
                    the spell cast repeats on the next loop. When this time loop is concluded, the two
                    casters re-enter the normal initiative count.
            6       Spells merge. In a freak of eldritch energy, the two spells merge to create something
                    greater than both. This result requires judge mediation. Generally speaking, the
                    resulting effect is centered directly between the two casters and is either: (a) twice
                    as powerful as the normal spell (if two opposing spells had cancelled each other),
                    or (b) some weird agglomeration of spell effects (if two different spells were used).
                    For example, if two fireballs were cast, there may be a super-fireball that impacts
                    between the two casters. Or, if fire resistance countered fireball, a flameless fireball
                    could be set off, generating concussive noise and astounding force but no flames.
            7       Supernatural influence. The casters create a rift in space and some supernatural
                    influence filters through. Both spells fail and roll 1d4: (1) a randomly determined
                    elemental energy suffuses the surrounding around, causing minor effects (for
                    example, flames and heat fill the air to cause 1 damage to everyone within 50’ or
                    a massive rainstorm erupts centered on the casters); (2) negative energy drains
                    through, granting +1d8 hit points to all un-dead and demons nearby; (3) shadow
                    energy fills the air, limiting eyesight to half normal range; (4) ethereal mists swirl
                    about, and 1d4 randomly determined ghosts enter the world.

       Page 34
Massimiliano Mauri (Order #52297842)
                                 Table 4-7: PhloGiSTon diSTurbance
               Roll       Result
                  8       Supernatural summoning. The combined spell results inadvertently pull a
                          supernatural creature through the fabric of space and time. Randomly determine the
                          nature of the supernatural creature: (roll 1d3) (1) elemental; (2) demon; (3) celestial.
                          The creature has 1d4+1 HD. Determine the creature’s reaction by rolling 1d5: (1)
                          hostile to all; (2) hostile to one caster (randomly determined) and neutral to other; (3)
                          friendly to one caster (randomly determined) and hostile to other; (4) neutral to all
                          parties, (5) friendly to all parties.
                  9       Demonic invasion. 1d4 randomly determined demons are summoned at the exact
                          midpoint between the two casters. Determine their reaction randomly as with result
                          8 above. The demons are of a type as determined here: (roll 1d4) (1) type I; (2) type
                          II; (3) type III; (4) type IV.
                 10       Mutual corruption. Both spells fail, and both casters suffer 1d4+1 corruption results.
                          Roll corruption as normal for the spells involved.




                                                                                                       Page 35
Massimiliano Mauri (Order #52297842)
                                   Table 5-1: SPellburn acTionS
           Roll      Result
             1       The wizard sacrifices one pound of flesh per spell level, which they must carve from
                     their own body with a knife that is holy to a powerful outsider.
             2       The wizard must spill their own blood – one tablespoon per spell level.
             3       The wizard swears an oath to a minor demi-god, who aids him in their time of need
                     but curses him with weakness until the oath is fulfilled.
             4       The wizard cuts off one of their fingertips.
             5       The wizard must yank out their hair and burn it.
             6       The wizard magically enervates their body in order to fuel the spell.
             7       The wizard promises their soul to serve a powerful demon in the afterlife.
             8       The wizard agrees to aid followers of a patron saint.
             9       The wizard uses a hot iron to brand a supernatural symbol on their arm or torso.
            10       The wizard must tattoo a mystical symbol on their cheek, forehead, or hand.
            11       The wizard must pull out a fingernail and burn it with incense.
            12       The wizard must speak aloud their own true name, weakening himself as a result.
            13       The wizard develops a bleeding sore that will not heal until they pay back the aid of
                     the power that assisted them.
            14       The wizard must notch their ear in acknowledgment of each time they have been
                     aided.
            15       The wizard is required to ritually scarify their back, chest, or biceps with the symbol
                     of a powerful supernatural creature.
            16       The wizard sees maggots drip from their sleeves. When not wearing a shirt, nothing
                     happens and their torso appears normal. However, when wearing a shirt, they
                     constantly see maggots falling from their sleeves.
            17       The wizard starts to itch! They have strange, uncontrollable itches and scratches
                     constantly.
            18       The wizard develops an odd tic: they twitch their nose, tilt their head, or blink one
                     eye constantly.
            19       The wizard begins muttering under their breath, repeating the name of the entity
                     that has aided him. They can’t stop.
            20       The wizard must cut their cheeks and let the blood flow down their face.
            21       The wizard must place their hand into an open flame.
            22       The wizard must sacrifice one of their most favored possessions.
            23       The wizard must walk on one leg for the remainder of the day.
            24       Roll again twice.




       Page 36
Massimiliano Mauri (Order #52297842)
                                        Table 5-2: Mercurial MaGic
               d%       Adjustment to spell effect
                01      At great cost. Every time the wizard casts the spell, someone they know dies (judge’s
                        choice).
                02      Extremely difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a
                        die type reduced by two steps on the dice chain (e.g., if they normally roll 1d20, they now
                        roll 1d14).
                03      Soul dedication. In order to cast the spell, the wizard must either dedicate the soul of the
                        target to their patron or the soul of a creature with hit dice equal to that of the target. If the
                        caster fails to claim the soul for their patron, the spell cannot be recast until the patron is
                        appeased.
                04      Health bane. Casting this spell always temporarily reduces the wizard’s Stamina by 1d3
                        points. This ability loss is in addition to any spellburn and is deducted before spellburn
                        occurs.
                05      Difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a reduced die
                        (based on the dice chain; i.e., d20 becomes d16).
                06      Counter-magic bubble. In the round following the casting of this spell, all other spells
                        (including the wizard’s own) cast within 100’ suffer a -4 penalty to spell checks.
                07      Luck distortion. For 1d4 rounds following the spell, the wizard suffers a -2 penalty to all
                        rolls.
                08      Count of ten. Each time the wizard casts this spell, one of their fingers (or toes at the
                        judge’s discretion) melts away. For every two digits lost, they suffer a permanent -1 penalty
                        to Agility. The digits can be replaced by magic, but if the wizard ever runs out of them,
                        they cannot cast this spell.
                09      Anima drain. The wizard suffers corruption every time they cast the spell, regardless of
                        spell check, unless they spellburn.
                10      Blood magic. The power of this spell is partially drawn from spilled blood, a sacrifice to the
                        unknowable lords of Magic. A living creature with hit points equal to or greater than the
                        spell’s level must be offered up before the spell is cast; otherwise, the spell check suffers
                        a -4 penalty or patron taint (judge’s choice). The creature need not be sentient; chickens,
                        goats, and other simple animals with the proper amount of hit points will suffice.
                11      Planar rift. Casting the spell tears jagged hole in the warp and weft of the multiverse. There
                        is a cumulative 1% chance that a horror from the outer dark steps through the rift. The
                        fearsome creature has HD equal to the caster’s level + 5. Roll 1d3: (1) the monster steals the
                        spell from the PC’s mind before vanishing forever; (2) the monster attacks the PC with the
                        intent to slay the caster; (3) the monster seeks to strike a bargain with the caster, offering
                        the PC forbidden knowledge (judge’s choice) in exchange for the souls of the caster’s party.
                12      Magical reverb. For 1d4 rounds after the spell is cast, a backwash of eldritch energy passes
                        over the wizard. Any spell checks the wizard makes during that time suffer a -4 penalty.
                13      Slow cast. The spell requires twice the normal time to cast.
                14      Sleep of ages. After casting this spell, the wizard must make a Fort save (DC 5 + the spell’s
                        level) or fall into a deep sleep for 1 day for each level of the spell. they cannot be awakened
                        by any mundane or magical means during this time.
                15      Material magic. The spell requires the caster to possess an uncommon substance or item to
                        power its magic, beyond the normal components. This material component is determined
                        by the judge and its rarity should be indicative of the spell’s power. The object or item is
                        consumed by a successful casting.
                16      Primordial channel. Memories from before the time of Man flood the caster’s mind as
                        they take on a primitive demeanor. Every time they cast this spell, the wizard devolves
                        to sub-human tendencies for 1d4 rounds thereafter. During this time, they cannot speak
                        intelligently, cannot cast other spells, cannot use complex devices, cannot read or write, etc.

                                                                                                              Page 37
Massimiliano Mauri (Order #52297842)
                                       Table 5-2: Mercurial MaGic
          d%       Adjustment to spell effect
           17      Stolen knowledge. The formula for the spell was stolen from a powerful extraplanar being.
                   Each time the spell is cast there is a 1% chance per spell level that the being emerges to take
                   back its occult knowledge…the hard way. Roll 1d7: (1) Grand Sultan of the Efreet; (2) the
                   great Cthulhu; (3) a Grand Prince of Hell; (4) an elephant-faced godling of the Outer Dark;
                   (5) the spirit of a long dead archmage; (6) a mechanized brain from the distant future; (7) an
                   elemental prince.
           18      Vermin attractor. The spell attracts a swarm of bothersome insects to the caster’s location
                   that arrive 1d4 rounds after the spell is completed. These insects mill about the caster,
                   biting for 1 point of damage and causing the caster to suffer a -1 penalty to all saving
                   throws, initiative rolls, and spell checks for 1d10 rounds or until they take adequate
                   measures to disperse or escape the swarm.
           19      Siphon magic. Casting this spell has a 50% chance of causing the caster or another nearby
                   person to forget a spell of equal level for the day as if they had failed a spell check. If it is
                   determined that a spell caster loses a spell, there is a 3 in 4 chance it is the wizard himself
                   and a 1 in 4 chance it affects the next closest spell caster. If the affected spell caster does not
                   have a spell of the appropriate level, they take damage equal 1d6 + the spell’s level.
           20      Rush of wind. A great rush of wind occurs every time the spell is cast, originating from the
                   caster toward their target. Torches flicker and may go out (50% chance).
           21      Corrosion touch. The casting of this spell causes a randomly determined item of steel or
                   iron to corrode and pit in a 15’ radius around the caster. The item corroded by the casting
                   is always of dagger-size or larger and chosen at random. If the wizard voluntarily holds or
                   touches a metal item of the appropriate size while casting, that object is destroyed and no
                   other.
           22      Sympathetic magic. The spell requires that the caster have a personal belonging or a
                   physical piece of its target in order to function normally. The spell can be cast without this
                   sympathetic connection, but the wizard suffers a -4 penalty to their spell check.
           23      Cannibal magic. The caster suffers damage equal to 1d4+the spell’s level each time they
                   cast it, unless they are physically touching another individual willing to suffer the damage
                   in their stead. Unwilling or unknowing individuals cannot be forced to suffer for the
                   wizard.
           24      Prismatic distortion. Nearby light is distorted. Roll 1d6: (1) area within 20’ darkens to
                   shadow; (2) all light sources (torches, lanterns, etc.) within 20’ are extinguished magically;
                   (3) incandescent flash upon completion of spell; (4) all colors are drained from within 20’ of
                   wizard for 1d4 rounds; (5) light takes on a green/orange/blue/yellow hue for 1d4 rounds;
                   (6) shadows multiply from different directions, as if there were additional, invisible light
                   sources, for 1d4 rounds after completion.
           25      Terror-inducing. Casting the spell inspires terror in animals and creatures with an
                   Intelligence score of 3 or less. All such creatures within 50’ flee the caster as quickly as
                   possible for 1d14 rounds. If restrained, the animals panic, insensate to all commands. The
                   caster’s familiar, if any, is immune.
           26      Auditory feedback. Spell is always associated with unusual sounds. Roll 1d6: (1) crack of
                   thunder, (2) loud buzzing, (3) faint whispers; (4) rush of water; (5) roaring of animals; (6)
                   wailing of bereavement.
           27      No range. The spell has no range, and can only be cast by touching the target. If the spell
                   normally has a range of only touch, it can only be cast exactly 10 feet away from the target.
           28      Odd growths. Strange growths appear in immediate area whenever spell is cast. Roll 1d6:
                   (1) toadstools; (2) pools of slime; (3) flowers; (4) black fungus; (5) crystals; (6) fields of
                   wheat.




