Dungeon Master's Guide Core Rulebook II V.3.5
User Manual: Pdf
Open the PDF directly: View PDF .
Page Count: 335 [warning: Documents this large are best viewed by clicking the View PDF Link!]
- Dungeon Master's Guide v 3.5
- Title Page
- Credits
- Table of Contents
- Introduction
- Chapter 1: Running the Game
- Chapter 2: Using the Rules
- More Movement Rules
- Bonus Types
- Combat
- Skill and Ability Checks
- Saving Throws
- Adjucating Magic
- Rewards
- Character Death
- SIDEBARS
- Behind the Curtain: Stacking Bonuses
- Variant: Roll Initiative Each Round
- Variant: Sapiant Mounts
- Variant: Striking the Cover Instead of a Missed Target
- Variant: Automatic Hits and Misses, Defense Roll
- Behind the Curtain: Critical Hits
- Variant: Instant Kill, Softer Critical Hits, Critical Misses (Fumbles)
- Variant: Skills with Different Abilities
- Variant: Critical Success or Failure
- Variant: Saves with Different Abilities
- Variant: Spell Roll, Power Components
- Variant: Summoning Individual Monsers
- Variant: Free-Form Experience
- Variant: Faster or Slower Experience
- Behind the Curtain: Experience Points
- Behind the Curtain: When a PC Falls Behind
- Chapter 3: Adventures
- Chapter 4: Nonplayer Characters
- Chapter 5: Campaigns
- Chapter 6: Characters
- Chapter 7: Magic Items
- Chapter 8: Glossary
- Templates
- Cardboard Counters
- Index
- TABLES
- Chapter 2
- Chapter 3
- 3-1: Encounter Numbers
- 3-2: Encounter Difficulty
- 3-3: Treasure Values per Encounter
- 3-4: Average Treasure Results
- 3-5: Treasure
- 3-5 (cont): Treasure
- 3-6: Gems
- 3-7: Art Objects
- 3-8: Mundane Items
- 3-9: Walls
- 3-10: Doors
- 3-11: Major Features and Furnishings
- 3-12: Minor Features and Furnishings
- 3-13: CR Modifiers for Mechanical Traps
- 3-14: CR Modifiers for Magic Traps
- 3-15: Cost Modifiers for Mechanical Traps
- 3-16: Cost Modifiers for Magic Device Traps
- 3-17: Random Door Types
- 3-18: Random Room Contents
- 3-19: Random Traps CR 1-3
- 3-20: Random Traps CR 4-6
- 3-21: Random Traps CR 7-10
- 3-22: Combat Adjustments Underwater
- 3-23: Random Weather
- 3-24: Wind Effects
- 3-25: Wilderness Encounter Lists
- 3-26: Siege Engines
- 3-27: Buildings
- 3-28: Urban Encounters
- Chapter 4
- 4-1: Prices for Hireling Services
- 4-2: The Adept
- 4-3: The Aristocrat
- 4-4: The Commoner
- 4-5: The Expert
- 4-6: The Warrior
- 4-7: Random NPC Alignment
- 4-8: Random NPC Class
- 4-9: Good NPC Race or Kind
- 4-10: Neutral NPC Race of Kind
- 4-11: Evil NPC Race or Kind
- 4-12: NPC Barbarian
- 4-13: NPC Bard
- 4-14: NPC Cleric
- 4-15: NPC Druid
- 4-16: NPC Fighter
- 4-17: NPC Monk
- 4-18: NPC Paladin
- 4-19: NPC Ranger
- 4-20: NPC Rogue
- 4-21: NPC Sorcerer
- 4-22: NPC Wizard
- 4-23: NPC Gear Value
- 4-24: One Hundred Traits
- Chapter 5
- Chapter 6
- 6-1: The Arcane Archer
- 6-2: The Arcane Trickster
- 6-3: The Archmage
- 6-4: The Assassin
- 6-5: Assassin Spells Known
- 6-6: The Blackguard
- 6-7: The Dragon Disciple
- 6-8: The Duelist
- 6-9: The Dwarven Defender
- 6-10: The Eldritch Knight
- 6-11: The Hierophant
- 6-12: The Horizon Walker
- 6-13: The Loremaster
- 6-14: The Mystic Theurge
- 6-15: The Red Wizard
- 6-16: The Shadowdancer
- 6-17: The Thaumaturgist
- 6-18: Epic Save and Epic Attack Bonuses
- 6-19: Epic Experience and Level-Dependent Benefits
- Chapter 7
- 7-1: Random Magic Item Generation
- 7-2: Armor and Shields
- 7-3: Random Armor Type
- 7-4: Random Shield Type
- 7-5: Armor Special Abilites
- 7-6: Shield Special Abilities
- 7-7: Specific Armors
- 7-8: Specific Shields
- 7-9: Weapons
- 7-10: Weapon Type Determination
- 7-11: Common Melee Weapons
- 7-12: Uncommon Weapons
- 7-13: Common Ranged Weapons
- 7-14: Melee Weapon Special Abilities
- 7-15: Ranged Weapon Special Abilities
- 7-16: Specific Wepons
- 7-17: Potions and Oils
- 7-18: Rings
- 7-19: Rods
- 7-20: Scroll Types
- 7-21: Number of Spells on a Scroll
- 7-22: Scroll Spell Levels
- 7-23: Arcane Spell Scrolls
- 7-24: Divine Spell Scrolls
- 7-25: Staffs
- 7-26: Wands
- 7-27: Minor Wondrous Items
- 7-28: Medium Wondrous Items
- 7-29: Major Wondrous Items
- 7-30: Item Intelligence, Wisdom, Chrarisma, and Capabilities
- 7-31: Specific Cursed Items
- 7-32: Summary of Magic Item Creation Costs
- 7-33: Estimating Magic Item Gold Piece Values
- Chapter 8
- Web Enhancement
- Back Cover
- Errata
U.S., CANADA,
ASIA, PACIFIC, & LATIN AMERICA
Wizards of the Coast, Inc.
P.O. Box 707
Renton WA 98057-0707
Questions? 1-800-324-6496
EUROPEAN HEADQUARTERS
Wizards of the Coast, Belgium
T Hosfveld 6d
1702 Groot-Bijgaarden
Belgium
+322- 467- 3360
DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20 System, the d20 System logo, WIZARDS OF THE COAST, and the
Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. d20 is
a trademark of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by
regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to
the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is
a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the USA. ©2003 Wizards of the Coast, Inc.
620-17752-001-EN 9 8 7 6 5 4 3 2 1
First Printing: July 2003
Visit our website at www.wizards.com/dnd
This WIZARDS OF THE COAST®game product contains no Open Game Content.
No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
Based on the original Dungeons & Dragons game
created by E. Gary Gygax and Dave Arneson
Core Rulebook II v.3.5
®
CREDITS
DUNGEON MASTER’S GUIDE DESIGN
Monte Cook
DUNGEON MASTER’S GUIDE
D&D DESIGN TEAM
Monte Cook, Jonathan Tweet,
Skip Williams
ADDITIONAL DESIGN
Peter Adkison, Richard Baker, Andy
Collins, David Noonan
EDITORS
Julia Martin, John Rateliff
EDITORIAL ASSITANCE
Duane Maxwell, Jeff Quick
MANAGING EDITOR
Kim Mohan
CORE D&D CREATIVE DIRECTOR
Ed Stark
DIRECTOR OF RPG R&D
Bill Slavicsek
VISUAL CREATIVE DIRECTOR
Jon Schindehette
ART DIRECTOR
Dawn Murin
D&D CONCEPTUAL ARTISTS
Todd Lockwood, Sam Wood
D&D LOGO DESIGN
Matt Adelsperger, Sherry Floyd
COVER ART
Henry Higginbotham
INTERIOR ARTISTS
Lars-Grant West, Scott Fischer, John
Foster, Todd Lockwood, David Martin,
Wayne Reynolds, Arnie Swekel,
Kevin Walker, Sam Wood
GRAPHIC DESIGNERS
Sean Glenn, Sherry Floyd
TYPOGRAPHER
Victoria Ausland, Erin Dorries,
Angelika Lokotz, Nancy Walker
CARTOGRAPHER
Todd Gamble
PHOTOGRAPHER
Craig Cudnohufsky
BRAND MANAGER
Ryan Dancey
CATEGORY MANAGER
Keith Strohm
PROJECT MANAGERS
Larry Weiner, Josh Fischer
DIGI-TECH SPECIALIST
Joe Fernandez
PRODUCTION MANAGER
Chas DeLong
SPECIAL THANKS
Cindi Rice, Jim Lin, Richard Garfield,
Skaff Elias, Andrew Finch
DUNGEON MASTER’S GUIDE REVISION
David Noonan, Rich Redman
D&D REVISION TEAM
Rich Baker, Andy Collins, David Noonan,
Rich Redman, Skip Williams
DEVELOPMENT AND EDITING
Gwendolyn F.M. Kestrel
PROOFREADERS
Bill McQuillan, Cal Moore,
Katsuyo Nagasawa
MANAGING EDITOR
Kim Mohan
CORE D&D CREATIVE DIRECTOR
Ed Stark
DIRECTOR OF RPG R&D
Bill Slavicsek
ART DIRECTOR
Dawn Murin
COVER ART
Henry Higginbotham
INTERIOR ARTISTS
Matt Cavotta, Ed Cox, Lars Grant-West,
Scott Fischer, John Foster, Jeremy
Jarvis, John and Laura Lakey, Todd
Lockwood, David Martin, Raven Mimura,
Wayne Reynolds, Scott Roller,
Brian Snoddy, Arnie Swekel, Sam Wood
GRAPHIC DESIGNER
Dawn Murin
CARTOGRAPHER
Todd Gamble
GRAPHIC PRODUCTION SPECIALIST
Angelika Lokotz
PHOTOGRAPHER
Craig Cudnohufsky
VICE PRESIDENT OF PUBLISHING
Mary Kirchoff
CATEGORY MANAGER
Anthony Valterra
PROJECT MANAGER
Martin Durham
PRODUCTION MANAGER
Chas DeLong
OTHER WIZARDS OF THE COAST
R&D CONTRIBUTORS
Paul Barclay, Michele Carter, Jennifer
Clarke Wilkes, Bruce R. Cordell, Mike
Donais, David Eckelberry, Skaff Elias,
Andrew Finch, Jeff Grubb, Rob Heinsoo,
Gwendolyn F.M. Kestrel, Christopher
Perkins, Charles Ryan, Michael
Selinker, Jonathan Tweet, James Wyatt
SPECIAL THANKS
Mary Elizabeth Allen, Stephen Radney-
McFarland, Liz Schuh, Alex Weitz, Andy
Smith, Mat Smith, Jefferson Dunlap
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 1: Running the Game . . . . . . . 5
What Is a DM?. . . . . . . . . . . . . . . . . . . . . 5
Style of Play . . . . . . . . . . . . . . . . . . . . . . . 7
Example of Play . . . . . . . . . . . . . . . . . . . . 8
Running a Game Session . . . . . . . . . . 10
Chapter 2: Using the Rules . . . . . . . . . 19
More Movement Rules . . . . . . . . . . . . 19
Movement and the Grid . . . . . . . . 19
Moving in Three Dimensions . . . 20
Evasion and Pursuit . . . . . . . . . . . . 20
Moving around in Squares . . . . . . 20
Bonus Types . . . . . . . . . . . . . . . . . . . . . . 21
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Line of Sight . . . . . . . . . . . . . . . . . . 21
Starting an Encounter . . . . . . . . . . 22
New Combatants . . . . . . . . . . . . . . 23
Keeping Things Moving . . . . . . . . 24
Combat Actions. . . . . . . . . . . . . . . . 25
Attack Rolls . . . . . . . . . . . . . . . . . . . 26
Damage . . . . . . . . . . . . . . . . . . . . . . . 26
Effect of Weapon Size . . . . . . . . . . 28
Splash Weapons . . . . . . . . . . . . . . . 28
Area Spells . . . . . . . . . . . . . . . . . . . . 28
Big and Little Creatures
in Combat . . . . . . . . . . . . . . . . . . 29
Skill and Ability Checks . . . . . . . . . . . 30
Saving Throws . . . . . . . . . . . . . . . . . . . . 33
Adjudicating Magic . . . . . . . . . . . . . . . 34
Describing Spell Effects . . . . . . . . 34
Handling Divinations . . . . . . . . . . 34
Creating New Spells. . . . . . . . . . . . 35
Rewards. . . . . . . . . . . . . . . . . . . . . . . . . . 36
Experience Awards. . . . . . . . . . . . . 36
Story Awards . . . . . . . . . . . . . . . . . . 40
Character Death . . . . . . . . . . . . . . . . . . 41
Making a New Character . . . . . . . 42
Chapter 3: Adventures . . . . . . . . . . . . . 43
Motivation . . . . . . . . . . . . . . . . . . . . . . . 43
Structure . . . . . . . . . . . . . . . . . . . . . . . . . 44
Site-Based Adventures . . . . . . . . . . . . . 46
Event-Based Adventures . . . . . . . . . . . 47
The End (?) . . . . . . . . . . . . . . . . . . . . . . . 48
Encounters . . . . . . . . . . . . . . . . . . . . . . . 48
Tailored or Status Quo. . . . . . . . . . 48
Challenge Ratings and
Encounter Levels . . . . . . . . . . . . 48
Difficulty . . . . . . . . . . . . . . . . . . . . . 49
Tougher Monsters . . . . . . . . . . . . . 50
Location . . . . . . . . . . . . . . . . . . . . . . 50
Rewards and Behavior. . . . . . . . . . 50
Treasure. . . . . . . . . . . . . . . . . . . . . . . . . . 51
Bringing Adventures Together. . . . . . 56
Between Adventures . . . . . . . . . . . . . . 57
The Dungeon. . . . . . . . . . . . . . . . . . . . . 57
Dungeon Terrain . . . . . . . . . . . . . . . . . . 59
Walls . . . . . . . . . . . . . . . . . . . . . . . . . 59
Doors . . . . . . . . . . . . . . . . . . . . . . . . . 60
Rooms . . . . . . . . . . . . . . . . . . . . . . . . 62
Corridors . . . . . . . . . . . . . . . . . . . . . 63
Miscellaneous Features . . . . . . . . . 63
Cave-Ins and Collapses . . . . . . . . . 66
Illumination. . . . . . . . . . . . . . . . . . . 67
Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Elements of a Trap . . . . . . . . . . . . . 68
Sample Traps . . . . . . . . . . . . . . . . . . 70
Designing a Trap . . . . . . . . . . . . . . . 74
Dungeon Ecology . . . . . . . . . . . . . . . . . 76
Dungeon Animals. . . . . . . . . . . . . . 76
Wandering Monsters. . . . . . . . . . . 77
Random Dungeons. . . . . . . . . . . . . . . . 77
Dungeon Level . . . . . . . . . . . . . . . . 77
The Map and the Key. . . . . . . . . . . 77
Random Dungeon Encounters . . 78
A Sample Adventure . . . . . . . . . . . . . . 78
Statistics Blocks. . . . . . . . . . . . . . . . . . . 85
Wilderness Adventures . . . . . . . . . . . . 86
Getting Lost . . . . . . . . . . . . . . . . . . . 86
Forest Terrain. . . . . . . . . . . . . . . . . . 87
Marsh Terrain . . . . . . . . . . . . . . . . . 88
Hills Terrain . . . . . . . . . . . . . . . . . . . 89
Mountain Terrain . . . . . . . . . . . . . . 89
Desert Terrain . . . . . . . . . . . . . . . . . 91