       Page 38
Massimiliano Mauri (Order #52297842)
                                       Table 5-2: Mercurial MaGic
               d%       Adjustment to spell effect
                29      Fear and loathing. The caster’s forbidden knowledge inspires fearsome antipathy in
                        intelligent beings. Friendly allies are immune, but all others are affected as follows: those of
                        half the caster’s HD or less must make a morale check or flee, those of greater HD focus all
                        their attacks on the caster.
                30      Memories of a dying god. Casting the spell accesses the memories of a dying god. The
                        caster must succeed on a DC 13 Will save or be overcome by hallucinations of a bloody
                        god-war that last 1d3 rounds. If the caster ever succeeds on the Will save with a natural
                        20, they triumph over the god and is never troubled by the hallucinations again. Once
                        dispelled, all future spell checks for this spell are made with 1d24.
                31      Unwanted attention. Casting the spell draws the attention of a powerful supernatural
                        being, who watches the wizard for 10 minutes. Roll 1d4: (1) a bloodshot eye opens on
                        the wizard’s forehead, seeing everything the wizard sees; (2) a small animal (crow, frog,
                        cat, etc.) appears and follows the wizard around; (3) the wizard and their allies feel as if
                        something huge and terrible is standing right behind them; (4) an agent of the supernatural
                        being appears and interrogates the wizard on their use of the spell.
                32      Circumstantial magic. The wizard can only cast this spell under specific environmental or
                        personal conditions. Roll 1d10 to determine the condition: (1) in the dark of night; (2) under
                        the brightness of the sun; (3) while immersed in water; (4) while intoxicated; (5) after fasting
                        for 24 hours; (6) underground; (7) during the cold of winter; (8) while naked; (9) from an
                        elevated position; (10) when reduced to 50% or less of total hit points.
                33      Hairy magic. The wizard’s head hair (hair, beard, eyebrows, ear hair, etc.) grows 1” each
                        time this spell is cast.
                34      Thunderstruck. A clap of thunder and flash of heat lightning accompanies the casting of
                        this spell, revealing the wizard’s position to all within sight of him. This likely draws both
                        attention and arrows.
                35      Joe Average. Instead of a d20, the caster rolls 2d10 for spell checks on this spell. If their
                        check die is another type, they roll two “half-dice” instead (i.e., 2d7 instead of 1d14, 2d8
                        instead of 1d16, etc.).
                36      Demonic voice. The words of the spell are in a demonic tongue unknown to mortals. A
                        demon is compelled/allowed to speak the spell through the wizard’s own throat. The
                        strain of channeling the unnatural voice leaves the wizard unable to speak for 1d4 rounds
                        after the spell has been cast.
                37      Aura of decay. The spell drains the physical form of all material of a certain type within 20
                        feet of the caster, causing it to age quickly. Roll 1d6: (1) metal tarnishes and spots of rust
                        appear on it; (2) wood dries out, becoming brittle and cracked; (3) stone becomes smooth
                        and worn, with small cracks appearing in it; (4) fabrics and leathers fray and tear; (5) food
                        and drink spoils; (6) flesh ages and all creatures within the effect age one year.
                38      Whimsical patron. The spell draws upon the wizard’s patron to succeed, but this entity’s
                        attentions are notoriously fickle. Whenever this spell is cast, roll 1d6 to determine what
                        die is used whenever this spell is cast: (1-2) d16; (3-4) d20; (5) d24; (6) d30. This d6 roll
                        supersedes the wizard’s normal action die and the dice chain.
                39      Blood sweat. Casting the spell causes blood to ooze from the wizard’s pores. No damage is
                        inflicted, but the wizard looks a gory mess. At the judge’s discretion, this may also attract
                        predators.
                40      Ravenous. The wizard becomes ravenously hungry after casting the spell. Hungry people
                        are often cranky, so the wizard suffers a -2 Personality until they are able to eat.
              41-60 No change. The spell manifests as standard.




                                                                                                             Page 39
Massimiliano Mauri (Order #52297842)
                                       Table 5-2: Mercurial MaGic
          d%       Adjustment to spell effect
           61      Loud enough for you? Due to the ineffable demands of magic, this spell must be shouted
                   when cast, effectively negating any chance of the caster remaining undetected before the
                   casting is completed.
           62      Gender bender. Casting the spell causes the wizard to temporarily transform into the
                   opposite gender. This change remains in effect for one hour per level of the spell. Recasting
                   the spell shifts the caster back into their original gender, but a failure on the spell check
                   causes the wizard to remain as the shifted gender until a full 24 hours have passed.
           63      Diurnal/nocturnal magic. The spell’s power is tied to either night or day. During the
                   ascendant period, the wizard rolls 1d24 for spell checks; during the descendent hours they
                   roll 1d16. If the wizard’s spell check does not use a 1d20, roll an appropriately higher and
                   lower die according to the dice chain.
           64      Wealful/woeful magic. Each time this spell is cast, there is a random 10%-60% chance that
                   the wizard’s Luck score is altered by its magic. If the wizard’s Luck is affected, it is either
                   raised 1d3 points (50% chance) or lowered 1d3 points (50% chance).
           65      Casting circle. The spell’s power can be amplified with the assistance of other wizards. For
                   each wizard present and willing to assist the caster, the casting wizard gets a +1 modifier to
                   their spell check. Assisting in spell casting does not require knowledge of the spell, but the
                   assistant mages can perform no other action until the spell is cast.
           66      Accidental alchemist. Each time the spell is cast, one random item within 20 feet of the
                   caster is turned to lead and another is turned to gold. Both objects probably weigh more
                   than they previously did, and the gold object is worth twice its normal cost or 1gp,
                   whichever is more.
           67      St. Gygakk’s fire. Casting this spell results in the wizard being limned by flickering
                   chartreuse fire for 1d4 rounds, granting opponents a +2 bonus to attacks against the caster.
                   It also negates any concealment and invisibility enjoyed by the caster, but does provide a
                   faint illumination to the area immediately surrounding the wizard.
           68      Mirror magic. This spell causes an eldritch echo that duplicates the wizard’s appearance
                   as if they had cast a mirror image spell with a spell check of 16-19. However, each duplicate
                   image created saps the caster of a single point of Personality until the image is dispersed.
           69      Skeletal caster. The wizard’s skin and internal organs become transparent for 1d4 rounds
                   after casting this spell, making him appear as a clothed skeleton. Although likely to be
                   mistaken as an un-dead, the wizard also enjoys a +2 bonus to their AC against missile
                   attacks.
           70      Temporal echo. Each time the wizard casts this spell, they predict the numerical result
                   of their spell check roll. If they roll this number exactly, the spell automatically re-casts
                   itself each round for 1d3 rounds. The predicted result must be a successful spell check;
                   predicting a failed result has no effect.
           71      Worms of the earth. Pale white worms crawl forth from the earth whenever the wizard
                   casts this spell, writhing in fiery agony (or unholy delight) before expiring on the open
                   ground. Easily crushed underfoot, the worms disintegrate into greasy ash after 1d6 rounds.
           72      Chain casting. Each successive casting of the spell grants a +1 bonus to wizard’s spell
                   check, up to a total bonus equal to the caster’s Int or Luck modifier (whichever is higher). If
                   the wizard casts another spell, they break the chain, resetting the modifier back to +0.
           73      Karmic casting. Before making the spell check, the wizard can choose to add or subtract
                   1d5 from the roll. If the caster adds 1d5, the next time they cast the spell they must subtract
                   1d5, and vice versa. After two castings, the karma is reset, and the wizard again gets to
                   choose what modifier to use, if any.




       Page 40
Massimiliano Mauri (Order #52297842)
                                       Table 5-2: Mercurial MaGic
               d%       Adjustment to spell effect
                74      Tide of ash. All living vegetative matter within 10’ per spell level is reduced to ash.
                        Vegetative creatures caught within this radius take 1d14 points of damage per spell level.
                        Dead vegetative matter is unaffected.
                75      Spell by proxy. The wizard can choose another person or object to deliver this spell in their
                        stead. they must first touch the proxy and then cast the spell, which does not take effect at
                        that time. The proxy releases the spell a number of rounds later equal to 1d4+the spell’s
                        level. Non-intelligent proxies automatically release the spell at this time; intelligent proxies
                        can release it at will at any point prior to the time indicated.
                76      Silenced. At their discretion, the wizard is able to cast the spell silently. They need not
                        speak, and any auditory effects of the spell can be suppressed.
                77      Call of the Outer Dark. Strange chimes scream in the air and foreign stars waver above the
                        wizard. All looking at the caster must make DC 10 Will saves or be entranced for 1d3 rounds.
                        Attacking entranced characters instantly frees them from their enchantment.
                78      Mentalism. The wizard can cast the spell using ESP alone. They need not move, speak,
                        breathe, or use any material ingredients to invoke the effects.
                79      Plague of rats. Thousands of rats, mice, moles and voles pour from the caster’s sleeves,
                        robes and pockets, scattering in every direction. Physical attacks against the caster are
                        softened by 1d4 points of damage, the blow cushioned by the squealing tide of rodents.
                80      Dimensional schism. By casting the spell, the wizard hurls himself into the warp of
                        multiple realities. 1d7+1 duplicates of the caster appear, identical in nearly every respect,
                        but each drawn from its own parallel universe. Attacks against the caster are randomly
                        assigned across the doppelgangers. The doppelgangers remain for 1 round per spell level.
                        There is a 1% chance per spell level that the original caster vanishes into one of the alternate
                        realities, replaced by a nearly identical incarnation of opposite alignment and patron.
                81      Terrible to behold. The wizard becomes fearsome when casting the spell. Roll 1d6: (1) they
                        appear to grow in size; (2) they take on a horrid expression; (3) they glow a fiery red; (4)
                        their body is shadowed while their face is brightly lit; (5) the aspect of their patron towers
                        above him; (6) the wind whirls around him.
                82      Spell killer. Casting the spell steals energy from a dying world, and any use of the spell
                        causes the death of untold thousands. Every night following a casting of the spell, the
                        wizard is haunted by dream-communications from an ancient sorcerer-king desperate to
                        save their people.
                83      Blue star. A blue, seven-pointed star flares brightly on the wizard’s forehead each time the
                        spell is cast. The star casts a circle of glaring light 25’ in diameter per spell level.
                84      Energy burst. When successfully casting this spell, the wizard is surrounded by a burst of
                        energy. Roll 1d6: (1) wreathes of flame, which do not affect the wizard but ignite flammable
                        objects within 5’ and cause 1d6 damage to melee opponents; (2) crackles of electricity,
                        which arc to the nearest enemy within 10’ and cause 1d6 damage; (3) aura of frost, which
                        causes 1d4 cold damage to everything within 10’ and automatically snuff torches and
                        lanterns in range; (4) cloud of ash, which the wizard can see through but obscures the sight
                        of all others within 5’; (5-6) instead of determining effect at time of spell acquisition, roll
                        1d4 each time the spell is cast and compare to above results.
                85      Psychic shield. In the round immediately following the casting of this spell, the wizard
                        gains a +2 bonus to their AC and any Will saves, as they are encased in a protective barrier
                        of psychic energy. It disperses the following round.
                86      Mystic twin. Casting the spell causes a fully functioning twin face to appear in the caster’s
                        chest. The face remains for 1d3 rounds. During that time, this dual face has its own 1d20
                        action die under the control of the player, with which it can speak, cast spells as the caster,
                        or spout cryptic wisdom.



                                                                                                            Page 41
Massimiliano Mauri (Order #52297842)
                                       Table 5-2: Mercurial MaGic
          d%       Adjustment to spell effect
           87      Planar blink. After casting the spell, the caster unpredictably blinks in and out of this
                   plane of existence, granting a +4 bonus to the wizard’s AC at cost of a -4 penalty to all the
                   wizard’s attacks. The effect lasts for 1 round per spell level. There is a 1% chance per spell
                   level that the wizard does not return from their involuntary jaunt across the cosmos.
           88      Rain of frogs. Casting this spell sparks a tempest of amphibians that fall in a 30’ diameter
                   centered on the caster. All within that area must make a Ref and Fort save (DC 10+caster’s
                   Int modifier). Failing the Reflex save indicates the character slips on a frog and falls prone;
                   failing the Fort save means the character has been hit by large batrachians for 1d3 points of
                   damage.
           89      Phase out. After casting this spell, the wizard shifts out of phase with the world, making
                   him invisible and invulnerable to attack but preventing him from interacting with their
                   environment. This state lasts for 1d6 rounds +1 round per level of the spell.
           90      Weatherman. Casting the spell upsets local weather patterns. Roll 1d7: (1) drought: no
                   rain or moisture falls on the land for 1d12 years; (2) bitter winter sweeps over the land for
                   1d3 years; (3) incessant rain douses the land for 1d20 weeks; (4) a freak lightning storm
                   hammers the area for 1d100 hours; (5) hurricane-like wind scours the earth for 1d7 weeks;
                   (6) a localized eclipse blots out the sun for 1d20 days; (7) no stars are seen in the sky for
                   1d100 years. The area of effect is up to the judge’s determination.
           91      Breath of life. Casting this spell imbues the caster and those around him with beneficial
                   energies. All within 15’ of the caster (both friend and foe) are healed 1d6 points of damage
                   for every level of the spell (i.e., a level 3 spell heals 3d6 damage).
           92      Gibbering allies. Chittering, mephitic, rat-sized demons scurry forth from the wizard’s
                   pockets and sleeves, scattering around him in a scratching fury. They attack enemies within
                   10’ (atk +2, 1d4 dmg) and aid the spell as appropriate before dissipating in a cloud of ash
                   after 1 minute.
           93      Greater power. The caster is allowed to roll twice for any random element of the spell
                   (duration, damage, number affected, etc.) and take whichever result they wish.
           94      Fine control. The wizard is adept at reigning in the magical energies of the spell and can
                   choose any result on the spell chart equal to or lower than the one rolled.
           95      Psychic focus. Casting this spell clears the caster’s mind and prepares him to channel further
                   energy. For 1d4 rounds after the spell is cast, the wizard receives a +4 bonus to other spell
                   checks. This effect does not stack with itself.
           96      Powerful caster. Instead of rolling as normal on a spell check, the wizard rolls a die
                   improved by one step on the dice chain (e.g., d20 becomes d24).
           97      Necrotic drain. The spell is powered by the energies of the living. The nearest creature
                   (other than the caster) takes 1d6 hp of damage per spell level. For every 2 hp lost, the spell
                   check result is increased by +1.
           98      Natural-born talent. Instead of rolling as normal on a spell check, the wizard rolls a die
                   type improved by two steps on the dice chain (e.g., if they normally roll 1d20, they now roll
                   1d30).
           99      Roll again twice.
           00      Roll again twice, but instead of rolling d%, roll 4d20 modified by the wizard’s Luck
                   adjustment (in increments of 10%).




       Page 42
Massimiliano Mauri (Order #52297842)
                                        Table 5-3: Minor corruPTion
                  d10          Result
              1 or lower       Character develops horrid pustules on their face. These pustules do not heal and
                               impose a -1 penalty to Personality.
                    2          Character’s skin on one random portion of their body appears to melt. Like wax,
                               it flows and reforms into odd puddles and shapes. This is an ongoing, constant
                               motion that itches constantly and repulses others. Determine location randomly
                               (1d6): (1) face; (2) arms; (3) legs; (4) torso; (5) hands; (6) feet.
                    3          One of the character’s legs grows 1d6”. Character now walks with an odd gait.
                    4          Eyes affected. Roll 1d4: (1) eyes glow with unearthly color; (2) eyes gain light
                               sensitivity (-1 to all rolls in daylight); (3) character gains infravision (sees heat
                               signatures at range of 100’); (4) eyes become large and unblinking, like a fish.
                    5          Character develops painful lesions on their chest and legs and open sores on
                               their hands and feet that do not heal.
                    6          Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still
                               hears normally); (3) ears enlarge and look like an elephant’s; (4) ears elongate
                               and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and
                               fold back.
                    7          Chills. Character shakes constantly and cannot remain quiet due to chattering
                               teeth.
                    8          Character’s facial appearance is permanently disfigured according to the magic
                               that was summoned. If fire magic was used, their eyebrows are scorched and
                               their skin glows red; if cold magic was used, their skin is pasty white and their
                               lips are blue. If ambiguous magic was used, their appearance grows gaunt and
                               they permanently lose 5 pounds.
                    9          Character’s hair is suffused with dark energy. Roll 1d4: (1) hair turns bone
                               white; (2) hair turns pitch black; (3) hair falls out completely; (4) hair sticks
                               straight up.
                   10+         Character passes out. They are unconscious for 1d6 hours or until awakened by
                               vigorous means.




                                                                                                           Page 43
Massimiliano Mauri (Order #52297842)
                                       Table 5-4: Major corruPTion
             d10          Result
         1 or lower       Febrile. Character slowly weakens over 1d4 months, suffering a -1 penalty to
                          Strength for each month.
               2          A duplicate of the character’s face grows on their back. It looks just like their
                          normal face. The eyes, nose, and mouth can be operated independently.
               3          Consumption. Character’s body feeds on its own mass. Character loses 2d10
                          pounds in one month and suffers a -1 penalty to Stamina.
               4          Corpulence. Character gains 6d12 pounds in one month. The weight gain
                          imposes a -1 penalty to Agility, and the character’s speed is reduced by 5’.
               6          Character’s height changes by 1d20-10 inches. There is no change in weight; the
                          character’s body grows thin and tall or short and fat.
               7          Demonic taint. Roll 1d3: (1) character’s fingers elongate into claws, and they gain
                          an attack for 1d6 damage; (2) character’s feet transform into cloven hoofs; (3)
                          character’s legs become goat-like.
               8          Character’s skin changes to an unearthly shade. Roll 1d8: (1) albino; (2) pitch
                          black; (3) clear; (4) shimmering quality; (5) deep blue; (6) malevolent yellow; (7)
                          ashen and pallid; (8) texture and color of fishy scales; (9) thick bear-like fur; (10)
                          reptilian scales.
               9          Small horns grow on the character’s forehead. This appears as a ridge-like,
                          simian forehead for the first month; then buds for the second month; goat horns
                          after the third month; and finally, bull horns after six months.
              10+         Character’s tongue forks and their nostrils narrow to slits. The character is able
                          to smell with their tongue like a snake.