Plains Terrain . . . . . . . . . . . . . . . . . . 91
Aquatic Terrain . . . . . . . . . . . . . . . . 92
Underwater Combat . . . . . . . . . 93
Weather. . . . . . . . . . . . . . . . . . . . . . . 93
Random Wilderness
Encounters. . . . . . . . . . . . . . . . . . 95
Urban Adventures. . . . . . . . . . . . . . . . . 98
Weapon and Spell Restrictions . . 99
Urban Features . . . . . . . . . . . . . . . . 99
Urban Encounters . . . . . . . . . . . . 101
Chapter 4: Nonplayer Characters . . 103
Everyone in the World . . . . . . . . . . . 103
NPC Classes . . . . . . . . . . . . . . . . . . . . . 107
Adept. . . . . . . . . . . . . . . . . . . . . . . . 107
Aristocrat . . . . . . . . . . . . . . . . . . . . 108
Commoner. . . . . . . . . . . . . . . . . . . 108
Expert . . . . . . . . . . . . . . . . . . . . . . . 109
Warrior . . . . . . . . . . . . . . . . . . . . . . 109
NPC Statistics . . . . . . . . . . . . . . . . . . . 110
NPC Attitudes . . . . . . . . . . . . . . . . . . . 128
Fleshing out NPCs . . . . . . . . . . . . . . . 128
Chapter 5: Campaigns. . . . . . . . . . . . . 129
Establishing a Campaign. . . . . . . . . . 129
Maintaining a Campaign . . . . . . . . . 130
Characters and the World
around Them . . . . . . . . . . . . . . . . . . 131
War and Other Calamities . . . . . . . . 133
Other Campaign Issues. . . . . . . . . . . 134
World-Building . . . . . . . . . . . . . . . . . . 135
Building a Different World. . . . . . . . 144
Adventuring on Other Planes . . . . . 147
Plane Descriptions . . . . . . . . . . . . . . . 151
Creating a Cosmology . . . . . . . . . . . . 167
Chapter 6: Characters 169
Ability Scores. . . . . . . . . . . . . . . . . . . . 169
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Subraces . . . . . . . . . . . . . . . . . . . . . 170
Modifying a Common Race. . . . 171
Changes through Addition
and Subtraction . . . . . . . . . . . . 171
Class/Race Restrictions . . . . . . . 171
New Races . . . . . . . . . . . . . . . . . . . 171
Monsters as Races . . . . . . . . . . 172
Classes . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Modifying Character Classes. . . 174
Creating New Classes . . . . . . . . . 175
Prestige Classes . . . . . . . . . . . . . . . . . . 176
Arcane Archer. . . . . . . . . . . . . . . . 176
Arcane Trickster . . . . . . . . . . . . . . 177
Archmage. . . . . . . . . . . . . . . . . . . . 178
Assassin. . . . . . . . . . . . . . . . . . . . . . 180
Blackguard . . . . . . . . . . . . . . . . . . . 181
Dragon Disciple . . . . . . . . . . . . . . 183
Duelist. . . . . . . . . . . . . . . . . . . . . . . 185
Dwarven Defender. . . . . . . . . . . . 186
Eldritch Knight. . . . . . . . . . . . . . . 187
Hierophant. . . . . . . . . . . . . . . . . . . 188
Horizon Walker . . . . . . . . . . . . . . 189
Loremaster . . . . . . . . . . . . . . . . . . . 190
Mystic Theurge . . . . . . . . . . . . . . . 192
Red Wizard . . . . . . . . . . . . . . . . . . 193
Shadowdancer . . . . . . . . . . . . . . . . 194
Thaumaturgist. . . . . . . . . . . . . . . . 196
How PCs Improve . . . . . . . . . . . . . . . 197
Learning Skills and Feats . . . . . . 197
Learning New Spells . . . . . . . . . . 198
Gaining Class Benefits . . . . . . . . 198
General Downtime. . . . . . . . . . . . 198
Gaining Fixed Hit Points . . . . . . 198
Creating PCs above 1st Level . . . . . . 199
Special Cohorts . . . . . . . . . . . . . . . . . . 199
Familiars . . . . . . . . . . . . . . . . . . . . . . . . 200
Mounts . . . . . . . . . . . . . . . . . . . . . . . . . 204
Animal Companions . . . . . . . . . . . . . 205
Epic Characters . . . . . . . . . . . . . . . . . . 206
Chapter 7: Magic Items. . . . . . . . . . . . 211
Handling Magic Items . . . . . . . . . . . 212
Magic Item Descriptions . . . . . . . . . 215
Armor . . . . . . . . . . . . . . . . . . . . . . . 216
Weapons . . . . . . . . . . . . . . . . . . . . . 221
Potions and Oils . . . . . . . . . . . . . . 229
Rings . . . . . . . . . . . . . . . . . . . . . . . . 229
Rods. . . . . . . . . . . . . . . . . . . . . . . . . 233
Scrolls . . . . . . . . . . . . . . . . . . . . . . . 237
Staffs . . . . . . . . . . . . . . . . . . . . . . . . 243
Wands . . . . . . . . . . . . . . . . . . . . . . . 245
Wondrous Items . . . . . . . . . . . . . . 246
Intelligent Items . . . . . . . . . . . . . . . . . 268
Cursed Items . . . . . . . . . . . . . . . . . . . . 272
Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . 277
Creating Magic Items . . . . . . . . . . . . 282
Masterwork Items . . . . . . . . . . . . 283
Special Materials. . . . . . . . . . . . . . 283
Chapter 8: Glossary . . . . . . . . . . . . . . . 289
Special Abilities. . . . . . . . . . . . . . . . . . 289
Condition Summary . . . . . . . . . . . . . 300
The Environment . . . . . . . . . . . . . . . . 302
Visual Aids . . . . . . . . . . . . . . . . . . . . . . . 305
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
List of Sidebars . . . . . . . . . . . . . . . . . . 319
List of Numbered Tables . . . . . . . . . . 320
TABLE OF
CONTENTS
Introduction
This is the DUNGEONS & DRAGONS®Roleplaying Game, the game
that defines the genre and has set the standard for fantasy role-
playing for more than 30 years.
Specifically, this is the Dungeon Master’s Guide. This book con-
tains information that every Dungeon Master (DM) needs to set
up adventures, narrate the action, run the monsters, and referee
the DUNGEONS &DRAGONS game. This book, the Player’s Handbook,
and the Monster Manual comprise the core rules for the D&D®
game.
THE DUNGEON MASTER
We’ve distilled our knowledge of the D&D® game into the mate-
rial that follows. Whether you need to know how to design an
adventure, a campaign, or an entire game world, the material in
this book can, and will, help you.
You’re a member of a select group. Truly, not everyone has the cre-
ativity and the dedication to be a DM. Dungeon Mastering (DMing)
can be challenging, but it’s not a chore. You’re the lucky one out of
your entire circle of friends who play the game. The real fun is in
your hands. As you flip through the Monster Manual or look at pub-
lished adventures on a store shelf, you get to decide what the player
characters (PCs) take on next. You get to build a whole world, as well
as design and play all its nonplayer characters (NPCs).
It’s good to be the DM.
The DM defines the game. A good DM results in a good game.
Since you control the pacing, and the types of adventures and
encounters, the whole tenor of the game is in your hands. It’s fun,
but it’s a big responsibility. If you’re the sort of person who likes to
provide the fun for your friends, or to come up with new ideas,
then you’re an ideal candidate for DM.
Once your group has a Dungeon Master, however, that doesn’t
mean that you can’t switch around. Some DMs like to take a turn
at being a player, and many players eventually want to try their
hand at DMing.
HOW TO USE THIS BOOK
No one expects you to read this book cover to cover. It’s not a
novel. Instead, we arranged this book into topics that you can refer
to when you need them. Plus, an extended glossary at the back of
the book provides quick reference to DM-related topics.
Based on those portions of the game that you control, you’ll find
chapters that deal with running the game, adjudicating play, writ-
ing adventures, building a campaign, awarding experience, and
finding or creating the right magic items to stock your dungeons.
Refer to the table of contents and the index to locate the specific
topic you need at any given time.
PLAYING ON THE BATTLE GRID
The D&D game assumes the use of miniature figures, and the
rules are written from that perspective. This book contains a battle
grid and other tools to help you visualize the action.
The poster-sized sheet in the back of the book has a 1-inch grid
on one side, and a collection of rooms that can be used to repre-
sent areas in a dungeon on the other side.
The last 12 pages of this book (just ahead of the index) present a
variety of visual aids that you can use to set up and play out
encounters and adventures on the grid:
—Six pages of diagrams that show the squares contained
within areas of different sizes and shapes, and graphic depictions
of space and reach for creatures of varying sizes.
—Six pages of illustrations that represent various dungeon
features, sized to fit the 1-inch grid, that you can photocopy, cut
out, and place on the grid—enabling players to actually see
what lies before their characters as they make their way through
the dungeon.
FINAL NOTE
The power of creating worlds, controlling deities and dragons, and
leading entire nations is in your hands. You are the master of the
game—the rules, the setting, the action, and ultimately, the fun.
This is a great deal of power, and you must use it wisely. This book
shows you how.
INTRODUCTION
WHY A REVISION?
The new DUNGEONS & DRAGONS game debuted in 2000. In the three years
since the d20 Game System energized the roleplaying game industry,
we’ve gathered tons of data on how the game is being played. We
consider D&D to be a living game that constantly evolves as it is
played. Using the gathered feedback, we’ve retooled the game from the
ground up and incorporated everyone’s suggestions to improve the
game and this product.
If this is your first experience with D&D, we welcome you to a wonder-
ful world of adventure and imagination. If you played the prior version of
this book, rest assured that this revision is a testament to our dedication
to continuous product improvement and innovation. We’ve updated
errata, clarified rules, polished the presentation, and made the game
better than it was. This is an upgrade of the d20 System, not a new edition
of the game. This revision is compatible with existing products, and these
products can be used with the revision with only minor adjustments.
What’s new in the revised Dungeon Master’s Guide? The entire book has
been polished and refined, all in response to your feedback and to reflect
the way the game is actually being played. We’ve revised the encounter
tables and magic item creation rules. We’ve expanded the movement
rules, increased the number of prestige classes, added dozens of new
magic items and magic item special abilities, and provided plenty of tools
to help promote the three-dimensional experience.
Take a look, play the game. We think you’ll like how everything turned
out.
pqqrs
pqqrs
THE PURPOSE OF SIDEBARS
You’ll see blocks of text that look like this one frequently throughout
this book. The information in these sidebars is not part of the rules per
se, but you’ll find them useful and interesting in their own right. Most
sidebars in this book serve either to introduce rules variants or to give
you a glimpse “behind the curtain” into how some aspect of the D&D
game was created.
Variant: To give you an idea of some of the ways in which you can
alter the D&D rules for your own campaign, some sidebars suggest
variants that you can adopt or modify to suit your game.
The basic rules presented in this book—that is, everything not iden-
tified as a variant—apply to the baseline D&D campaign. If you are
playing in an RPGA®Network event, that event uses the basic rules in
this book. Establishing a standard set of rules makes a worldwide
gaming network possible.
Behind the Curtain: Some sidebars provide a further explanation of
why the rules are the way they are—a look “behind the curtain” into
how the game’s designers make decisions about the rules. If you’re the
sort of DM who likes to tinker with the rules of the D&D game, these
sidebars offer some advice and inspiration as you customize the game
for yourself and your players.
pqqrs
pqqrs
n your role as Dungeon Master, you’re the focus of the game. If the
game’s fun, it will be to your credit. If it’s a failure, you’ll get the
blame, whether it’s deserved or not. Don’t worry, though—run-
ning a D&D® game is not as hard as it may seem at first. (But don’t
tell the players that!)