       Page 44
Massimiliano Mauri (Order #52297842)
                                       Table 5-5: GreaTer corruPTion
                  d10          Result
              1 or lower       A sliver of soul energy is claimed by a demon lord. Character experiences
                               unearthly pain, suffering 3d6 damage, a permanent -2 penalty to all ability scores,
                               and an additional -2 penalty to Luck.
                    2          Decay. Character’s flesh falls off in zombie-like chunks. Character loses 1d4 hp
                               per day. Only magical healing can stave off the decay.
                    3          Character’s head becomes bestial in a painful overnight transformation. Roll
                               1d6: (1) snake; (2) goat; (3) bull; (4) rat; (5) insect; (6) fish.
                    4          Character’s limbs are replaced by suckered tentacles. One limb is replaced at
                               random each month for four months. At the end of four months, it is impossible
                               to hide the character’s inhuman nature.
                    5          Small tentacles grow around the character’s mouth and ears. The tentacles are
                               maggot-sized at first, but grow at rate of 1” per month to a mature length of 12”.
                    6          Third eye. Roll 1d4 for location: (1) middle of forehead; (2) palm of hand; (3)
                               chest; (4) back of head.
                    7          Fingers on one hand fuse while the thumb enlarges. After one week, the hand
                               has transformed into a crab claw. Character gains a natural attack for 1d6
                               damage and can no longer grasp normal weapons and objects.
                    8          Character grows a tail over 1d7 days. Roll 1d6: (1) scorpion tail that can
                               attack for 1d4 damage plus poison (DC 10 Fort save or target loses 1d4 Str
                               permanently); (2) scaly snake tail; (3) forked demon tail (grants +1 Agility); (4)
                               fleshy tail ending in a useable third hand; (5) fused cartilaginous links ending in
                               spiked stump that can attack for 1d6 damage; (6) bushy horse’s tail.
                    9          Bodily transformation. Roll 1d4: (1) character grows scales across their entire
                               body; (2) character grows gills; (3) character sprouts feathers; (4) character
                               develops webbed toes and feet.
                   10+         Character grows a beak in place of their mouth. Transformation starts as a
                               puckering of the lips that slowly turns into a full-fledged bird or squid beak
                               over the next 1d12 months. Character gains a bite attack for 1d3 damage.




                                                                                                       Page 45
Massimiliano Mauri (Order #52297842)
                              Table 5-6: Generic SPell MiSfire
            d8       Spell Misfire
             1       Nearest ally is partially transformed into an animal (Will save to resist; DC = 10 +
                     (2x spell level)). Roll 1d6 to determine body part: (1) arms; (2) legs; (3) skin; (4) head;
                     (5-6) body. Roll 1d8 for animal type: (1) chicken; (2) gorilla; (3) cow; (4) lizard; (5)
                     snake; (6) horse; (7) dragon; (8) eagle. The duration of this effect is 1d7 days. On a
                     roll of 7, re-roll as 1d7 weeks. On a second 7, re-roll as 1d7 months.
             2       Different spell effect! The wizard inadvertently channels the wrong spell energies.
                     Randomly determine a different spell of the same level. Have the wizard make a
                     spell check roll for that spell. If the spell check is a failure, nothing happens. If it is a
                     success, follow the results.
             3       Rain! But it’s not water. The wizard inadvertently causes a torrential downpour of
                     (roll 1d6): (1) flower petals; (2) garden snails; (3) cow dung; (4) rotten vegetables; (5)
                     iron ingots; (6) snakes (5% chance they are poisonous).
             4       Explosion centered on nearest creature! That creature takes 1d3 damage per spell
                     level.
             5       Transformation! One randomly determined creature among the six closest is
                     transformed into (roll 1d6): (1) stone; (2) crystal; (3) earth; (4) iron; (5) water; (6)
                     fire. (Will save to resist, DC = 10 + (2x spell level)). There is a 10% chance the
                     transformation is permanent; otherwise, the creature returns to normal in 1d7 days.
             6       Inadvertent corruption! Roll d12+5 on the minor corruption table and apply the
                     result to one randomly determined creature among the six closest (no Will save to
                     resist).
             7       Fireworks! Brilliant colored lights explode all around the caster, creating thundering
                     booms. This effect deals no damage but draws attention to the caster.
             8       Cloud of ash! Everyone within 20’ of the caster is coated in fine ash.




       Page 46
Massimiliano Mauri (Order #52297842)
                                       Page 47
Massimiliano Mauri (Order #52297842)
                                       Table 5-7: diSaPProval
            Roll        Disapproval
              1         The cleric must atone for their sins. They must do nothing but utter chants and
                        intonations for the next 10 minutes, starting as soon as they are able (i.e., if they
                        are in combat, they can wait until the danger is over).
              2         The cleric must pray for forgiveness immediately. They must spend at least one
                        hour in prayer, beginning as soon as they are able (i.e., if they are in combat, they
                        can wait until the danger is over). Failure to finish the full hour of prayers within
                        the next 120 minutes is looked upon unfavorably; they incur a -1 penalty to all
                        spell checks until they complete the full hour.
              3         The cleric must increase their god’s power by recruiting a new follower. If they
                        do not convert one new follower to their deity’s worship by the next sunrise, they
                        take a -1 penalty to all checks on the following day. This penalty resets after 24
                        hours.
              4         The cleric immediately incurs an additional -1 penalty to all spell checks that lasts
                        until the next day.
              5         The cleric must undergo the test of humility. For the remainder of the day,
                        they must defer to all other characters and creatures as if they were their
                        superiors. Failure (at the discretion of the judge) means they immediately lose all
                        spellcasting ability (including healing and laying on hands) for the remainder of
                        the day.
              6         The cleric incurs an immediate -1 penalty to all attempts to lay on hands until
                        they go on a quest to heal the crippled. This quest is of their own design, but
                        generally speaking must result in significant aid to the crippled, blind, lamed,
                        sickly, etc. Once the quest is completed, the deity revokes the penalty. While the
                        penalty remains, it applies to all attempts to lay on hands, even if the “normal”
                        disapproval range has been reduced back to a natural 1.
              7         The cleric must endure a test of faith. They gain an illness that costs them 1 point
                        each of Strength, Agility, and Stamina. The ability score loss heals at the normal
                        rate of 1 point per day. The cleric may not use magic to heal the loss. If the cleric
                        endures the test to the satisfaction of the deity, they retain their magical abilities.
                        If not (judge’s discretion), their disapproval range immediately increases by
                        another point.
              8         The cleric immediately incurs a -4 penalty to spell checks on the specific spell that
                        resulted in disapproval (including laying on hands and turning unholy, if those
                        were the acts that produced disapproval). This lasts until the next day.
              9         The cleric immediately incurs an additional -2 penalty to all spell checks that lasts
                        until the next day.
              10        The cleric loses access to one randomly determined level 1 spell. This spell cannot
                        be cast until the next day.
              11        The cleric is ordered by their deity to meditate on their faith and come to a better
                        understanding of what they have done to earn disapproval. The cleric incurs an
                        immediate and permanent -2 penalty to all spell checks. The only way to lift this
                        penalty is for the cleric to meditate. For every full day of meditation, the cleric can
                        make a DC 15 Will save. Success means the spell check penalties are removed.




       Page 48
Massimiliano Mauri (Order #52297842)
                                           Table 5-7: diSaPProval
                 Roll        Disapproval
                   12        The cleric is temporarily disowned by their deity. For the rest of the day, the
                             character cannot accumulate XP and may not gain class levels as a cleric. After
                             the time period expires, the character begins to accumulate XP again as normal
                             but does not accrue “back pay” (so to speak) for XP missed while they were
                             disowned.
                   13        The cleric loses access to two randomly determined level 1 spells. These spells
                             cannot be cast until the next day.
                   14        The cleric’s deity wishes to test whether the cleric is a man of the faith or a
                             man of the flesh. Calculate the cleric’s total net worth in gold pieces. The cleric
                             immediately incurs a permanent -4 penalty to all spell checks. The only way
                             to remove this penalty is for the cleric to sacrifice their material possessions.
                             For every 10% of their net worth sacrificed to the deity, one point of penalty is
                             removed. Or, in other words, sacrificing 40% of what they own will return the
                             cleric to a normal spell check penalty. A sacrifice can be destruction, consecration,
                             donation, transformation into a temple or statue, etc.
                   15        The deity is not forgiving on this day. When the cleric rests for the night, they do
                             not “reset” their disapproval range at the next morning – it carries over from this
                             day to the next. The disapproval ranged resets as normal on the following day.
                   16        Cleric is temporarily barred from using their lay on hands ability. The deity will
                             not grant healing powers for the next 1d4 days. After that time, the cleric regains
                             the use of their healing abilities.
                   17        The cleric loses access to 1d4+1 spells, randomly determined from all the
                             character knows. These spells cannot be cast for the next 24 hours.
                   18        Cleric is temporarily unable to turn unholy creatures. The cleric regains the
                             ability after 1d4 days.
                   19        The cleric is stained with the mark of the unfaithful. This physical mark appears
                             like a brand, tattoo, or birthmark, with the symbol determined by the cleric’s
                             faith. The symbol is automatically visible to all worshippers of the cleric’s
                             faith, even through clothing, but may be invisible to others. To all who see and
                             comment on the mark, the cleric must explain their sin and describe what they
                             are doing as penance. If they continue to sustain their faith for a week while
                             retaining the mark, it disappears.
                  20+        The cleric’s ability to lay on hands is restricted. The ability works only once per
                             day per creature healed – no single character can be healed more than once per
                             day. After 24 hours, the ability’s use reverts to normal.