WHAT IS A DM?
Dungeon Mastering involves writing, teaching, acting, referee-
ing, arbitrating, and facilitating. Described below are the different
duties of the DM. You’ll find that you like some more than others.
As in any hobby, focus on what you enjoy the most, but remember
that all the other duties are also important.
PROVIDING ADVENTURES
Your primary role in the game is to present adventures in which
the other players can roleplay their characters. To accomplish
this, you need to spend time outside the game sessions them-
selves, preparing. This is true whether you write your own adven-
tures or use prepared adventures that you have purchased.
Writing Adventures
Creating adventures takes a great deal of time. Many DMs find
that they spend more time getting ready for the game than they
do at the table actually playing. These same DMs often find this
creation time to be the most fun and rewarding part of being a
Dungeon Master. Making up interesting characters, settings,
plots, and challenges to present before your friends can be a great
creative outlet.
Writing good adventures is so important that it receives its
own chapter in this book. See Chapter 3: Writing an Adventure.
Using Purchased Adventures
Many published adventures are available for you to pur-
chase if you don’t want to write one of your own, or if you
just want a change of pace. In a published adventure, you’ll
get a pregenerated scenario with all the maps, NPCs, mon-
sters, and treasures you need, and an adventure plot
designed to make the most of them. Sometimes, when
you use a published adventure, you’ll see that it presents
challenges you would have never thought of on your
own.
Remember, however, that you’re the one who has to
run the adventure: Anything you want to change, you
can. In fact, you will often find you need to make at least
small changes to fit the adventure into your ongoing
campaign and to get your players into the action. You
can have a great deal of fun replacing the villain of an
adventure with one the players have already heard of
in your campaign, or changing the background of the
adventure so that it involves your players’ characters
in ways that the module’s designer never could have
possibly imagined.
TEACHING THE GAME
Sometimes it’s going to be your responsibility to
teach newcomers to the game how to play. This isn’t
a burden, but a wonderful opportunity. Teaching
other people how to play provides you with new play-
ers and allows you to set them on the path to becoming
top-notch roleplayers. It’s easier to learn to play with
someone who already knows the game. Those who
are taught by a good teacher who runs a fun game
Illus. by A. Swekel
are more likely to join in the hobby for the long haul. Use this
opportunity to encourage new players to become the sort of
people you want to game with.
Here are a few pointers on teaching the game.
Read the Player’s Handbook and know the character creation
rules so you can help new players build characters. Have each of
the newcomers tell you what sort of character he or she wants to
play and then show them how they can create those heroes with
the D&D rules. If they don’t know what to play, show them the
player character races and classes in the Player’s Handbook, briefly
describe each, and let them choose the one that appeals to them
the most. Another option is to keep a few simple characters
(such as a 1st-level fighter or rogue) around for newcomers.
Advance those characters in level as the party advances. and
you’ll have “old friends” who adventure with the party when
newcomers play them.
Once the PCs are created, don’t worry about teaching the play-
ers all the rules ahead of time. All they truly need to know are the
basics that apply to understanding their characters (how spells
work, what AC means, how to use skills, and so forth), and they
can pick up most of this information as they go along. Remember
the most basic rule: To attack, make a saving throw, or use a skill,
roll a d20 and hope for a high number.
As long as you know the rules, the players need be concerned
only with their characters and how they react to what happens to
them in the game. Have players tell you what they want their char-
acters to do, and translate that into game terms for them. Teach
them how the rules work when they need to learn them, on a case-
by-case basis. For example, if the player of a wizard wants to cast a
spell or the player of a fighter wants to attack, the player tells you
what the character is attempting. Then you tell the player which
modifier or modifiers to add to the roll of a d20, and what happens
as a result. After a few times, the player will know what to do with-
out asking.
PROVIDING THE WORLD
Every Dungeon Master is the creator of his or her own campaign
world. Whether you use the GREYHAWK® setting (the standard
D&D campaign setting) or another published setting for the D&D
game, such as the FORGOTTEN REALMS®Campaign Setting, it’s still
your world.
The setting is more than just a backdrop for adventures, al-
though it’s that too. The setting is everything in the fictional world
except for the PCs and the adventure plot. A well-designed and
well-run world seems to go on around the PCs, so that they feel a
part of something, instead of apart from it. Though the PCs are
powerful and important, they should seem to be residents of some
fantasy world that is ultimately larger than they are.
Consistency is the key to a believable fictional world. When the
PCs go back into town for supplies, they ought to encounter some
of the same NPCs they saw before. Soon, they’ll learn the bar-
keep’s name—and she’ll remember theirs as well. Once you have
achieved this degree of consistency, however, provide an occa-
sional change. If the PCs come back to buy more horses at the sta-
bles, you could have them discover that the man who ran the place
went back home to the large city over the hills, and now his
nephew runs the family business. That sort of change—one that
has nothing to do with the PCs directly, but one that they’ll
notice—makes the players feel as though they’re adventuring in a
living world as real as themselves, not just a flat backdrop that
exists only for them to delve its dungeons.
For much more on running a campaign, see Chapter 5.
ADJUDICATING
When everyone gathers around the table to play the game, you’re
in charge. That doesn’t mean you can tell people what to do out-
side the boundaries of the game, but it does mean that you’re the
final arbiter of the rules within the game. Good players will always
recognize that you have ultimate authority over the game mechan-
ics, even superseding something in a rulebook. Good DMs know
not to change or overturn a published rule without a good, logical
justification so that the players don’t rebel (more on that later).
To carry out this responsibility, you need to know the rules.
You’re not required to memorize the rulebooks, but you should
have a clear idea of what’s in them, so that when a situation comes
up that requires a ruling, you know where to reference the proper
rule in the book.
Often a situation will arise that isn’t explicitly covered by the
rules. In such a situation, you need to provide guidance as to how
it should be resolved. When you come upon a situation that the
rules don’t seem to cover, consider the following courses of action.
•Look to any similar situation that is covered in a rulebook. Try
to extrapolate from what you see presented there and apply it to
the current circumstance.
•If you have to make something up, stick with it for the rest of
the campaign. (This is called a house rule.) Consistency keeps
players satisfied and gives them the feeling that they adventure
in a stable, predictable universe and not in some random,
nonsensical place subject only to the DM’s whims.
•When in doubt, remember this handy little rule: Favorable
conditions add +2 to any d20 roll, and unfavorable conditions
penalize the roll by –2. You’ll be surprised how often this “DM’s
best friend” will solve problems.
If you come upon an apparent contradiction in the rules, con-
sider these factors when adjudicating.
•A rule found in a rulebook overrules one found in a published
adventure, unless the rule presented in the published adven-
ture deals with something specific and limited to the adventure
itself.
•Choose the rule that you like the best, then stick with it for the
rest of the campaign. Consistency is a critical aspect of rules
adjudication.
PROPELLING THE GAME EVER FORWARD
While all the players are responsible for contributing to the game,
the onus must ultimately fall upon the DM to keep the game
moving, maintain player interest, and keep things fun. Remember
that keeping things moving is always more important than search-
ing through rulebooks to find the exact details on some point or
spending time in long debates over rules decisions.
Even a well-run game can bog down sometimes. Perhaps the
players have been at it a while and are growing a little tired of the
same old thing. Maybe a playing session falls flat for no apparent
reason. Sometimes this can’t be helped—you’re only human. In
fact, occasionally you will find it’s better to cancel a playing ses-
sion or cut it short rather than have a poor experience that may set
back the whole campaign.
However, an average playing session can be turned into a mem-
orable one, or a poor session can be spiced up. For example, props
can bring new life to a game. You can make fake parchment from
normal paper, “aging” it by wetting it slightly with coffee or tea
and then letting it dry to an uneven yellow. Toss in a few creases or
small rips, and later when the PCs find a map or a message you can
actually hand it to them. Old coins, tarot cards, a battered book in
a foreign language, and the like all make wonderful handouts to
get players into the spirit of the game.
Another kind of visual aid is artwork. In all D&D game prod-
ucts, you’ll find wonderful fantasy illustrations. Look through
those products, or find a book cover or some other art source to
provide you with a picture that fits something the PCs will
encounter. Then, when the encounter comes to pass, pull out the
picture and say, “This is what you see.” While players’ imagina-
tions are fertile, sometimes seeing a depiction of something they
encounter in the game—a character, a monster, or a place—
CHAPTER 1:
RUNNING
THE GAME
makes the experience all the more exciting or real. Sometimes you
can find illustrations in odd places. Jewelry catalogs can provide
visual aids for some magic items or treasure, and sometimes a his-
tory book or encyclopedia with illustrations is just as good as a fan-
tasy book.
Of course, you can’t always have a prop or a picture of some
monster, NPC, or place that you have created. That’s when you
rely on an evocative, exciting description. Pepper your descrip-
tions of what the characters see with adjectives and vivid verbs.
Remember that you are the players’ eyes and ears. “A dank, dark
chamber with moss growing in cracks in the stone walls” is much
more exciting than “a 10-foot-by-10-foot room.” Throughout the
game, continually ask yourself: What exactly do the characters
see? Do they hear anything? Are there any noticeable odors? An
unpleasant tang in the air? Do they feel the chill wind against
their skin? Is their hair tousled by hot, damp gusts?
No player will forget a tense battle on a crumbling bridge in the
middle of a thunderstorm. The best way to get the players’ atten-
tion is with gripping action. While not every encounter needs to
be life-threatening or earth-shaking, keep in mind how it would
all seem in some action movie or exciting book. Villains shout epi-
thets as they fight, and monsters roar menacingly. If a fight against
gnolls is exciting, imagine how much more exciting a fight would
be against gnolls on a ledge around a lava pit.
Some DMs enjoy creating just the right atmosphere for their
playing sessions. Music is often a good way to accomplish this. It’s
sort of like having a soundtrack for your game. Not surprisingly,
those who enjoy using music in their games often use soundtracks
from adventure movies, although classical, ambient, or other
styles work well. Keep in mind, though, that some players may
find music distracting. Be receptive to what your players like—an
atmosphere in which they can’t hear, are distracted, or aren’t enjoy-
ing themselves is never a good one. Other ways DMs can create an
atmosphere are with painted miniatures and dioramas, specially
adjusted lighting, and even sound effects. (If the door to the room
you are in squeaks, you may want to use that when the PCs open a
dungeon door.)
Another element many DMs employ and many players enjoy is
for the DM to use different voices when speaking “in character.”
Practicing several different accents or
ways of speaking and assigning them
to different NPCs can be a striking
way to make those characters stand
out in the players’ minds.
Occasionally, a little miming of
actions can supplement a game
that otherwise exists only in your
imagination. If an NPC is shriv-
eled and stooped over when she
walks, stand up and show the players exactly what you mean.
When the ceiling above the PCs begins to collapse, slam your fists
upon the table to simulate the sound of falling rocks. If someone
holds out his hand and offers something to a PC, mime the
action—almost every time, the player (assuming the character
takes what’s offered) will follow your cue instinctively and reach
out, miming the character’s grasping whatever it is. You could
even make a player whose character is invisible sit under the table
to remind everyone that they can’t see her, and her voice just
comes out of nowhere. Keep in mind, though, that this sort of
activity can quickly get out of hand. Don’t act out your combats, or
someone could get a black eye!
Finally, every once in a while, really surprise your players.
The NPC they thought was a villain turns out to be a
shapechanged unicorn with only the best of intentions. The
clue they thought led to the treasure vault turns out to be a red
herring. If the PCs are in a dungeon room, and a fire giant is
about to storm into the room and attack, keep your voice at a
moderate or even soft level while describing the room. Then,
suddenly, raise your voice and leap to your feet as the giant
enters. That’ll get their attention.
STYLE OF PLAY
The DM provides the adventure and the world. The players and
the DM work together to create the game as a whole. However, it’s
your responsibility to guide the way the game is played. The best
way to accomplish this is by learning what the players want and
figuring out what you want as well. Many styles of play exist; two
that sit at opposite ends of the playing spectrum are detailed
below as examples.
KICK IN THE DOOR
The PCs kick in the dungeon door, fight the monsters, and get the
treasure. This style of play is straightforward, fun, exciting, and
action-oriented. Very little time is spent on developing personas
for the player characters, roleplaying noncombat encounters, or
discussing situations other than what’s
going on in the dungeon.
CHAPTER 1:
RUNNING
THE GAME
The kick-in-the-door
style of play.
In such a game, let the PCs face mostly clearly evil monsters
and opponents and meet clearly good helpful NPCs (occasion-
ally). Don’t expect PCs to anguish over what to do with prisoners,
or whether it’s right or wrong to invade and wipe out the bugbear
lair. Don’t bother too much with money or time spent in town. Do
whatever it takes to get the PCs back into the action as quickly as
possible. Character motivation need be no more developed than a
desire to kill monsters and acquire treasure.
Rules and game balance are very important in this style of play.
If some characters have combat ability greater than that of their
fellows, unfair situations may develop in which the players of the
overpowered characters can handle more of the challenges and
thus have more fun. If you’re using this style, be very careful about
adjudicating rules and think long and hard about additions or
changes to the rules before making them.
DEEP-IMMERSION STORYTELLING
The Free City of Greyhawk is threatened by political turmoil. The
PCs must convince the members of the ruling council to resolve
their differences, but can only do so after they have come to terms
with their own differing outlooks and agendas. This style of gam-
ing is deep, complex, and challenging. The focus isn’t on combat
but on talking, developing in-depth personas, and character inter-
action. A whole game session may pass without a single die roll.
In this style of game, the NPCs should be as complex and richly
detailed as the PCs—although the focus should be on motivation
and personality, not game statistics. Expect long digressions from
each player about what his or her character will do, and why.
Going to a store to buy iron rations and rope can be as important
an encounter as fighting orcs. (And don’t expect the PCs to fight
the orcs at all unless their characters are motivated to do so.) A
character will sometimes take actions against his player’s better
judgment, because “that’s what the character would do.” Adven-
tures in this style of play deal mostly with negotiations, political
maneuverings, and character interaction. Players talk about the
“story” that they are collectively creating.
Rules become less important in this style. Since combat isn’t the
focus, game mechanics take a back seat to character development.
Skill modifiers take precedence over combat bonuses, and even
then the actual numbers often don’t mean much. Feel free to
change rules to fit the player’s roleplaying needs. You may even
want to streamline the combat system so that it takes less time
away from the story.
SOMETHING IN BETWEEN
The style of play in most campaigns is going to fall between the two
extremes just described. There’s plenty of action, but there’s a story-
line and interaction between characters as well. Players will develop
their characters, but they’ll be eager to get into a fight. Provide a nice
mixture of roleplaying encounters and combat encounters. Even in
a dungeon, you can present NPCs that aren’t meant to be fought but
rather helped out, negotiated with, or just talked to.
OTHER STYLE CONSIDERATIONS
A few other style-related issues are worth your consideration.
Serious versus Humorous: How seriously you take things
sets the standard for how seriously the players take things. Jokes
and silly remarks can make the game more fun, but they can also
detract from the action. If you make funny comments during the
game, expect that the players will, too.
Likewise, if you design adventures that are lighthearted, create
NPCs that are slightly silly, or introduce embarrassing or humor-
ous situations into the game, realize that it changes the tenor of
the game. If the king of the land is a talking dog named Muffy or
if the PCs have to find a brassiere of elemental summoning rather
than a brazier of elemental summoning, don’t expect anyone to take
the game too seriously.
Overall, it’s recommended that you play things straight. Don’t
intentionally insert jokes into the game. There’ll be enough josh-
ing around at the table already to keep the game fun. The in-game
action should remain fairly serious (although an occasional funny
moment is fine).
Naming Conventions: Related to how serious or humorous
the game is, character names should be fairly uniform in style
throughout the group. Although any character name is fine in and
of itself, a group that includes characters named Bob the Fighter,
Aldorius Killraven of Thistledown, and Runtboy lacks the consis-
tency to be credible.
Multiple Characters: You need to decide if each player is
going to be limited to one character or can have more than one,
and whether a player is allowed to actually run more than one
character at the same time. Generally, it’s best if you keep to one
character per player. However, when players are few, you might
allow them to run more than one character just to get the group
size up to at least four characters.
THE BOTTOM LINE
You’re in charge. This is not being in charge as in telling everyone
what to do. Rather, you get to decide how your player group is
going to play this game, when and where the adventures take
place, and what happens. That kind of being in charge.
EXAMPLE OF PLAY
A DM guides four players through their first adventure. The play-
ers are playing Tordek (a dwarf fighter), Mialee (an elf wizard),
Jozan (a human cleric), and Lidda (a halfling rogue). These four
adventurers seek the ruins of an abandoned monastery, drawn by
rumors of a fabulous fire opal, supposedly hidden there by the
abbot when the place was attacked.
After passing through the lifeless aboveground ruins of the mon-
astery, the adventurers find a rubble-strewn staircase leading down.
Tordek: Let’s give these upper ruins one more quick look.
DM: [Making some rolls in secret, but knowing there’s nothing to find
in the burned-out shell of the monastery.] You don’t find anything.
What are you going to do now?
Jozan: Let’s go down!
Lidda: We’ll light a torch first.
DM: Fine, but I’ll need the marching order that you’ll be in.
At this point, the players arrange their miniature figures, each repre-
senting one character, in the order in which they will march down the
stairs (and walk down corridors, and enter rooms). Tordek goes first, fol-
lowed by Jozan (with the torch), then Mialee. Lidda brings up the rear, her
player noting that she will be watching behind them occasionally.
If the players didn’t have miniatures, writing down the marching order
on a piece of paper would suffice.
Tordek: Fortunately, the torchlight won’t spoil my darkvision—
that’ll help us navigate in the dark down there.
Jozan: Okay, we go down the stairs.
DM: You descend southward, possibly 30 feet laterally, and at
the end of the stairway you see an open space.
Tordek: I enter and look around.
Jozan: I come in behind with the torch.
DM: You are in a chamber about 30 feet across to the south and
30 feet wide east and west. You see 10-foot-wide passages to the left
and right as well as straight ahead, each in the center of its respec-
tive wall. Looking back, you see the stairway by which you entered
the chamber in the center of the north wall.
Lidda: What else do we see?
DM: The floor is rough and damp. The ceiling is supported by
arches that probably rise to meet in the center, about 20 feet above
you—it’s hard to tell because of all the webs. Some moldering old
sacks are lying in the southwest corner, and some rubbish is jum-
CHAPTER 1:
RUNNING
THE GAME
bled in the center of the floor—dirt, old leather, scraps of cloth,
and some sticks or bones.
After a short discussion and the formation of a plan, each player
announces an action for his or her character. Tordek looks down the south
passage, Mialee investigates the rubbish in the middle, Jozan looks at the
old sacks, and Lidda looks down the west passage. The players position
their figures on a floor plan the DM has sketched out on paper.
Since no one paid the webs any attention, the DM doesn’t worry about
Spot checks to see the spider.
DM: Okay. As two of you are looking down the passages and
Jozan starts looking at the sacks . . . [The DM rolls a touch attack for
the monstrous spider in the webs. He knows a 14 indicates success because
he wrote down everyone’s AC ahead of time and knows Mialee’s AC is 13.]
. . . Mialee, you feel something land on your shoulder—it feels
hairy and moves toward your neck!
Mialee: Yikes! What is it?
Tordek: If I hear her call out, I’ll turn around. What do I see?
DM: Wait just a minute. First, Mialee, roll for initiative.
Mialee: [Rolls.] I got a 19!
DM: [Rolls initiative for the spider, and gets a 9.] Everyone else
should roll for initiative as well. Tordek, you heard Mialee gasp,
and you turn to see a large, hairy spider on her neck.
Jozan rolls a 10, Lidda an 8, and Tordek a 4.
DM: Mialee, you go first. What do you do?
Mialee: I grab it from my shoulder and throw it to the ground,
where I can stomp on it with my boot.
DM: Okay, but your unarmed attack provokes an attack of
opportunity from the spider, so it bites as you grab at it. [He rolls an
attack roll for the spider, and gets a 16.] Ugh! Mialee, you feel a sharp
prick on your neck. Make a Fortitude saving throw.
The players all gasp in fear. Mialee rolls a die and would add her Forti-
tude modifier, except that it’s +0.
Mialee: Fortitude, my worst save! Let’s see—15 plus 0 is, well,
15. Is that good enough?
DM: You feel okay. But the bite still delivers 1 point of damage.
Mialee: Ouch. Okay, then I roll a 14 to grab it and throw it to the
ground. Do I succeed?
DM: Yes. The spider lands on the ground and looks like it’s
going to scuttle away, perhaps back up the wall to the webs above.
Jozan: My turn. I run up to it and smash it with my mace! I roll
a natural 20! With my bonus, that’s 22 in all.
DM: Good roll! You can move that far and attack, so make a roll
to see if that’s a critical hit.
Jozan: [Excitedly rolling again.] Is a 15 good enough?
DM: Yep. Roll damage—twice. Add the results together.
Jozan: [Rolls.] Sweet! Twelve points altogether once I add my
Strength bonus—which also doubled with the crit!
DM: That mighty blow smashes the creature to bits.
Mialee: Cool. Well, now that all the excitement is over, I’m
going to search through this refuse on the floor like I said I would.
DM: Okay. First, make another Fort save to see if there are any
lingering effects from that spider bite.
Mialee: Uh-oh, that doesn’t sound good . . . [Rolls.] . . . a 17!
DM: No problems, then. You feel fine. Looking at the pile of
debris, you’d guess it’s probably refuse from the spider—leftovers
of its victims and its own castings. Amid bits of bone and tatters of
clothing, you find 19 silver pieces. And make a Search check.
Mialee rolls a 9 and adds her +6 Search modifier for a result of 15—just
enough to notice a hidden gem in the pile!
DM: You see something sparkle inside a small skull. Looking
closer, you see it’s a gem—a garnet.
Mialee: Great! I get it out and put it in my pouch. We can try
to appraise it later. You know, I’m getting a little nervous about
that web.
Lidda: Good point. Jozan, why not light the webs on fire with
your torch?
Jozan: Okay. I do. What happens? [Looks at the DM.]
DM: The webs burn quickly. As they do, tiny burning husks of
smaller spiders fall from the ceiling, but nothing the size of the
creature that attacked.
Tordek: [On lookout.] What do we see down the passages?
DM: The south tunnel runs straight as far as you can see. The
west corridor ends in a door at about 20 feet.
Tordek: Okay, I’ll also glance down the east passage.
DM: You see the east corridor goes straight for about 20 feet and
then turns a corner to head north.
Lidda: Let’s check out that door. [Everyone agrees.]
DM: Okay. You walk down the west passage. The door is a great,
heavy thing with a huge ring of corroded bronze in the center.
Tordek: Mialee, your Listen modifier is better than mine. Why
don’t you listen at this door?
Mialee: Okay. I move forward to do so. [Rolls.] I roll a 13. Do I
hear anything?
DM: You hear a faint moaning sound—you can’t really tell what
it is—that rises and then fades away. The door is hinged on the left
and looks like it pulls inward toward you.
Mialee: I hear moaning on the other side. Let’s get ready for
action! And, by the way, I move to my position toward the back. . .
Tordek: [Laughs.] All right, I’ll open the door while the elf
scrambles to the back of the line.
DM: Make a Strength check.
Tordek: [Rolls.] I only got a 10. If that’s not good enough, can I
try again?
DM: That’s not good enough, but if you’re willing to spend more
time on it, you can keep trying.
Tordek: [To the other players.] Look, we really want to get through
this door, right? [They agree, so the player turns back to the DM.] I’m
willing to spend enough time to take 20 on my roll. With my
Strength bonus, that gives me a 22.
DM: Ah, easily good enough. After a couple of minutes, Tordek
forces open the stuck door. Immediately a blast of cold, damp air
gusts into the passage where you are, blowing out Jozan’s torch.
Tordek: Do I see anything with my darkvision?
DM: Beyond the door is a chamber with rough walls, not blocks
of stone like the room behind you. It’s 25 feet wide and extends
about 40 feet to the south. A stream spills through the room into a
pool, carrying with it a cold, damp breeze. You don’t see anything
moving around, but some old barrels and buckets are here.
Jozan: I cast light on a rock, since we’ll never get a torch lit in
this wind.
DM: Okay, now everyone can see.
Tordek: I look at the ceiling and the floor for any more nasty
surprises.
Mialee: I’ll look in the barrels and buckets.
Lidda: Jozan, bring your light over and we’ll check out the pool.
DM: Tordek and Mialee, make Search checks. Lidda and Jozan,
give me Spot checks, since you can’t “search” the pool without get-
ting into it, but you can look into the water to spot anything that
might be there. [The players comply and tell the DM their results,
although the DM knows that there’s nothing for Tordek or Mialee to find.]
There’s nothing alarming about the ceiling and floor, and the
buckets are empty. The pool has some small white fish that look
harmless—they don’t react at all to your light. The pool looks to be
4 to 6 feet deep with a rough and rocky bottom. Jozan, with your
result of 17 you see that what at first seemed to be a rock formation
near the center of the pool looks somewhat like a skeleton.
Jozan: Cool! Mialee, will you cast your own light spell so I can
toss this rock down into the pool to get a better look at this skele-
ton? It might be something interesting.
Mialee: Okay, I do.
Jozan: I toss the rock that I’ve cast light upon into the water,
toward the center of the pool.
DM: Your stone falls to the bottom of the pool, illuminating the
center. The formation is clearly a limed-over skeleton—it must
CHAPTER 1:
RUNNING
THE GAME
have been there for many years. Your stone impacts with it, stir-
ring up dirt and muck, and dislodges what appears to be a cylinder
about a foot long. The current quickly begins to carry it away. . . .
Lidda: Oh, no! I leap into the water and get it—at least I’ll be
able to see down there. Better, in fact, because of my low-light
vision.
DM: Hmmm. Make a Swim check.
Lidda: Uh-oh. I don’t have that skill. Untrained, I use my
Strength bonus, right? Uhh . . . don’t have one of those either.
[Rolls.] Hey! I still got a 17!
DM: You guys are rolling great tonight. Lidda, even with a
penalty for the weight of the gear you’re carrying, you succeed.
You manage to jump in and swim up to the tube just as the current
is going to sweep it out of the room and down the underground
stream. You have no idea if there would be air to breathe if you
swam down the dark, narrow passage, which seems to be com-
pletely filled with water.
Lidda: Okay, then I try to grab the tube now.
DM: Make an attack roll.
Lidda rolls high enough to grab the tube. The DM relays this informa-
tion, and Lidda swims up to the surface and climbs out of the pool with the
help of the others—all of whom announce that their characters crowd
around her to see what she’s found. The DM describes the sealed tube.
Lidda: I dry off the tube a little, and then open it.
DM: Inside is a roll of vellum.