                                                                                                       Page 49
Massimiliano Mauri (Order #52297842)
               Table 5-8: Wizard SPellS (WiTh PaGe nuMber)
                 1st Level             2nd Level            3rd Level             4th Level             5th Level

           1     Animal                Arcane Affinity      Binding* 270          Control Fire 238      Hepsoj’s Fecund
                 Summoning 129         162                                                              Fungi 247

           2     Cantrip 130           Detect Evil* 259     Breathe Life 202      Control Ice 239       Lokerimon’s
                                                                                                        Unrring Hunter 249

           3     Charm Person          Detect Invisible     Consult Spirit        Lokerimon’s Orderly   Magic Bulwark 251
                 131                   165                  204                   Assistance 241

           4     Chill Touch           Esp 166              Demon                 Polymorph 243         Mind Purge 252
                 133                                        Summoning 206

           5     Choking Cloud         Fire Resistance      Dispel Magic          Transmute Earth       Replication 253
                 134                   169                  208                   244

           6     Color Spray           Forget 170           Eldritch Hound 211 Wizard Sense 245
                 135

           7     Comprehend            Invisibility         Emirikol’s Entropic
                 Languages 136         172                  Maelstrom 213

           8     Detect Magic*         Invisible            Eternal Champion
                 260                   Companion 173        214

           9     Ekim’s Mystical       Knock 175            Fireball 216
                 Mask 137

          10     Enlarge 139           Levitate 176         Fly 217


          11     Feather Fall 140      Locate Object        Gust Of Wind 219
                                       178

          12     Find Familiar 141     Magic Mouth          Haste 221
                                       180

          13     Flaming Hands         Mirror Image         Lightning Bolt 222
                 142                   182

          14     Force Manipulation    Monster              Make Potion 223
                 143                   Summoning 184

          15     Invoke Patron**       Nythuul’s            Paralysis* 264
                 144                   Porcupine Coat 186

          16     Magic Missile         Phantasm 187         Planar Step 225
                 144

          17     Magic Shield 146      Ray of               Runic Alphabet,
                                       Enfeeblement 190     Fey 227

          18     Mending 147           Scare 191            Slow 228


          19     Patron Bond** 148     Scorching Ray        Sword Magic 229
                                       192

          20     Read Magic 152        Shatter 193          Transference 232


          21     Ropework 153          Spider Web 196       Turn to Stone 233


          22     Runic Alphabet,       Strength 198         Water Breathing
                 Mortal 154                                 235




       Page 50
Massimiliano Mauri (Order #52297842)
                     Table 5-8: Wizard SPellS (WiTh PaGe nuMber)
                      1st Level             2nd Level             3rd Level             4th Level              5th Level

                23    Sleep 155             Wizard Staff 199      Write Magic 236


                24    Spider Climb 156      (Patron Spell)***     (Patron Spell)***


                25    Ventriloquism 158


                26    Ward Portal 160


                27    (Patron Spell)***



             * As per cleric spell of same name. If the wizard version of the spell is a different level, the wizard receives a -2
             penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell;
             therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural
             1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate.
             ** If either patron bond or invoke patron is rolled, the wizard receives both of these spells, but they count as only
             one spell slot.
             *** Ignore this result if the wizard does not have the spell patron bond. If the wizard has that spell, they also
             gain the appropriate patron spell. Consult your judge for more information.




                                                                                                                     Page 51
Massimiliano Mauri (Order #52297842)
                     Table 5-9: cleric SPellS (WiTh PaGe nuMber)
                 1st Level             2nd Level           3rd Level          4th Level           5th Level

           1     Blessing 255          Banish 269          Animate Dead       Affliction of The   Righteous Fire
                                                           285                Gods 295            301

           2     Darkness 258          Binding 270         Bolt From the      Cause Earthquake    Weather Control
                                                           Blue 287           296                 302

           3     Detect Evil 259       Cure Paralysis      Exorcise 288       Sanctify /          Whirling Doom
                                       272                                    Desecrate 298       303

           4     Detect Magic 260      Curse 273           Remove Curse       Vermin Blight
                                                           289                300

           5     Food of the Gods      Divine Symbol       Speak with the
                 262                   275                 Dead 290

           6     Holy Sanctuary        Lotus Stare 276     Spiritual Weapon
                 263                                       291

           7     Paralysis 264         Neutralize Poison   True Name 293
                                       or Disease 277

           8     Protection From       Restore Vitality
                 Evil 265              278

           9     Resist Cold or        Snake Charm 280
                 Heat 266

          10     Second Sight 267      Stinging Stone
                                       282

          11     Word of               Wood wyrding
                 command 268           284




       Page 52
Massimiliano Mauri (Order #52297842)
                    Table 5-10: PaTron SPellS (WiTh PaGe nuMber)
                                       Invoke Patron
              Patron                                 1st Level          2nd Level           3rd Level
                                       results
              Bobugbubilz              Page 322      Tadpole            Glorious Mire 326   Bottomfeeder
                                                     transformation                         Bond 328
                                                     325
              Azi Dahaka               Page 330      Snake Trick 333    Kith of the Hydra   Reap the
                                                                        334                 Whirlwind 335
              Sezrekan                 Page 336      Sequester 339      Shield Maiden       Phylactery of
                                                                        340                 the Soul 341
              The King of              Page 342      Forest Walk 345    Warhorn of          The Dreaming
              Elfland                                                   Elfland 346         347
              The Three Fates          Page 348      Blade of Atropos   Curse of Moirae     Warp & Weft 353
                                                     351                352
              Yddgrrl, the             Page 354      N/A                N/A                 N/A
              World Root
              Obitue-Que               Page 355      N/A                N/A                 N/A
              Ithha, Prince of         Page 356      N/A                N/A                 N/A
              Elemental Wind




                                                                                                  Page 53
Massimiliano Mauri (Order #52297842)
                              Table 7-8: divine aid check dcS
           DC 10       Very simple cantrips: light a candle, levitate a pebble, vanish a feather, sound a
                       tweet.
           DC 12       DC 12: Minor mechanical effects (lift a latch), visual effects (lantern-like lights at a
                       distance), or auditory effects (sound of footsteps); bless a course of action (+1 to +2
                       modifier to some roll for short duration); simple persuasions (induce suspicious or
                       friendly tendencies in a single human).
           DC 14       More complex physical or sensory effects (unlock a normal door or untie a rope;
                       cause a mirror image to appear); stronger blessings (+4 to some action or affect
                       more people); simple summoning (physical objects such as a weapon).
           DC 16       Incredible physical acts (leap a gaping chasm, lift a boulder); impressive
                       persuasion (amplify a voice to motivate an army); summon living aid (send divine
                       warriors to aid a charge); smite an enemy (Will save or enemy suffers significant
                       damage or ability score loss).
           DC 18       Acts of clear divine intervention: affect the weather (draw down a lightning strike,
                       dismiss storm clouds, summon a cyclone); superhuman feats of strength (topple a
                       pyramid, smash a giant statue into a thousand pieces); incredible magical displays
                       (control a swirling column of fire, split into a hundred mirror images).
           DC 20       And so on. Higher-level acts are at the discretion of the judge.




       Page 54
Massimiliano Mauri (Order #52297842)
                                       Page 55
Massimiliano Mauri (Order #52297842)
                      Table 9-10: MonSTer criTical hiT MaTriX
         Monster HD                            Crit Table and Die by Monster Type

                               Humanoids
                                                   Dragons       Demons   Giants   Un-dead   All Other
                               w/ Weapons*
            Less than 1        III/d4              DR/d4         DN/d3    –        U/d4      M/d4
                  1            III/d6              DR/d6         DN/d4    –        U/d6      M/d6
                  2            III/d8              DR/d8         DN/d4    –        U/d6      M/d8
                  3            III/d8              DR/d10        DN/d4    –        U/d8      M/d8
                  4            III/d10             DR/d12        DN/d4    G/d4     U/d8      M/d10
                  5            III/d10             DR/d14        DN/d6    G/d4     U/d10     M/d10
                  6            IV/d12              DR/d16        DN/d6    G/d4     U/d10     M/d12
                  7            IV/d12              DR/d20        DN/d8    G/d4     U/d12     M/d12
                  8            IV/d14              DR/d20        DN/d8    G/d4     U/d12     M/d14
                  9            IV/d14              DR/d24        DN/d10   G/d4     U/d14     M/d14
                 10            IV/d16              DR/d24        DN/d10   G/d4     U/d14     M/d16
                 11            V/d16               DR/2d14       DN/d12   G/d4     U/d16     M/d16
                 12            V/d20               DR/2d14       DN/d12   G/d6     U/d16     M/d20
                 13            V/d20               DR/d30        DN/d14   G/d6     U/d20     M/d20
                 14            V/2d10              DR/d30        DN/d14   G/d7     U/d20     M/d20
                 15            V/2d10              DR/2d16       DN/d16   G/d7     U/d24     M/d20
                 16            V/2d12              DR/2d16       DN/d16   G/d8     U/d24     M/d24
                 17            V/2d12              DR/2d20       DN/d20   G/d8     U/d30     M/d24
                 18            V/2d14              DR/2d20       DN/d20   G/d10    U/d30     M/d24
                 19            V/2d14              DR/3d20       DN/d24   G/d10    U/d30     M/d30
                 20            V/3d10              DR/3d20       DN/d24   G/d12    U/d30     M/d30
                21+            V/3d10              DR/4d20       DN/d30   G/d12    U/d30     M/d30
        * Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.