Tordek: Let’s get out of this room and back into that entry cham-
ber where we can light torches again. It’s probably not going to be
easy to read a scroll or whatever with this air current. [The other PCs
agree, and they return to the first room, closing the door behind them.]
DM: The tube must have allowed a bit of water to seep in slowly,
because parts of the scroll are smudged and obliterated, but you
can see what looks like a map of the passages under the monastery.
You recognize the stairs down and the room with the pool and bar-
rels. The eastern portion of the map is smeared beyond legibility,
but you see that the south passage runs out of the room you’re in
now to a blurred area, and beyond that you see a large area with
coffinlike shapes drawn along the perimeter.
Tordek: Let’s head south and see what the map is leading
toward. [Everyone agrees. Tordek lights a torch and takes the lead.]
DM: You pass down a long passage of stone blocks with an
arched ceiling about 15 feet overhead. The passage stretches for
about 60 feet, then opens into the northern portion of an unlit
chamber that looks to be about 50 feet by 50 feet to those of you
with darkvision or low-light vision. It’s completely empty and
seems to be a dead end. What do you do?
Lidda: Does this room look like the one with the coffin shapes
on the map?
DM: No. It looks more like the blotched area on the map.
Mialee: I bet there’s a secret door here. Let’s check the south
wall.
The DM decides to make the Search checks himself, hidden from the
players so that they won’t know the results. He knows that they can’t find
anything; there is a secret door 10 feet above the floor, but he doesn’t want
them to know that. Finding some holes in the wall requires no roll, so the
DM randomly determines who finds them by rolling a d4. He also makes
a Listen check for the ghouls at the far end of the secret corridor—an 18
means they have heard the party tapping on the walls looking for a
hollow spot.
DM: The wall seems solid. However . . . Tordek, you noticed
some strange holes in the wall—square places cut into the stone,
each about half a foot on a side and about that deep. There are four
all together. Each pair of holes is 10 feet apart, with one pair about
3 feet from the floor and the other pair about 6 feet up. You find
some wooden splinters in one of the holes.
Jozan: Let’s look at that map again.
Tordek: While you do that, I’ll feel around to find if the holes
have any levers or catches or anything.
DM: [Making some meaningless rolls, knowing there are no levers to
find.] You don’t find anything like that, Tordek.
Mialee: The only thing I can think of is that the holes are sock-
ets for some sort of wooden construction.
Lidda: Sure! How about a ramp or stairs? How high is the ceil-
ing in this place?
DM: Oh, about 25 feet.
Lidda: How about hoisting me up and letting me search up
high?
Jozan: Good idea. Tordek, will you help me hold her steady?
Tordek: Sure.
Mialee: While they do that, I’ll keep a lookout to make sure
nothing sneaks up behind us from the way we came.
DM: Looks clear, Mialee. Lidda’s not heavy, so you guys don’t
have to make Strength checks to lift her. You do have to make
them to hold her steady so that she can . . . What is it you’re going
to do once you’re hoisted up, Lidda?
Lidda: I’ll scan the stone first to see if markings or some operat-
ing device is evident.
DM: Okay, how about those Strength checks? Tordek, you’re
stronger, so Jozan is helping you rather than the other way around.
If the cleric can succeed on a check against DC 10, he’ll add +2 to
Tordek’s attempt.
The check results are good enough that Tordek and Jozan are able to
hold Lidda steady, so the DM makes a Search check for Lidda. She finds
something.
DM: Lidda, you find some stone projections that seem rather
smooth, as if worn by use.
Lidda: Then I’ll see if I can move any of the knobs. Maybe they’ll
open a secret door. I’ll pull, push, twist, turn, and slide. . . .
DM: Okay. One of the fist-sized projections moves inward, and
there’s a grinding sound. A 10-foot-by-10-foot section of the wall,
10 feet above the floor in the center of the south wall, swings
inward and to the right.
Lidda: I’ll pull myself up into the doorway, and then I’ll see if I
can use my tools to somehow anchor a rope up here to help the
others climb.
DM: You get up there, and you’re looking around for a crack or
something to wedge a spike into, right? Make a Spot check.
The Spot check is actually to see if Lidda sees the ghouls waiting in the
darkness, but Lidda doesn’t know that (although the fact that the DM didn’t
ask for a Search check might have tipped off a more experienced player).
Lidda: Oops. I rolled a 7.
Now the DM begins rolling attacks for the ghouls. The players ask
what’s going on, and why he’s rolling dice, but his silence adds to the ten-
sion and suspense. The ghouls hit Lidda with their paralyzing touch.
DM: Lidda, make a Fortitude save.
Lidda: Oh, no! Why? A trap? [Rolls.] Arrgh—a 1. This is where
our luck runs out.
DM: [To the others.] You see a sickly gray arm strike the halfling
as she’s looking around at the floor where she stands, 10 feet above
you. She utters a muffled cry, and then a shadowy form drags her
out of sight. What do you do?
RUNNING A GAME SESSION
After everything is prepared, and everyone sits down at the table,
you’re on. It’s your show. Here are some points to consider, while
at the table and before you ever get there, to help the game run as
smoothly as possible.
KNOWING THE PLAYERS
Normally, but not always, the DM is in charge of inviting players
to play in his or her game. If this is the case, it’s your responsibility
to know and understand each of these people well enough that
you can be reasonably sure that they’ll all get along, work well
together, and enjoy the sort of game you run.
CHAPTER 1:
RUNNING
THE GAME
A lot of this has to do with playing style. Ultimately, you have to
know the kind of game your players want to play—and, with play-
ers new to the game or a newly formed group, this knowledge may
take a while to emerge. Recognize that while you’re in charge, it’s
really everybody’s game—and that the players are all here, coming
back session after session, because they trust that you’ll help them
have a fun and rewarding gaming experience.
Table Rules
One thing that will help everyone, players and DM alike, to all get
along is establishing a set of rules—rules that having nothing to
do with the actual game but that govern what happens with the
people around the table.
Some table rules issues that you’ll need to deal with eventually
are discussed below. It’s best to come up with the answers before
you start a regular campaign. You can establish these yourself, or
you can work them out with your players.
Nonattending Players: Sometimes a regular player can’t show
up for a game session. The others are faced with the question of
what to do with his or her character. You have several choices.
•Someone else runs that character for the session (and thus runs
two characters at once). This is easiest on you, but sometimes the
fill-in player resents the task, or the replaced player is unhappy
with what happened to the character in his or her absence.
•You run the character as though he or she were an NPC. This
might actually be the best solution, but don’t do it if running a
character and running the game at the same time is too much
for you and hurts the whole session.
•The character, like the player, can’t be present for this adven-
ture. This solution only works in certain in-game situations, but
if it makes sense for the character to be absent, that’s a handy
way to take the character out of the action for a game session.
Ideally, the reason for the character’s absence is one that allows
him or her to jump back in with a minimum of fuss when the
player is available again. (The character may have some other
commitment, or she might fall victim to some minor disease,
for instance.)
•The character fades into the background for this session. This is
probably the least desirable solution, because it strains every-
one’s suspension of disbelief.
Recognize that players come and go. Someone will move away,
another’s regular life will become busier, and yet another will
grow tired of the game. They’ll quit. At the same time, new players
will want to join in. Make sure always to keep the group at a size
that you’re comfortable with. The normal-sized group is around
four players (with the DM as the fifth person). However, some
groups are as small as two players, and others as large as eight or
more. (Very large groups sometime use a nonplayer assistant who
helps manage player actions, rules referencing, and NPCs to help
the DM keep from getting bogged down.) You can also play the
game one on one, with just one player and a DM, but that’s a very
different sort of play experience. (It’s a good way to handle special
missions such as a paladin’s atonement.)
If you can, try to find out from the players how long they’re
interested in playing, and try to get a modest commitment from
them to show up on a regular basis during that time.
Integrating New Players: When someone new joins the cam-
paign, his or her character needs to be integrated into the game. At
the same time, the player needs to be integrated into the group.
Make sure that a new player knows the table rules as well as the
game rules.
Dice Conventions: When someone makes a roll and the die
lands on the floor, do you reroll it or use the die as it lies? What do
you do with a die that lands cocked against a book? Are players
required to make all die rolls where the DM can see them? These
questions have no right or wrong answers, but deciding your
group’s answers ahead of time will save you from arguments later.
Book Use: It’s best if you decide ahead of time which books
(other than the Player’s Handbook) a player can reference during a
playing session.
Rules Discussions: It’s probably best if players don’t question
your rulings or established rules, propose changes to the rules, or
conduct discussions on other aspects of the game (aside from
what’s immediately at hand) during the game itself. Such matters
are best addressed at the beginning or end of the session.
Jokes and Off-Topic Discussions: There are always funny
things to be said, movie quotes, good gossip, and other conversa-
tions that crop up during the game, whether they’re inspired by
what’s going on in the session or completely extraneous. Decide
for yourself (and as a group) how much is too much. Remember
that this is a game and people are there to have fun, yet at the same
time keep the focus on the actions of the characters, so the whole
playing session doesn’t pass in idle chat.
WORKING WITH PLAYERS
Two players want the same magic item. Each thinks his character
can use it best or deserves it for what he’s done. If the players
can’t find a way to decide who gets it, you will have to arbitrate or
impose a solution. Or, worse, one player is angry with another
player for something that happened earlier that day outside the
game, so now his character tries to harass or even kill the other
player’s character. You shouldn’t sit back and let this happen. It’s
up to you to step in and help resolve conflicts such as these.
You’re a sort of master of ceremonies as well as an umpire during
the game. Talk with the arguing players together or separately
outside the game session and try to resolve the conflict. Make it
clear as nicely as you can that you can’t let anyone’s arguments
ruin the game for the other players and that you won’t tolerate
real-world hard feelings affecting the way characters within the
game react to each other.
If a player gets angry when you rule against her, be firm but
kind in telling her that you try your best to be fair and that you
can’t have angry outbursts spoiling everyone else’s fun. Settle the
matter outside the game session. Listen to her complaints, but
remember that you’re the final arbiter, and that by agreeing to play
in your game she has also agreed to accept your decisions as DM
(see When Bad Things Happen to Good Characters, page 18).
Sometimes one player’s actions ruin the fun for everyone. An
obnoxious, irresponsible, troublemaking player can make the
game really unpleasant. Sometimes he gets other characters killed
because of his actions. Other times he stops the game altogether
with arguments, tantrums, or off-topic conversations. Still other
times he might keep everyone from playing by being late or not
showing up at all. Ultimately, you should get rid of this player.
Don’t invite him next time. Don’t play the game with someone you
wouldn’t enjoy spending time with in another social setting.
If one player dominates the game and monopolizes your time
with her character’s actions, the other players will quickly grow
dissatisfied. Make sure everyone gets his or her turn. Also, make
sure each player gets to make his or her own decisions. (Overeager
or overbearing players sometimes try to tell the others what to do.)
If one player insists on controlling everything, talk to him outside
the game session and explain that his actions are making things
less fun for everyone.
METAGAME THINKING
“I figure there’ll be a lever on the other side of the pit that deacti-
vates the trap,” a player says to the others, “because the DM would
never create a trap that we couldn’t deactivate somehow.” That’s an
example of metagame thinking. Any time the players base their
characters’ actions on logic that depends on the fact that they’re
playing a game; they’re using metagame thinking. This behavior
should always be discouraged, because it detracts from real role-
playing and spoils the suspension of disbelief.
CHAPTER 1:
RUNNING
THE GAME
Surprise your players by foiling metagame thinking. Suppose
the other side of the pit has a lever, for example, but it’s rusted and
useless. Keep your players on their toes, and don’t let them second-
guess you. Tell them to think in terms of the game world, not in
terms of you as the DM. In the game world, someone made the
trap in the dungeon for a purpose. You have figured out the reason
why the trap exists, and the PCs will need to do the same.
In short, when possible you should encourage the players to
employ in-game logic. Confronted with the situation given above,
an appropriate response from a clever character is “I figure there’ll
be a lever on the other side of the pit that deactivates the trap,
because the gnomes who constructed the trap must have a means
to deactivate it.” In fact, this is wonderful—it shows smart think-
ing as well as respect for the verisimilitude of the game world.
KNOWING THE PCS
One advantage that you always have over a professional writer
designing an adventure is that you know your players. You know
what they like, what they’re likely to do, what their capabilities
are, and what’s going on in your campaign right now. That’s why
even when you use a published adventure, you’ll want to work to
ensure that it gets integrated into your campaign properly.
A good DM will always know the following facts about the
characters in his or her game.
The Characters’ Basic Statistics: This includes class, race, level,
hit points, save and attack bonuses, spells, and special abilities. You
should be able to look at a monster’s hit points, AC, and special qual-
ities and be able to judge whether it’s a fitting challenge. Compare,
for example, the monster’s AC with the attack bonuses of the char-
acters in the group—particularly the fighters. When you assume
average rolls, can the fighters hit the creature? Do they need above-
average rolls? (If so, the challenge will be great.) Do they need a nat-
ural 20? (If so, the challenge is almost certainly too difficult.)
Examine the attack bonus of the monster. Look at the damage it
can deal. When you compare these pieces of information to the
AC and hit points of the PCs, will the monster be able to hit or
seriously damage the characters? Will it almost certainly kill one?
If the monster’s attack bonus added to an average d20 roll hits the
character’s AC, and the average damage dealt is more than the PC’s
total hit points, the monster will kill the character. When you look
at the save DCs for the monster’s special attacks, are the characters
likely to successfully resist the attack?
These sorts of questions and analyses allow you to judge mon-
sters, encounters, and adventures and determine whether they are
appropriate for your group. Challenge Rating assignments for
such obstacles will help, but no one knows your group of charac-
ters as well as you do. (See Chapter 3: Adventures for details about
Challenge Ratings.)
Keep a record of all the characters, their abilities, spells, hit
points, AC, and so forth. One way to do this is to require the play-
ers to give you a new copy of their character sheet whenever the
character attains a new level. This information is helpful to you for
balancing encounters and monitoring hit point loss and spell
depletion during play. It’s also very handy if a player can’t make it
to a session, enabling you to simply hand the character sheet to
whoever is running the character for that session.
The Players’ Likes and Dislikes: Some groups hate political
intrigue and avoid or ignore it in favor of going down into the
dungeon. Other groups are more likely to run from a serious com-
bat challenge. Some groups prefer adventures with mind flayers
and psionics. Some don’t. You’re the best judge, if you’re aware of
what the players like and what entices them, of whether they will
partake in and enjoy a particular encounter or adventure.
For example, a DM might find that the lure of gold motivates
the PCs in her group. She knows, then, that in order to get them
involved in the adventure she has written (or purchased), there
has to be some treasure involved, and the PCs need to know about
it ahead of time. Another group, however, might be interested in
heroic deeds. They don’t care about money, but if they hear that
the duchy’s in danger from a storm-controlling wizard, they’re off
to stop him in a flash.
Nothing’s more frustrating for a DM than to create an adven-
ture and provide the PCs with the hook that will bring them into
the action, only to have them ignore or even consciously reject it.
No one wants to see his or her adventure go unplayed. Know what
interests and motivates the group, and you’ll be able to avoid this
disheartening possibility.
What’s Going on in the Campaign: Since you’re managing
the events in the game, you need to keep track of what’s going on
anyway. It’s important to always know what the characters are
doing and a little about their plans. If the PCs want to leave the
area and head into the mountains to find one of the characters’ old
mentors, you need to keep that in mind when preparing that ses-
sion’s adventure and in planning ahead for future sessions.
Keep a record of every significant event that occurs in the game.
A timeline can help you keep track of when events happened in
relation to each other (especially handy for monitoring the activi-
ties of recurring villains). Above all, make sure you always have a
good grasp of NPCs’ names (particularly ones you’re forced to
make up in the middle of the game), so that the name of the king
doesn’t change abruptly from session to session. And of course you
should remember what the PCs have accomplished, where they
have been, enemies they have made, and so forth.
KNOWING THE ADVENTURE AND
OTHER MATERIALS
You’re running the game, so you have to know everything. Well,
maybe not everything, but certainly enough to keep things mov-
ing. If you know the PCs want to head into the mountains, it’s
helpful if, ahead of time, you have looked into how mountain
travel affects their movement, what it’s like to be in the mountains
(possibly through some research in an encyclopedia or travel
book), and other considerations (climbing gear, mountain
encounters, and the like). If you have a chance to try rock climb-
ing, or if you’ve done it before, so much the better—there’s noth-
ing like personal experience to lend realism to your descriptions.
More to the point, you will want to have prepared as much as
you can for the adventure ahead of time. You will want to have fig-
ured out what will happen when, the layout of the area (both the
large-scale landscape and individual encounter areas), what the
PCs will encounter if they go to a particular area, how NPCs en-
countered in the adventure will react to the PCs, and the events
likely to happen (such as a conversation or a fight).
When you are running a published adventure, this preparation
often amounts to reading the material carefully and making notes
where you need them. Useful points to note might include any of
the following.
•Page numbers in the rulebook for rules you know you’ll need to
reference in a given encounter.
•Changes needed for the adventure to fit into your campaign.
•Changes you want to make to please your tastes or those of your
group.
•Preplanned actions you want NPCs to take in a given encounter
(ambushes, dying speeches, spell sequences).
•Reminders to yourself about rules, adventure structure, events
that might occur (such as random encounter checks), or the
consequences of certain actions.
If you are designing an adventure on your own, your preparation
requires (obviously) a lot more time. This preparation might in-
clude any of the following elements.
•Maps of the area (large scale) and of specific smaller areas where
encounters are likely to occur. These can be as simple and
sketchy or as detailed as you like.
CHAPTER 1:
RUNNING
THE GAME
•A key to the map or maps detailing special areas and what
might be encountered in each one, including foes, allies, trea-
sure, traps, environmental situations, and possibly even
descriptions of what the PCs see, hear, and experience upon
entering an area.
•NPC listings that include their statistics and notes on their
potential reactions.
•Bookmarks in the rulebooks (or notes listing page numbers) for
rules that might need to be referenced.
•Notes on the overall story or plot of the adventure if it is
complex.
•Statistics for any new monsters you’re introducing.
This preparation can amount to a lot of work. However, not every
adventure is going to require reams of notes in order to play. Not
every DM likes to prepare detailed notes ahead of time. Some have
more fun if they just “wing it.” And sometimes a DM would like to
be better prepared, but there just isn’t time. Find the style of Dun-
geon Mastering that suits you best.
KNOWING THE RULES
If you know that the aerial combat rules will be needed to play out
the battle in which the PCs are mounted on griffons and the gar-
goyles attack them, review those rules before playing. When rules
less often used come into play in the course of the adventure, it
slows things down if you have to reread them in the midst of a
game. Looking over commonly used rules—such as descriptions
for spells you know NPCs or PCs have prepared, or even the basic
combat rules—before a game session is always a good idea.
When a player has a rules question, you should be the one best
able to answer the question. Mastery of the rules is one reason
why the DM is sometimes called the referee.
No matter how well you know the rules, though, a player might
remember some point that didn’t occur to you. Most players, quite
properly, won’t lord it over you if they know some rules better
than you do. If someone else at the table corrects your recollection
of a rule or adds some point you hadn’t thought of, thank that
player for his help. When people cooperate to make the game
better, everyone benefits.
KEEPING GAME BALANCE
A lot of people talk about game balance. They refer to rules they
like as “balanced,” and rules that don’t seem to work as “unbal-
anced.” But what does “game balance” really mean? All game bal-
ance does is to ensure that most character choices are relatively
equal in terms of their chances for success. A balanced game is one
in which one character doesn’t dominate over the rest because of a
choice that he or she made (race, class, skill, feat, spell, and so on).
It also reflects that the characters aren’t too powerful for the
threats they face; yet, neither are they hopelessly overmatched.
The two factors that drive game balance are discussed below.
Good DM Management: A DM who carefully watches all
portions of the game so that nothing gets out of his or her con-
trol helps keep the game balanced. PCs and NPCs, victories and
defeats, awards and afflictions, treasure found and treasure
spent—all these aspects must be monitored to maintain balance.
No one character should become significantly greater than the
others. If this does happen, the others should have an opportu-
nity to catch up in short order. The PCs as a whole should never
get so powerful that all the challenges become trivial to them.
Nor should they be constantly overwhelmed by what they
must face. It’s no fun to always lose, and always winning gets
boring fast. (These types of games are known as “killer dun-
geons” and “Monty Haul games,” respectively.) When temporary
imbalances do occur, it’s easier to fix them by altering the chal-
lenges than by changing anything about the PCs and their
powers or equipment. No one likes to get something (a new
magic sword, for example), only to have it taken away again
because it was too unbalancing.
Player–DM Trust: Players should trust the DM. Trust can be
gained over time by consistent use of the rules, by not taking sides
(that is, not favoring one player at another’s expense), and by mak-
ing it clear that you’re not vindictive toward the players or the PCs.
If the players trust you—and through you, the game system—
they will recognize that anything that enters the game has been
carefully considered. If you adjudicate a situation, the players
should be able to trust it as a fair call and not question or second-
guess it. That way, the players can focus their attention on playing
their characters, succeeding in the game, and having fun, trusting
you to take care of matters of fairness and realism. They also trust
that you will do whatever you can to make sure they are able to
enjoy playing their characters, can potentially succeed in the
game, and will have fun. If this degree of trust can be achieved,
you will be much more free to add or change things in your game
without worrying about the players protesting or scrutinizing
every decision.
Handling Unbalanced PCs
Sometimes, though, the unexpected will happen. The characters
may defeat a villain, foiling what the villain (and you) thought was
an unstoppable escape plan, and gain a vorpal sword that you never
intended to fall into their hands. PCs entrusted to deliver an arti-
fact to its rightful owner may decide to simply keep it instead. Or,
even more likely, the combination of some new acquisition with
an item or spell or power a character already has will prove unbal-
ancing in a way you didn’t foresee.
When a mistake is made, and a PC ends up too powerful, all is
not yet lost. In fact, it’s usually simple to increase the challenges
that the character faces to keep him or her from breezing through
encounters. However, this way of solving the problem can be
unsatisfying, and it can mean that the encounters become too dif-
ficult for the other PCs. At the same time, as already noted, it’s
never fun to lose some new aspect of your character that turns out
to be unbalancing. From the player’s point of view, it’s not his or
her fault.
You have two options.
Deal with the Problem In-Game: “In-game” is a term used to
describe something that happens in the story created by the play
of the game. For example, suppose a PC becomes an unbalanced
character by using a wish spell to give herself the ability to cast all
her prepared spells twice rather than once. (This should never
happen from a wish, but DMs do make mistakes.) An in-game solu-
tion might be to have an enemy cleric use a miracle to rob her of
that newfound ability. Whatever you do, try not to make it obvious
that the situation is actually just a tool to balance the game.
Instead, make it seem just a part of the adventure. (If you don’t,
indignant players will get very angry.)
Deal with the Problem Out-of-Game: “Out-of-game” means
something that takes place in the real world but has an impact on
the game itself. An out-of-game solution to the problem described
in the last paragraph would be to take the player aside between ses-
sions and explain that the game has become unbalanced because of
her character—things need to change, or the game may fall apart.
A reasonable person will see the value in continuing the game, and
she’ll work with you either in-game (perhaps donating a powerful
item to an appropriate NPC guardian) or out-of-game (perhaps by
erasing the unbalancing power or item from her character sheet
and just pretending it was never there). Be warned, however, that
some players may dislike this amount of intrusion on your part and
resent giving up a great ability or item their character “earned.”
Even if they don’t tell you to forget about it, they’ll begrudge the
loss. What’s worse, after an unfortunate exchange of this type, it
will seem obvious and contrived if you try to balance things with
an in-game solution. Nobody said DMing was easy.
CHAPTER 1:
RUNNING
THE GAME
CHANGING THE RULES
Beyond simply adjudicating, sometimes you are going to want to
change things. That’s okay. However, changing the rules is a chal-
lenge for a DM with only a little experience.
Altering the Way Things Work
Every rule in the Player’s Handbook was written for a reason. That
doesn’t mean you can’t change some rules for your own game. Per-
haps your players don’t like the way initiative is determined, or
you find that the rules for learning new spells are too limiting.
Rules that you change for your own game are called house rules.
Given the creativity of gamers, almost every campaign will, in
time, develop its own house rules.
The ability to use the mechanics as you wish is paramount to
the way roleplaying games work—providing a framework for you
and the players to create a campaign. Still, changing the way the
game does something shouldn’t be taken lightly. If the Player’s
Handbook presents the rules, then throughout the Dungeon Master’s
Guide you will find explanations for why those rules are the way
they are. Read these explanations carefully, and realize the impli-
cations for making changes.
Consider the following questions when you want to change
a rule.
•Why am I changing this rule?
•Am I clear on how the rule that I’m going to change really
works?
•Have I considered why the rule existed as it did in the first
place?
•How will the change impact other rules or situations?
•Will the change favor one class, race, skill, or feat more than the
others?
•Overall, is this change going to make more players happy or
unhappy? (If the answer is “happy,” make sure the change isn’t
unbalancing. If the answer is “unhappy,” make sure the change
is worth it.)
Often, players want to help redesign rules. This can be okay,
since the game exists for the enjoyment of all its participants,
and creative players can often find ways to fine-tune a rule. Be
receptive to player concerns about game mechanics. At the
same time, however, be wary of players who (whether selfishly
or innocently) want to change the rules for their own benefit.
The D&D game system is flexible, but it’s also meant to be a bal-
anced set of rules. Players may express a desire to have the rules
always work in their favor, but the reality is that if there were no
challenges for the characters, the game would quickly grow
dull. Resist the temptation to change the rules just to please
your players. Make sure that a change genuinely improves your
campaign for everybody.
ADDITIONS TO THE GAME
As DM, you get to make up your own spells, magic items, races,
and monsters. Your campaign might have a real need for a spell
that turns foes to crystal, or a monster covered in dozens of ten-
tacles that drains heat from living creatures. Adding new races,
spells, monsters, and magic items can be a really entertaining and
rewarding experience.
On the downside, an addition to the game can spoil game bal-
ance. As stated earlier, maintaining balance is an important DM
responsibility. Most unbalancing factors are actually hasty or ill-
considered DM creations. Don’t let that happen to you.
One way to judge whether a new skill, feat, spell, or other op-
tion is balanced is to ask yourself, “If I add this to the game, is it
so good that everyone will want to have it?” At the same time,
ask yourself, “Is this so limited that no one will be interested in
it?” Keep in mind that it’s easier and more tempting to create
something that’s too good rather than not good enough. Watch
yourself.
Making Mistakes
A magic item that allows the characters to move through walls
unhindered, giving them easy access to all sorts of places you do
not want them to go (at least without great effort), is a mistake.
A 4th-level spell that kills multiple foes with no saving throw is
a mistake. A race without a level adjustment that has bonuses of
+4 to Strength and Dexterity is a mistake.