       Page 56
Massimiliano Mauri (Order #52297842)
                                          criT Table dr: draGonS
               Roll      Result
                1 or     Dragon rakes target with its spiny hide. This attack inflicts +1d6 damage.
                less
                  2      Dragon crushes PC’s head between its jaws! The PC is stunned and falls to the bottom of the
                         initiative count for remainder of battle.
                  3      Dragon smashes the PC’s legs, knocking the PC prone. The character suffers -5’ speed until
                         healed.
                  4      Dragon targets the character’s weapon. The character takes half damage, but must make an
                         opposed Strength check against the dragon. Treat dragon as Strength equal to 10 + HD. If the
                         check fails, dragon grabs weapon and hurls it 3d10x10’ feet away.
                  5      Blow to shield arm! Normal damage and the shield is destroyed. If no shield, this attack inflicts
                         +1d6 damage.
                  6      Scale, tooth, or claw lodged in the PC’s chest! This attack inflicts +2d6 damage, plus an
                         additional 1d6 damage next round.
                  7      Breath weapon splash! Spittle laced with dragon’s breath weapon causes an additional 1d8
                         damage and any other side effects of breath weapon (poison, sleep, etc.) if appropriate.
                  8      Arm ripped from socket! Dragon hurls the arm away. This attack inflicts +1d12 damage, and the
                         arm is forever useless unless recovered and magically healed.
                  9      Tail-sling! Dragon wraps its tail around the PC and slingshots them into the distance. The
                         character is flung 3d6x10’ away in a random direction. If a wall or other obstruction is in the
                         way, the character slams into it. The PC takes normal damage from the blow plus an additional
                         1d4 damage per 30’ (or portion thereof) they are thrown, plus an additional 1d6 if they hit a wall
                         or obstruction.
                 10      Combination strike! Normal damage and the dragon follows up with a second attack of same
                         type.
                 11      Claw through the throat! The PC can’t speak until healed and spends the next round struggling
                         to breathe (unable to act).
                 12      Dragon targets the PC’s kneecap. PC’s movement cut by half and this attack inflicts +1d10
                         damage.
                 13      Awe-inspiring blow! This attack inflicts +1d12 damage, and all nearby retainers and henchmen
                         are forced to make a morale check. Additionally, PCs must make a Will save (vs. DC of 10 +
                         dragon’s HD) or take a -2 penalty to their remaining attacks this round.
                 14      Breath weapon combo attack! Dragon unleashes a tiny fraction of its power against the
                         character. This does not count against its daily breath weapon use. The PC takes normal damage
                         plus a breath weapon strike at half normal damage—in most cases this means half damage on a
                         failed save and quarter damage on a save.
                 15      Dragon spears the PC with one of its leg spines, then moves away. The PC flails about trying
                         to free themself from impalement. This attack inflicts +2d12 damage, and the PC can only free
                         themself with a DC 16 Agility check. The PC can take no actions until freed, and moves with the
                         dragon while impaled.
                 16      Dragon finishes its strike with a mighty head-butt! The character is sent flying 2d4x10’ away
                         from the dragon and takes an additional +3d6 damage from the head-butt and subsequent fall.
                 17      Dragon bends back the PC’s leg in a way it was never meant to, snapping the leg in half. The
                         character’s movement is reduced by half, and they take an extra 2d6 damage.
                 18      Dragon pins the character down with one claw before slashing with another. Dragon inflicts
                         +1d6 damage and gets a bonus claw attack at +4 to hit.
                 19      Rag doll smash! Dragon locks onto the character’s ankle, swings them up, and smashes him to
                         the ground head-first. This attack inflicts +1d16 damage, and the PC must make a Fort save (DC
                         15 + HD) or fall unconscious.




                                                                                                               Page 57
Massimiliano Mauri (Order #52297842)
                                       criT Table dr: draGonS
          Roll      Result
            20      Dragon’s spines pierce the character in 1d7 places. Long, sharp, lance-like dragon scales emerge
                    from the character’s back, piercing multiple important organs. The character takes double
                    damage, and if they survive, they are automatically reduced to 1 Strength and 1 Agility as their
                    organs fail one by one. However, the character is now stuck to the dragon (its head, claw, wing,
                    or whatever part the dragon attacked with). The dragon must spend its next attack with that
                    limb prying off the bleeding PC before it can use that attack mode again. Once the PC is pried
                    off, they take 1d8 damage per round from massive hemorrhaging. Only magical healing can
                    arrest the bleeding and prevent death
            21      Dragon hooks the PC with its wing and does a lift-and-smash. The character takes an additional
                    +2d8 damage and is automatically stunned for 1d4 rounds
            22      Dragon captures the PC with its tail and begins constricting like an anaconda. The PC
                    automatically takes an extra 1d8 crushing damage. Additionally, the PC is held in place and
                    begins suffocating. The character must make a Fort save each round thereafter (DC equals 10
                    + dragon’s HD) or die of suffocation. The PC cannot escape (or move in any way) until they
                    succeed on an opposed Strength check (treat dragon as 10 + HD). The dragon cannot use its tail
                    to attack while holding PC.
            23      Dragon uses one claw to hold down the PC while it rips their limbs off with the other. The
                    character loses 1d3+1 limbs, taking an extra 1d14 damage for each limb lost. The result is
                    probably a paraplegic or quadriplegic PC. The dragon proceeds to swallow the limbs. Limbs can
                    only be restored if they are recovered from the dragon’s gullet and then magically reattached.
            24      Dragon embeds its claw/tooth/spine in the PC and shreds the character’s internal organs. The
                    character takes an additional 1d16 damage and is pinned in place, unable to take any action.
                    On the following round, the dragon finishes this attack by ripping out the character’s guts. The
                    character is disemboweled. The character automatically dies in 1d4 rounds as they bleed out.
                    The dragon proceeds to hurl the character’s internal organs at another opponent, forcing a DC
                    20 morale check.
            25      With staggering precision, the dragon plucks out both the character’s eyes in a single strike. The
                    character takes no additional damage but is permanently blinded. The dragon flings the eyeballs
                    back at the PC, who, in their now-sightless state, fails to see them go rolling out of reach.
            26      The dragon swallows the character whole in a single massive bite. The character takes normal
                    damage and is now trapped in the dragon’s gullet. The character automatically takes an
                    additional 3d8 damage each round thereafter from suffocation, constriction, and stomach acids.
                    If the character succeeds in a DC 22 Strength check they can force their hands to move against
                    the crushing strength of the dragon’s stomach, allowing an attack of some kind (e.g., drawing a
                    dagger to try to cut their way out), but they cannot be freed until the dragon is killed and they
                    are cut out.
            27      The dragon’s razor-sharp talons (or teeth or spines, as appropriate) slash the character in perfect
                    synchronicity, rendering the character’s body into equal thirds. Instant death!
            28      Practicing a difficult draconic maneuver, the dragon executes a “reverse breath weapon,”
                    breathing out in a short burst then immediately inhaling. This focused attack does not count
                    against the dragon’s daily breath weapon use. The PC takes normal damage, plus a full breath
                    weapon hit (with a normal save allowed). There is no area of effect, as the dragon immediately
                    cuts off the breath weapon after a micro-second of attack.
            29      The dragon pins the character down, cracks their rib cage open, reaches into their chest cavity,
                    and rips out their heart. The character dies instantly. Brandishing the heart as a bludgeoning
                    weapon, the dragon then makes one free claw attack against the nearest ally of the PC,
                    splattering the character’s heart on the ally
           30+      The dragon explodes the character’s head into splinters with an incredible blow, causing instant
                    death. Everyone who witnesses the attack must make a morale check vs. DC 25 or flee (for
                    retainers) or remain stunned and motionless on their next round (for PCs). The dragon makes a
                    free claw attack against the nearest PC, and may continue making additional claw attacks until
                    it misses.




       Page 58
Massimiliano Mauri (Order #52297842)
                                criT Table dn: devilS and deMonS
                 Roll    Result
                 1 or    Piercing blow. The character takes an additional 1d8 damage.
                 less
                  2      Life burn. The character permanently loses an additional 2 hit points.
                  3      Head strike. The character takes an additional 1d10 damage.
                  4      Major life burn. The character permanently loses an additional 4 hit points.
                  5      Corruption. Character takes on corruption, similar to a wizard casting spells. Roll 1d10 on
                         a corruption table. If the demon has 5 HD or less, use the minor corruption table; if 6-10
                         HD, use the major corruption table; if 11+ HD, use the greater corruption table.
                  6      Aging. The character ages 1d10 years instantly. If cumulative aging from this and other
                         effects exceeds 20 years, the character suffers a -1 penalty to all physical ability scores.
                  7      Infernal weakening I. The PC loses 1d4 points of ability score for one week. Determine
                         randomly: (roll 1d5) (1) Strength; (2) Agility; (3) Stamina; (4) Intelligence; (5) Personality.
                  8      Soul wound. The character loses 1 XP from the soul-burning touch of the demon.
                  9      Soul trade. The character’s soul is swapped with that of a soul already owned by the
                         demon. The demon takes possession of the character’s soul while their body is now
                         controlled by another life force. The character’s physical stats remain unchanged, but
                         re-roll the character’s new Intelligence, Personality, and Luck with 3d6. The character
                         loses all their normal memories and takes on the memories of the soul now in their body,
                         including its most recent memories of infernal brimstone. They retain their class abilities
                         and other training, but their new mental statistics may change the skill with which they
                         use their abilities. The character can recover their stolen soul only by journeying to the
                         demon’s home plane and recovering it. The judge is encouraged to come up with a new
                         history for the soul now in their body.
                  10     Double corruption! The PC takes on corruption twice, similar to a wizard casting spells.
                         Roll 1d10 twice on a corruption table. If the demon has 5 HD or less, use the minor
                         corruption table; if 6-10 HD, use the major corruption table; if 11+ HD, use the greater
                         corruption table.
                  11     Infernal weakening II. The PC loses 1 point of one ability score permanently. Determine
                         randomly: (roll 1d5) (1) Strength; (2) Agility; (3) Stamina; (4) Intelligence; (5) Personality.
                  12     Luck burn. The touch of the demon brings bad luck upon the character! They lose 1 point
                         of Luck. A halfling or thief can recover this loss through normal class means.
                  13     Severe soul wound. The character loses 3 XP from the demon’s soul-searing touch.
                  14     Astral drift. The character’s soul is sent adrift on the astral plane! The character drops to
                         the ground, catatonic, and cannot be revived until their soul is located and returned to
                         their body.
                  15     Confinement. The demon’s strike breaks the magic bonds holding it on this plane and
                         confines the character to the demon’s current location. The character sees a burning
                         circle of flame appear around them, sputtering black with dark energy. The circle is
                         approximately 5 feet in diameter and traps the character within. It is considered powerful
                         magic (treat as spell check 25 to dispel). The character cannot pass through it by any
                         means until it is dispelled or the character is freed or “banished” back to their native free
                         state. The demon, on the other hand, is now freed from any confinement or banishment to
                         this plane and can return to its home plane at will.
                 16+     Banishment. The demon’s strike banishes the character to the demon’s home plane!
                         The character vanishes from sight as they are instantly transported back to the demon’s
                         home. For all intents and purposes, the character is out of the game unless their allies
                         immediately follow to save them

             .