Usually, the mistakes that creep into a campaign are the ones
that seem innocuous at first. A 1st-level spell creating a blast of
wind that knocks a foe down appears to be fine—until a shrewd
player uses it to knock a powerful opponent off the edge of a cliff.
On the other hand, you’ll know right away that you should never
have put a staff of disintegration with unlimited charges in that trea-
sure chest, or you should never have allowed your players to per-
suade you that the game would be more fun if critical hits multi-
plied all damage by five.
When things get unbalanced, you need to fix them either in-
game or out-of-game, depending on the situation and the involved
players’ personalities. Unbalanced character abilities or items are
best handled in-game, but rule changes can only be handled out-
of-game. Sometimes it’s best for you to admit to the players that
you made a mistake, and now it needs to be fixed in order to keep
the game fun, balanced, and running smoothly. The more reason-
able you are, the more likely your players are to understand.
SETTING THE STAGE
It’s worth stating again: Once the game starts, it’s all up to you. The
players are likely to take their cues from you on how to act and
react. If you handle the game seriously, they’ll be more likely to
CHAPTER 1:
RUNNING
THE GAME
EQUIPMENT FOR RUNNING THE GAME
The following kinds of equipment are available to streamline or
enhance your game. They’re not for everyone, however.
DM Screen: This is a cardstock screen (available in many game and
hobby stores) that stands up on the table between you and the players. It
has useful tables and rules reminders on it to speed play. You can also clip
notes to it, so you can see them but the players can’t. Behind this screen,
you can put your maps and records on the table, and roll dice where the
players can’t see what you’re doing. The only drawback is that a screen
creates a wall between you and the players, which can be distancing. DMs
who wish to have the information on the screen handy but don’t want to
set themselves apart from the players sometimes lay the screen flat on
the table in front of them, hiding adventure notes underneath.
Counters: If you don’t have miniature figures for every character or
creature the PCs encounter, you can use any sorts of counters to
represent characters and monsters: printed counters with pictures of
the creatures, poker chips, checkers, coins, scraps of paper—anything
you want.
Computers: With a computer at the table (or at your side nearby,
but shielded from players), you can keep all your notes and maps in
electronic files easily searched and referenced during the game.
Special DM utility programs are available that manage NPCs, PCs,
monsters, treasure, and other kinds of information. Some will deter-
mine random encounters, create characters, and generate random
numbers. Not all roleplaying groups prefer to use a computer,
however, because of the tendency of the machine to draw the DM’s
attention away from the players and the game. If you find yourself star-
ing at the screen more than at your players, consider scaling back the
computer’s in-game use and restrict it to generating or manipulating
material between sessions.
pqqqqrs
pqqqqrs
CHAPTER 1:
RUNNING
THE GAME
take it seriously. If you come across with a relaxed, lighthearted
tone, they will crack a few jokes and make side comments of their
own. You make the game the way you want it to be.
Recapping
“Last time, you had just discovered the entrance to the lair of the
basilisk and learned that a tribe of goblins living nearby appar-
ently worships the creature like a god. You were near the end of
your fifth day of traveling through the Thangrat Forest. Mialee the
wizard had suffered a great wound while fighting the initial
goblin scouts. Krusk wanted to go straight to the goblins’ camp
and deal with them then and there, but the rest of you talked him
into helping you find a suitable place to make a safe and defensible
camp. The goblins, meanwhile, were obviously preparing for a
fight, based on the sounds you had heard earlier that day. Now, as
the sun sets beyond the distant mountains, it seems as though the
basilisk is stirring within its lair. What do you do?”
In the middle of a campaign, recapping activity from the previ-
ous session (or sessions) at the start of a new session often helps
establish the mood and remind everyone what was going on. It
can be frustrating to DM and players alike that while in the game
the characters continue what they were just doing, in real life the
players have lived perhaps several days of real time between then
and now. They might have forgotten important details that will
affect their decisions if they don’t get reminders.
Of course, you need to keep notes on what happens so that
you don’t forget either. At the very least, jotting down a few sen-
tences about what was going on at the very end of a game session
and bringing them out at the beginning of the next session is
always a good idea. You may find that you tend to think about the
game between sessions more than the players do, and thus you
have a better grasp of the events. You may get to the point where
you won’t forget what has happened in past sessions, especially
since the adventures you’re working on now will often build off
those events.
USING MINIATURE FIGURES
Metal or plastic figures are used to represent characters, monsters,
and scenery in the game. You can use them on a grid to determine and
regulate the distance between individuals, tactical movement, line of
sight, and areas of spell effects. This book includes a two-sided poster
map containing a sample dungeon on one side and a 1-inch grid on
the other. (For regular use, a vinyl mat with a grid that you can write
on with wipe-off markers is especially useful. Mats of this sort are
often available at the same hobby and game stores that sell dice.)
Even without a grid, you can use miniatures arrayed on the
table to show marching order and relative position, or you can use
a tape measure and a scale of 1 inch = 5 feet to determine distances
on the tabletop precisely. Sometimes position in combat means
the difference between life and death, and miniature figures (per-
haps along with other suitable objects to represent terrain features
or dungeon furnishings) help everyone agree on the locations of
characters, creatures, and significant objects.
With a little searching, a player can usually find a miniature
that resembles the character he or she wants to play, and perhaps
is even posed the way the character would carry himself or herself.
MAPPING
When one of the players is drawing a map as the characters explore
a new place, give her a break. Describe the layout of the place in as
much detail as she wants, including dimensions of rooms. For clar-
ity, you might draw out the shape and size of a room on a grid in
front of you. Be willing to repeat a description if needed. Describe
anything the characters should be able to see (considering illumi-
nation and their own vision capabilities) or reasonably estimate
(such as the distance to the far wall of a cavern).
Of course, when the PCs are lost in a dungeon or walking
through fog, the whole point of the situation is that they don’t
know where they are (or where they’re going). In cases such as
these, don’t take pains to help the mapper. If the characters are
sneaking through a maze and they make a wrong turn, it’s all the
more fun when they have to backtrack.
PACING THE GAME SESSION
The pace of the game determines how much time you spend on a
given activity or action taken by the characters. Different players
enjoy different paces. Some players have their characters pick up
every copper piece; others decide it’s not worth the playing time.
Some roleplay every encounter, while some want to skip on to the
“good bits”—combat and other action-oriented activity.
Do your best to please the group, but above all, keep things
moving. Don’t feel that it’s necessary to play out rest periods,
replenishing supplies, or carrying out daily tasks unless the play-
ers want to. Sometimes that degree of detail is an opportunity to
develop characters, but most of the time it’s unimportant.
Determine ahead of time, if possible, how long the playing ses-
sion will last. Doing this enables you to judge about how much
time is left at any point and pace things accordingly—you should
always end a session at a good stopping point (see Ending a Ses-
sion, below). Three to four hours is a good length for an evening
game. Some people like to play longer sessions, usually on a week-
end. Even if you normally play for shorter periods, sometimes it’s
fun to run a longer, “marathon” session.
Referencing Rules
Look at the rules only when you truly need to during a game. While
the rulebooks are here to help you, paging through a book to
double-check yourself can slow things down. Look when necessary
(and mark things you’ll need to refer to again with a bookmark), but
recall a rule from memory when you can. You may not be perfectly
correct in your recollection, but the game keeps moving.
Asking Questions
Don’t be afraid to stop and ask important questions. If the players
seem bored, ask if they would like you to skip ahead or pick up the
pace. If you’re unsure how they want to handle a situation, ask.
Taking Breaks
When you finish up a lengthy combat encounter or a tension-
filled scene, take a break. Particularly in a long playing session,
establish a few breaks for food, drinks, trips to the bathroom, or
just a little time to relax. During this time, you can take your mind
off things for a few minutes, or you can begin to prepare for the
coming encounter.
HANDLING PC ACTIONS
The important point to remember regarding the actions of player
characters during an adventure is that each player controls his or
her own character. Don’t force a character to take a specific action
(unless the character is under a magical compulsion; see below).
Don’t tell a player what his or her character’s emotions are. Even
if an NPC with a high Charisma score attempts to persuade a
character, no mere die roll should force a character into doing
something. Some rules in the game apply specifically to NPCs
and not PCs, the most significant of which are the rules concern-
ing NPC attitudes (see NPC Attitudes, page 128, and the Diplo-
macy skill on page 71 of the Player’s Handbook). These rules should
never be used to enable an NPC to change the way a player char-
acter views that NPC. When running an NPC, feel free to try
praising, misleading, tricking, cajoling, or maligning a character,
but don’t use your authority as DM to exert control over what a
player character does.
Magical Compulsion
Your responsibility for dictating PC actions shifts when a player
character becomes subject to an effect (such as a charm person
spell or the domination ability of a vampire) that puts him or her
under the control of a monster or an NPC. Now the character is
compelled to do the bidding of his or her controller—repre-
sented by you.
Sometimes, adjudicating this sort of situation involves walking
a fine line: For instance, if an NPC wizard has just cast charm person
on a PC, what will you (as the wizard) order the character to do?
According to the spell description in the Player’s Handbook, “You
can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldn’t ordinar-
ily do.” Who decides what the PC “wouldn’t ordinarily do”—you or
the player?
The answer to that question is rarely clear-cut; at times, it may
be necessary for you and the player to come to an agreement on
what the character would “willingly” do in a certain situation. This
is one of the times in the game when you should not make deci-
sions on your own—confer briefly with the player of the PC, and,
assuming both of you are reasonable about the scope of what the
character would do, it shouldn’t be difficult to adjudicate the effect
of the spell.
As stipulated in an adventure you have written (or purchased),
an NPC or a monster who gains control of a character may be
motivated by goals that give you an idea of what to order the PC
to do. Sometimes, the character’s response to such an order (or
the character’s opportunity to make an opposed Charisma
check) will be easy to determine; at other times, you
may need to reach an agreement with the player
as discussed above.
HANDLING NPC ACTIONS
Normally, NPCs should obey all the same rules as PCs. Occasion-
ally, you might want to fudge the rules for them in one way or
another (see DM Cheating and Player Perceptions, below), but in
general, NPCs should live and die—fail and succeed—by the
dice, just as PCs do.
Be as quick—or quicker—to decide what the NPCs do on their
turn as the players are when deciding the PCs’ actions. To keep
things moving, be ready ahead of time with what each given NPC
will do. (Since you know ahead of time that the encounter is
coming, you can prepare better than the players can.) Jot down
NPC strategies alongside their game statistics.
Still, NPCs are people too. Don’t let it be obvious to the players
that a particular character is “just an NPC,” implying that what he
or she does isn’t as smart or important as what a PC does. While that
might be true, it shouldn’t seem to be true. In order to make the
game world seem real, the people who populate it should act real.
DESCRIBING THE ACTION
The players take all their cues from you. If you describe something
incompletely or poorly, the players have no chance of understand-
ing what’s going on in the game world. While this is important all
the time that you’re running a game, it’s crucial that you do it well
during combats.
Your descriptions of each action that occurs, the locations of all
important objects and participants, and the general environment are
all crucial to the players’ abilities to make intelligent decisions for
their characters. Thus, you need to be clear about everything. Allow
the players to ask questions and answer them as concisely as you
can. Refer to each character dis-
tinctly. If you call each NPC “that
guy,” the players will never know
what you mean. If a monster
attacks, describe its
horns, bite, or claws
so that the players
understand what
the beast is
doing.
CHAPTER 1:
RUNNING
THE GAME
Adventurers make careful plans regarding
their next adventure.
If the players do not seem to have understood something you
said, say it again. Sometimes important points are lost among lots
of new description. Don’t be afraid to repeat that a great deal of
heat comes up from the grate, or each time the dragonne moves,
the ceiling rumbles and dust shakes down onto the floor. The
worst that can happen is that players are reminded how important
the statement is, and they will act accordingly.
When a character moves, add background. Say “The manticore
moves away from the opening in the far wall, where the foul smell
seems to originate,” or “The barbarian steps even closer to the pit,”
or “The roper slides slowly across the uneven floor.” When a char-
acter uses an object, describe the object. “The warrior slashes you
with his wavy-bladed dagger” is much better than “He hits you for
3 points of damage.”
The tone of your descriptions controls the flow of an encounter
and the mood that the encounter projects over the entire group. If
you speak quickly and intently, this lends intensity to the action. If
your words are frantic, they will make the mood of the scene seem
urgent and desperate.
Sometimes it’s effective to add a little pantomime to your de-
scriptions. If a PC’s opponent raises his huge two-handed sword
above his head to attack the character, raise your hands as if you
are grasping the sword’s hilt. When someone takes a terrible hit in
battle, flinch or recoil with a momentary look of mock pain. If the
PCs are fighting a giant, stand up when the giant takes his actions,
looking down at the seated players.
Sometimes it’s hard to avoid saying “You miss. He hits. You
take 12 points of damage.” And sometimes, that’s okay. Long
verbal descriptions can get tedious to give and to hear, and the
game effects are the important things. However, that’s the
exception, not the rule. Most of the time, at the very least, make
that “He ducks, and slashes with his longsword for 12 points of
damage.” It is usually better in a descriptive way to talk about
dealing damage rather than taking damage. “Its claws rake for 8
points” is at least somewhat interesting, but “You take 8 points”
describes nothing.
Remember, too, that an attack that does not deal damage is not
always a miss in the ordinary sense of the word. Heavily armored
characters may be frequently hit, but their armor protects them. If
you say “His short sword glances off your plate armor,” this not
only describes the action, but makes the player feel good about his
choice to spend extra gold on the good armor.