                                                                                                             Page 59
Massimiliano Mauri (Order #52297842)
                                        criT Table G: GianTS
          Roll      Result
           1 or     Crushing blow. This attack inflicts +1d8 damage, and the character’s spine is
           less     compressed. The PC permanently loses 1d6” of height.
             2      Broken arm. This attack inflicts +1d10 damage and one arm is crippled. The
                    character suffers permanent loss of 1 Strength (arm never heals back to original
                    position properly), and the arm cannot be used until healed.
             3      Broken leg. This attack inflicts +1d10 damage and one leg is crippled. The PC suffers
                    permanent loss of 5’ of speed (leg never heals properly) and moves at half speed
                    until healed.
             4      Crushed chest. This attack inflicts +1d12 damage and chest is caved in. Until
                    completely healed, any sort of exertion (including combat, running, swimming,
                    jumping, etc.) requires DC 6 Fort save. Failure indicates permanent loss of 1 Stamina
                    (due to several organ damage; e.g., heart attack, lung failure, etc.).
             5      Flattened. The PC is literally flattened into the ground by the sheer force of the
                    blow, with multiple broken bones and several shattered ribs. The character takes an
                    additional 1d12 damage and permanently loses 1 Stamina.
             6      Ricochet blow. The giant’s staggering attack sends the target hurling through the air
                    up to 3d30’ to collide with another victim (randomly determined). Both the original
                    target and the secondary target take 1d10 damage from the collision (in addition to
                    the giant’s normal damage against the first target).
             7      Colossal head strike. This attack inflicts +2d6 damage and the PC permanently loses
                    1 point of Intelligence. In addition, there is a 25% chance the character forgets the last
                    24 hours of their life.
             8      Weapon smash. The giant’s massive blow causes an additional 1d8 damage and
                    splinters the character’s weapons and equipment. The PC’s weapons and equipment
                    each have a 50% chance of being destroyed; roll for each item: armor is busted loose
                    (straps broken and plates dented), shields are shattered, weapons splintered or
                    cracked, etc. Magic items are destroyed only 10% of the time instead of 50%.
             9      Sweeping blow. The giant’s strike bowls over the character, and they take an extra
                    1d8 damage and are knocked prone (must spend their next activation to stand).
                    In addition, the giant can make another attack as long as it is directed against a
                    different target, who must be within melee range and adjacent to the first target. If
                    this second attack hits, the giant can attack another target, up to five in total, as it
                    sweeps through its opponents.
            10      Legs crushed into ground. The giant’s blow hits the PC square on the head, driving
                    them into the earth like a nail into a board. The character takes an additional 2d8
                    damage, and both their legs are broken as they are propelled 1d4 feet into the earth
                    (reduced to 1d4 inches if surface is stone). The character suffers a permanent loss of
                    10’ of speed and 1 Agility (legs never heal properly) and is temporarily reduced to a
                    speed of 1’ (yes, one foot per round) until their two broken legs are healed.
            11      Roll again twice.
           12+      Roll again three times.




       Page 60
Massimiliano Mauri (Order #52297842)
                                            criT Table u: un-dead
               Roll      Result
                1 or     Unnatural boils sprout spontaneously around the wound. These are extremely painful to the
                less     touch, and automatically inflict 1 point of damage in any round where the character exerts
                         themself physically (such as running, jumping, and fighting). The boils can only be healed with
                         magical healing.
                  2      The cold touch of un-death spreads across the wound. This attack inflicts +1d4 damage and the
                         PC gets the chills, chattering their teeth noisily until magically healed.
                  3      The numbness of death spreads around the wounded area. This attack inflicts +1d4 damage
                         and the PC slowly loses sensation. On the next round, they must make a Fort save against DC
                         2. Failure means they are paralyzed. This first save is easy, but they must make another save
                         against DC 3 on the next round, then against DC 4, then DC 5, and so on. If they make every
                         save to DC 20, they shake off the numbness and is unaffected. If a single save is failed, the PC
                         is paralyzed—he is insensitive to any sensation and completely numb and unable to move. The
                         paralysis can be cured by any magical healing.
                  4      The horrifying visage of life after death infects the PC’s thoughts as the un-dead leers into their
                         eyes with its attack. The PC must make a DC 15 Fort save or be shaken and unable to move or
                         attack for the next 1d4 rounds.
                  5      The character is cursed from beyond the grave! Depending on their actions and the intelligence
                         of the un-dead creature, the curse may have specific terms associated with the wishes of the
                         un-dead (judge’s discretion; see Appendix C). Alternately, the curse causes a -1 penalty to Luck
                         and all dice rolls until lifted.
                  6      The wound blackens immediately and a horrid infection from beyond the grave begins to
                         spread. The character must make a DC 10 Fort save or temporarily lose 1d4 Stamina. The
                         infection continues to attack each day, forcing another DC 10 Fort save each morning (failure
                         results in the loss of another 1d4 Stamina) until the infection is magically expunged. The
                         character does not heal while infected.
                  7      Supernatural frost spreads out from the wound in a lacy web, causing an additional 1d8
                         damage and intense pain. The frost dissipates on the next round but until the next full moon,
                         the PC takes an extra 1 point of damage from all cold-based attacks.
                  8      Necrotic energies leap from the un-dead in a sizzling flash, enervating the character. The PC
                         loses 2d4 Stamina temporarily.
                  9      Faced with the very real prospect of unnatural un-death, the PC becomes unhinged. They
                         immediately lose 1d4 Personality and go temporarily insane, behaving erratically and
                         strangely until the next new moon. The controlling player must make a percentile roll before
                         any action, and on 01-10 the character makes an insane action (as determined by the judge)
                         instead of what was intended. On 11-00 the intended action occurs.
                 10      The visage of rotting un-death brings the horror of the grave to the character’s thoughts. They
                         must make a DC 16 Fort save or be shaken with fear, unable to attack or do anything except
                         quake in fear for 1d4 rounds.
                 11      Strange electrical sparks leap from the attacking un-dead, causing an additional 1d10 damage.
                 12      The attack is imbued with some unnatural remnant of un-dead slumber. The character must
                         make a DC 16 Fort save or fall asleep, instantly and deeply. They will not awaken for 1d7
                         hours or until shaken violently.
                 13      The attack is infused with powerful necromantic energies which cause the character’s skin
                         to flake and rot! Their flesh begins to fall off in large chunks, exposing the muscle and
                         bone below. This is extremely painful and debilitating. The character loses an extra 1d8 hit
                         points and 1 point of Personality immediately and again every morning thereafter as their
                         flesh slowly rots. They die when their Personality reaches 0. The rot can be arrested only by
                         powerful magical healing.
                 14      The strike of un-death saps the PC’s energy. The character temporarily loses 1d4 Strength and
                         must make a DC 12 Fort save or lose an additional 1d4 Strength.




                                                                                                               Page 61
Massimiliano Mauri (Order #52297842)
                                          criT Table u: un-dead
          Roll      Result
            15      Strange spectral energies arc to the PC’s body, making them temporarily incorporeal for 1d4
                    rounds. The PC cannot grasp physical objects. They cannot speak, make noise, attack, or be
                    seen in bright light. They can fly at their normal movement rate and can pass through solid
                    objects at half speed. They are considered un-dead while incorporeal. There is a 1% chance the
                    transition is permanent.
            16      A disgusting grave rot immediately spreads around the wound, causing an additional 2d6
                    damage and forcing a DC 16 Fort save. Failure on the save causes an additional temporary loss
                    of 1d4 Stamina. The rot gets progressively worse until magically cured, forcing another save
                    each morning against the loss of another 1d4 Stamina.
            17      The brief brush with death affects the PCs’ memory. They lose all memory of the last 24 hours
                    and must make a DC 16 Fort save or also lose memories of the past 1d7 days.
            18      The blow smashes against the PC’s temple and gives them a glimpse of their own death
                    sometime in the future. This brush with death paralyzes the PC with fear for 1d6 rounds.
            19      The wound immediately turns a deep yellow color and a dizzying madness infects the
                    character. They temporarily lose 1d6 Intelligence and 1d6 Personality.
            20      The wound takes the shape of an unholy mark. The character takes an additional 1d6 damage
                    and is marked. Un-dead creatures are attracted to the PC from miles around. They cannot hide
                    from un-dead, and they relentlessly hound them. The mark can only be removed by a blessing,
                    holy cleansing, exorcism, or the like.
            21      The character’s soul is scarred by un-death. They permanently lose 1 point of Luck.
            22      The wound erupts in a disgusting infestation of maggots. They cause an additional 2d6
                    damage plus an ongoing 1d6 damage per round until the wound is healed via magical means.
            23      The un-dead’s intensely concentrated aura of unholiness infects the PC with an unholy aura.
                    Any magical blessings or similar effects are automatically cancelled, and the character takes
                    1d4 points of temporary Personality loss.
            24      Grave rot! The wound bubbles and festers like a thing not from this earth. The rot causes an
                    additional 1d12 damage and 1d6 Strength loss immediately, and the wound will not heal
                    naturally. The damage and Strength loss can only be recovered via magical healing.
            25      In a supernatural display, flesh melts away from the wound, revealing the bones beneath and
                    causing an additional 1d6 damage and 1 point of Stamina loss. Each round thereafter, the
                    radius of melted flesh expands, causing an additional 1d6 damage and 1 point of Stamina loss.
                    The melting flesh continues to expand until the PC dies. It can only be suspended via magical
                    healing with a spell check of 20 or greater.
            26      Death rattle! The stench of un-death chokes the character, who collapses in a fit of gagging
                    that slowly begins to suffocate them. They must make a DC 20 Fort save or lose 1d4 points of
                    Stamina. If they fail the Fort save, they must make another save on the next round. If that fails,
                    they take additional Stamina damage and must make another save. The pattern continues until
                    they make a save or die.
            27      The un-dead creature sucks life force from the character. The PC takes an additional 1d20
                    damage, and the un-dead creature heals that same amount (not to exceed its original total hit
                    points).
            28      The wizening. The character immediately ages 1d20 years. If the result is 15 or more, they
                    permanently lose 1 point of Strength, Agility, and Stamina as their body weakens.
            29      The end is always dust: the wounded area crumbles to dust, inflicting an extra 2d12 damage
                    and permanently disfiguring the character. They lose the use of that arm, leg, hand, or
                    whatever area was struck. On the following round, the area adjacent to the wound in turn
                    crumbles to dust, inflicting an additional 1d6 damage. The radius of dust transformation
                    continues to expand, inflicting an additional 1d6 damage each round until the character is
                    dead. The transformation to dust can only be stopped by very powerful magic.
           30+      Un-death seeks un-death: in a flash of thick black smoke, the un-dead creature expends some of the
                    necromantic energies that sustain it to transform the PC into un-death. The un-dead attacker automati-
                    cally loses 1d6 hit points and may be killed as a result. The PC collapses in a state of apparent death, only
                    to arise 1d6 rounds later as an un-dead creature under the control of the judge. Roll 1d8 to determine the
                    type of creature that arises: (1-4) zombie, (5-6) skeleton, (7) ghoul, (8) ghost.


       Page 62
Massimiliano Mauri (Order #52297842)
                                           criT Table M: MonSTerS
               Roll      Result
                1 or     Strike to chest, breaking ribs. This attack inflicts +1d6 damage.
                less
                  2      Stunning blow! The PC falls to the bottom of the initiative count for the remainder of the battle.
                  3      Legs knocked out from beneath the character, knocking them prone.
                  4      PC disarmed. Weapon lands 1d12+5’ away.
                  5      Blow to shield arm! If no shield, this attack inflicts +1d6 damage.
                  6      Weapon lodged in PC’s chest! This attack inflicts +2d6 damage and an additional 1d6 damage
                         next round.
                  7      Blow to jaw! The PC loses 1d8 hp and the same number of teeth.
                  8      Blow shatters PC’s forearm. This attack inflicts +1d6 damage, and the arm is useless until
                         healed.
                  9      Strike to helm! If no helmet, this attack inflicts +1d8 damage and forces a Fort save (DC 10 +
                         HD). On a failed save, the PC falls unconscious.
                 10      Stunning blow! The world spins as the fell monster makes a second attack!
                 11      Strike to throat! The PC can’t speak until healed and spends the next round struggling to
                         breathe.
                 12      Blow smashes PC’s kneecap. The character’s movement is cut by half and this attack inflicts +1d10
                         damage.
                 13      Crushing blow! This attack inflicts +1d12 damage.
                 14      PC’s weapon sundered in the violent assault.*
                 15      Strike to torso crushes internal organs. This attack inflicts +1d12 damage, and force the PC to
                         make Fort save (DC 15 + HD) to remain conscious through the pain.
                 16      Devastating strike! This attack inflicts +1d16 damage.
                 17      PC’s Achilles tendon is torn, snapping back into their calf. The character’s movement drops to 5’
                         and the screaming can be heard for leagues.
                 18      Monster seizes PC by the neck. This attack inflicts +1d12 damage and the monster makes a
                         second attack at +4 to hit.
                 19      Blow to cranium! This attack inflicts +1d16 damage and the PC must make a Fort save (DC 15 +
                         HD) or fall unconscious.
                 20      Terrifying blow pierces several important organs. The PC spends the next 1d4 days dying a
                         slow, painful death. Powerful magic (healing by a cleric of level 3 or higher) can arrest the
                         dying.
                 21      Strike crushes skull, destroying the optic nerve and resulting in instant, permanent blindness.
                 22      PC’s leg is shorn from their body. The character cannot move. This attack inflicts +2d12 damage.
                 23      Both the PC’s arms are torn from their body. This attack inflicts +3d12 damage. Exceptionally
                         cruel monsters may proceed to use PC’s arms as weapons.
                 24      PC is disemboweled. Bloody guts spill to the ground. The PC spends the next 8 rounds dying as
                         they futilely try to feed the spooling intestines back into their body.
                 25      Attack craters PC’s skull. This attack inflicts 1d8 Intelligence and Personality damage and puts
                         the PC into an instant coma.
                 26      Strike crushes throat. The PC drowns in their own blood for 6 rounds.
                 27      Attack snaps the PC’s spinal column like a twig. The attack causes permanent paralysis, and the
                         PC watches the remainder of the battle from the floor.
                 28      Throat torn asunder. The panicked PC gargles wetly as blood gouts down their chest. They dies
                         in 4 rounds.
                 29      Terrible blow to the chest explodes the PC’s heart. Immediate and instantaneous death.
                30+      Attack rends PC’s head from their torso. Blood gouts from the collapsing body, and the monster
                         moves on to the next foe, making attacks until it misses.

             * Magical weapons never break due to critical fumbles. The target is disarmed instead, the weapon landing
             1d10+5 feet away.


                                                                                                               Page 63
Massimiliano Mauri (Order #52297842)
          This printing of the DCC Reference Booklet is done under version 1.0 of the Open Gaming License,         applied to any Open Game Content distributed using this License.
          and the System Reference Document by permission from Wizards of the Coast, Inc.Designation of            3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
          Product Identity: The following items are hereby designated as Product Identity in accordance with       terms of this License.
          Section 1(e) of the Open Game License, version 1.0: Dungeon Crawl Classics, DCC RPG, Mighty              4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
          Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval, all spell    grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
          names, all proper nouns, capitalized terms, italicized terms, artwork, maps, symbols, depictions,        License to Use, the Open Game Content.
          and illustrations, except such elements that already appear in the System Reference Document.            5. Representation of Authority to Contribute: If You are contributing original material as Open
          Designation of Open Content: Subject to the Product Identity designation above, such sections of         Game Content, You represent that Your
          creature statistics as derive from the SRD are designated as Open Gaming Content.                        Contributions are Your original creation and/or You have sufficient rights to grant the rights
          Some of the portions of this book which are delineated OGC originate from the System Reference           conveyed by this License.
          Document and are copyright © 1999, 2000 Wizards of the Coast, Inc. The remainder of these                6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
          OGC portions of these book are hereby added to Open Game Content and, if so used, should                 to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
          bear the COPYRIGHT NOTICE “DCC #103: BLOOM OF THE BLOOD GARDEN, copyright © 2023                         modifying or distributing, and You must add the title, the copyright date, and the copyright
          Goodman Games LLC, all rights reserved, visit www.goodman-games.com or contact info@                     holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
          goodman-games.com”                                                                                       7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
          Dungeon Crawl Classics Reference Booklet is copyright © 2023 Goodman Games LLC. Open                     to compatibility, except as expressly licensed in another, independent Agreement with the owner
          game content may only be used under and in the terms of the Open Game License.                           of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability
          OPEN GAME LICENSE Version 1.0a                                                                           with any Trademark or Registered Trademark in conjunction with a work containing Open Game
          The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of        Content except as expressly licensed in another, independent Agreement with the owner of such
          the Coast, Inc (“Wizards”). All Rights Reserved.                                                         Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does
          1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have                   not constitute a challenge to the ownership of that Product Identity. The owner of any Product
          contributed Open Game Content; (b)”Derivative Material” means copyrighted material                       Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
          including derivative works and translations (including into other computer languages), potation,         Identity.
          modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or          8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
          other form in which an existing work may be recast, transformed or adapted; (c) “Distribute”             the work that you are distributing are Open Game Content.
          means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise       9. Updating the License: Wizards or its designated Agents may publish updated versions of this
          distribute; (d)”Open Game Content” means the game mechanic and includes the methods,                     License. You may use any authorized version of this License to copy, modify and distribute any
          procedures, processes and routines to the extent such content does not embody the Product                Open Game Content
          Identity and is an enhancement over the prior art and any additional content clearly identified as       originally distributed under any version of this License.
          Open Game Content by the Contributor, and means any work covered by this License, including              10 Copy of this License: You MUST include a copy of this License with every copy of the Open
          translations and derivative works under copyright law, but specifically excludes Product Identity.       Game Content You Distribute.
          (e) “Product Identity” means product and product line names, logos and identifying marks                 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
          including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,   the name of any Contributor unless You have written permission from the Contributor to do so.
          dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,        12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
          concepts, themes and graphic, photographic and other visual or audio representations; names and          with respect to some or all of the Open Game Content due to statute, judicial order, or governmen-
          descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and         tal regulation then You may not Use any Open Game Material so affected.
          special abilities; places, locations,                                                                    13 Termination: This License will terminate automatically if You fail to comply with all terms here-
          environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols,        in and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
          or graphic designs; and any other trademark or registered trademark clearly identified as Product        shall survive the termination of this License.
          identity by the owner of the Product Identity, and which specifically excludes the Open Game             14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
          Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by             be reformed only to the extent necessary to make it enforceable.
          a Contributor to identify itself or its products or the associated products contributed to the Open      15 COPYRIGHT NOTICE
          Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,             Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document
          edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.           Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
          (h) “You” or “Your” means the licensee in terms of this agreement.                                       based on original material by E. Gary Gygax and Dave Arneson.
          2. The License: This License applies to any Open Game Content that contains a notice indicating          Dungeon Crawl Classics Reference Booklet, copyright © 2023 Goodman Games LLC, all rights
          that the Open Game Content may only be Used under and in terms of this License. You must affix           reserved, visit www.goodman-games.com or contact info@goodman-games.com
          such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
          from this License except as described by the License itself. No other terms or conditions may be



       Page 64
Massimiliano Mauri (Order #52297842)
        DCC RPG REFERENCE BOOKLET


        A JUDGE’S BEST FRIEND
        Judging can be hard work, but not with the Dungeon
        Crawl Classics Reference Booklet at your side. This book
        collects most of the commonly consulted DCC RPG tables
        in a single volume, making it perfect for quickly finding
        the information you need to keep your game running
        smoothly. Regardless of whether you’re a judge or a
        player, you’ll find the Reference Booklet equally useful,
        containing almost 60 important tables and charts right
        at your fingertips.
        The Dungeon Crawl Classics Reference Booklet has been
        around for nearly a decade and judges near and far swear
        by it. You’ll find it an indispensable additional to your
        DCC RPG toolbox, no matter if you’re running your first
        game or your one hundred and first. It’s like leveling
        up without the pesky XP cost.




            $ 9.99            GMG5149

            ISBN 9781958809532
                                       90000 >




           9 781958 809532
       Page 66
Massimiliano Mauri (Order #52297842)