NPC Actions
When an NPC takes a combat action, the players sometimes need
to have a clue about what’s going on—both in the fictional reality
of the game and in terms of the game’s mechanics. This means that
when a lizardfolk with a crossbow is taking a ready action to cover
the area in front of a door, the players should have a pretty good
idea that if they move in front of that door, the lizardfolk is going
to shoot them.
You need to think about what various actions look like while
they’re happening. If you were all watching the combat in a movie,
what would you see when a character casts a spell or does some-
thing else that none of you have ever seen a real person do? Be dra-
matic, and describe the action fully, but avoid overexplaining,
because that will slow down the flow of the action. Be consistent
as well, because your words are not just description, they’re cues
by which the players make game decisions. If the last time some-
one used the aid another action, you described it as “distracting”
and “harrying,” use those words again. If that means that pretty
soon your players listen to your description and then say, “Ooh,
the wizard must be casting a spell,” you have accomplished some-
thing good—the players have learned your verbal cues to spell-
casting. Not only does that allow them to make good decisions
based on your descriptions, but it lends believability to the fic-
tional world you are creating.
Here are some vivid descriptions you can use to tell players
what’s going on when a character takes a certain action.
Action Description
Charge “He lunges forward at full speed, eyes full of
violence.”
Full defense “She raises her weapon and watches your
attacks, attempting to parry each one.”
Aid another “While his ally attacks, he darts in and out of
the fight, distracting his foe.”
Ready a “He’s got his weapon trained on that
ranged weapon area, obviously waiting for something.”
Cast a spell “He moves his hands in a deliberate manner
and utters words that sound more like an
invocation than a sentence.”
Cast a stilled spell “She speaks a few short words, staring
intently.”
Cast a quickened “With a word and a flick of his hand, . . .”
spell
Cast a silenced “She does nothing but make a powerful
spell gesture.”
Use a special ability “Without using words or gestures, she calls
upon some power within herself, using her
great will and inner strength.”
Activate a “He focuses intently on his item,
magic item drawing power from it.”
Delay “She’s looking around, sizing up the
situation, and waiting to react.”
Interesting Combats
The spiral pathway rose up to the circular platform where the sev-
enteen magical gems were held in stasis. Below the path, a
seething pit of raw, explosive magical energy waited like an open
maw. The four adventurers climbed up the path, eager to reach
their goal, but suddenly a quasit swooped down from some hidden
recess. Tordek drew his axe, knowing that fighting on this narrow
path would be difficult and dangerous. He wasn’t sure what would
happen if one of them fell into that magical energy, but he didn’t
want to find out.
While any combat can be exciting, you should occasionally
have the PCs face opponents in a nontraditional setting. Some-
times mounted combat, or aerial combat, can provide a change of
pace, and underwater settings can be interesting as well. A short
list of other suggestions appears below.
Factor Game Effect
Pits, chasms, bridges, Characters can attempt to push
and ledges opponents with a bull rush (see page 154 of
the Player’s Handbook).
FogConcealment (20% miss chance) for everyone
involved.
Whirling blades or Characters must make DC 13 Reflex saves
giant, spinning gears each round or take 6d6 points of slashing or
bludgeoning damage.
Steam vents One random character must make a DC 15
Reflex save each round or take 3d6 points of
damage from the heat.
Rising or lowering Characters can only melee opponents at the
platforms same elevation; platforms change elevation
every other round.
Ice or other slippery Characters must make DC 10 Balance checks
surfaces each round or fall prone, and then spend a
move action to stand.
For more ideas, see The Environment in Chapter 8: Glossary,
Chapter 3: Adventures, or take inspiration from an exciting
action movie or book.
CHAPTER 1:
RUNNING
THE GAME
DETERMINING OUTCOMES
You’re the arbiter of everything that happens in the game.
Period.
Rolling Dice
Some die rolls, when seen by a player, reveal too
much. A player who rolls to see if her character
finds a trap and sees that she has rolled very
poorly knows that the information you give her as
a result of the roll is probably unreliable. (“Nope. No
traps down that way, as far as you can tell.”) The game is
much more interesting when the player of a character trying to
hide or move silently does not know whether the character has
succeeded.
In cases where the player shouldn’t know the die result,
you can make the roll, keeping dice behind a screen or oth-
erwise out of sight. While this takes some of the fun of
rolling dice away from the players (and let’s face it, that really
is a part of the fun of the game), it helps you to maintain con-
trol over what the player knows and doesn’t know.
Consider making checks involving the following
skills for the player where he or she can’t see the
result: Bluff, Diplomacy, Hide, Listen, Move
Silently, Use Rope, Search, and Spot.
Do this on a case-by-case basis. When possible,
always let players make the rolls themselves.
When it would increase suspense to keep them in
the dark, roll the dice yourself.
DCs, ACs, and Saving Throws
Don’t tell players what they need to roll to succeed. Don’t tell
them what all the modifiers are to the roll. Instead, tell the players
that keeping track of all those things is your job. Then, when they
roll the dice, tell them whether they succeed or fail.
This is important so that players focus on what their characters
are doing, not on the numbers. It’s also a way to hide sneaky mon-
ster tactics or the occasional DM cheat (see below).
DM CHEATING AND
PLAYER PERCEPTIONS
Terrible things can happen in the game because the dice just go
awry. Everything might be going fine, when suddenly the
players have a run of bad luck. A round later, half the party’s
down for the count and the other half almost certainly can’t
take on the foes that remain. If everyone dies, the campaign
might very well end then and there, and that’s bad for every-
one. Do you stand by and watch them get slaughtered, or do
you “cheat” and have the foes run off, or fudge the die rolls so
that the PCs still miraculously win in the end? There are
really two issues at hand.
Do you cheat? The answer: The DM really can’t cheat. You’re
the umpire, and what you say goes. As such, it’s certainly within
your rights to sway things one way or another to keep people
happy or keep things running smoothly. It’s no fun losing a long-
term character who gets run over by a cart. A good rule of thumb
is that a character shouldn’t die in a trivial way because of some
fluke of the dice unless he or she was doing something really
stupid at the time.
However, you might not think it’s right or even fun unless you
obey the same rules the players do. Sometimes the PCs get lucky
and kill an NPC you had planned to have around for a long time.
By the same token, sometimes things go against the PCs, and dis-
aster may befall them. Both the DM and the players take the bad
with the good. That’s a perfectly acceptable way to play, and if
there’s a default method of DMing, that’s it.
Just as important an issue, however, is whether the players real-
ize that you bend the rules. Even if you decide that sometimes it’s
okay to fudge a little to let the characters survive so the game can
continue, don’t let the players in on this decision. It’s important to the
game that they believe their characters are always in danger. If the
players believe, consciously or subconsciously, that you’ll never let
bad things happen to their characters, they’ll change the way they
act. With no element of risk, victory will seem less sweet. And if
thereafter something bad does happen to a character, that player
may believe you’re out to get him if he feels you saved other play-
ers when their characters were in trouble.
When Bad Things Happen to Good Characters
Characters suffer setbacks, lose magic items, take ability score
penalties, lose levels, and die (sometimes repeatedly). Unfor-
tunate events are part of the game, almost as much as suc-
cess, gaining levels, earning treasure, and attaining
greatness. But players don’t always take it well when
something bad happens to their characters.
Remind players that sometimes bad things happen.
Challenges are what the game’s all about. Point out that
a setback can be turned into an opportunity to succeed
later. If a character dies, encourage the other players (per-
haps subtly) to have their characters get the dead character raised
or resurrected. If doing this is not an option, reassure the player of
the dead character that there are lots of opportunities in new char-
acter types she hasn’t yet tried. A bard somewhere will pen a ballad
about the fallen character’s heroic demise even as the group wel-
comes her new PC. The game goes on.
It’s rare but possible that an entire party can be wiped out.
In such a case, don’t let this catastrophe end the whole
game. NPC adventurers might find the PCs and have
them raised or resurrected, putting the PCs deeply in
their debt (an adventure hook if ever there was
one). The players can create a temporary party for
the purpose of retrieving the bodies of the fallen
adventurers for raising or at least honorable burial.
Or, everyone can roll up new characters and start
anew. Even that’s not really so bad—in fact, it’s an opportunity for
a dramatic change of pace.
ENDING A SESSION
Try not to end a game session in the middle of an encounter. Leav-
ing everything hanging in this way is a terrible note to end on. It’s
difficult to keep track of information such as initiative order,
spell durations, and other round-by-round details
between sessions. The only exception to this guideline is
when you purposely end a session with a cliffhanger. A
cliffhanger ending is one in which the story pauses just as
something monumental happens or some surprising turn of
events occurs. The purpose is to keep players intrigued and
excited until the next session.
If someone was missing from a session and you had her charac-
ter leave the party for a while, make sure that there’s a way to work
her character back in when she returns. Sometimes a cliffhanger
can serve this purpose—the PC comes racing into the thick of
things like the cavalry to help her beleaguered friends.
Allow some time (a few minutes will do) at the end of play to
have everyone discuss the events of the session. Listen to their
reactions so you can learn more of what they like and don’t like.
Reinforce what you thought were good decisions and smart ac-
tions on their parts (unless such information gives too much away
for the adventure). Always end the session on a positive note.
You may want to award experience points at the end of each ses-
sion, or you might wait until the end of each adventure. That’s up
to you. However, the standard procedure is to give them out at the
end of each session, so players whose characters go up a level have
time to choose new spells, buy skills, and take care of other details
related to level advancement.
CHAPTER 1:
RUNNING
THE GAME
his chapter covers the rules you need to play the DUNGEONS
& DRAGONS game, from the moment the characters enter
the dungeon to the end of the session, when they tally up
their experience points.
MORE MOVEMENT RULES
The Player’s Handbook covers tactical and overland movement for
Small and Medium creatures either traveling across the ground, or
using skills such as Climb, Jump, and Swim. This section of the rules
expands on that information to include creatures smaller than
Small and larger than Medium and also discusses flying movement.
MOVEMENT AND THE GRID
While this is a game of imagination, props and visual aids can
help everyone imagine the same thing, avoid confusion, and
enhance the entire game play experience.
In a round-by-round simulation, particularly when you are
using miniatures, movement will sometimes feel choppy. If a
character runs across a room so large that it takes him 2 rounds to
do so, it might seem as though he runs halfway, stops, and then
runs the rest of the way a little later. Although there’s no way to
avoid representing movement in a start-stop-start-stop fashion,
try to keep in mind—and emphasize to the players—that all
movement during an encounter is actually fluid and continuous.
Movement and Position
Few characters in a fight are likely to stand still for long. Enemies
appear and charge the party; the adventurers reply, advancing to
take on new foes after they down their first opponents. Wizards
circle the fight, looking for the best place to use their magic;
rogues quietly skirt the fracas, seeking a straggler or an
unwary opponent to strike with a sneak attack. With all this
tactical maneuvering going on, some way to represent char-
acter location within a defined scale can really aid the game.
Handle movement and position by using miniature fig-
ures on a grid. Miniatures show where a figure is in rela-
tion to others, and the grid makes it clear how far the char-
acters and monsters can move.
Standard Scale
1-inch square = 5 feet
30mm figure = human-size creature
Scale and Squares
The standard unit for tactical maps is the 5-foot square.
This unit is useful for miniatures and for drawing dun-
geon maps, which are usually created on graph paper.
In a fight, each Small or Medium character occu-
pies a single 5-foot square. Larger creatures take up
more squares, and several smaller creatures fit in a
square. See Table 8–4: Creature Size and Scale, page
149 of the Player’s Handbook.
Diagonal Movement
When moving diagonally on a grid, the first square
moved counts as 5 feet of movement, but the
second diagonal move counts as 10 feet. This pattern of
5 feet and then 10 feet continues as long as the character
moves diagonally, even if some straight movement
through squares separates the diagonal moves. For
example, a character moves 1 square diagonally
Illus. by A. Swekel
(5 feet), then 3 squares straight (15 feet), and then another square
diagonally (10 feet) for a total movement of 30 feet.
Armor and Encumbrance
The Player’s Handbook explains the effect of armor and encum-
brance on creatures with base speeds of 20 feet or 30 feet. The table
below provides reduced speed figures for all base speeds from 20
feet to 100 feet (in 10-foot increments).
Base Speed Reduced Speed Base Speed Reduced Speed
20 ft. 15 ft. 70 ft. 50 ft.
30 ft. 20 ft. 80 ft. 55 ft.
40 ft. 30 ft. 90 ft. 60 ft.
50 ft. 35 ft. 100 ft. 70 ft.
60 ft. 40 ft.
MOVING IN THREE DIMENSIONS
Not every creature gets around by walking and running. A shark,
even though it moves by swimming, can take a run action to swim
faster. A character under the influence of a fly spell can make a
flying charge. A climbing thief can use part of his speed to climb
down a short wall and then use the remainder to hustle toward a
foe. Use the movement rules to apply to any sort of movement, not
just when traveling across a flat surface.
Tactical Aerial Movement
The elf barbarian mounted on the giant eagle swoops over the
group of mind flayers, launching arrows from his bow. One of the
mind flayers wears winged boots and takes to the air to better con-
front the elf. Once movement becomes three-dimensional and
involves turning in midair and maintaining a minimum velocity
to stay aloft, it gets more complicated.
Most flying creatures have to slow down at least a little to make
a turn, and many are limited to fairly wide turns and must main-
tain a minimum forward speed. Each flying creature has a maneu-
verability, as shown on Table 2–1: Maneuverability. The entries on
Table 2–1 are defined below.
Minimum Forward Speed: If a flying creature fails to maintain its
minimum forward speed, it must land at the end of its movement.
If it is too high above the ground to land, it falls straight down,
descending 150 feet in the first round of falling. If this distance
brings it to the ground, it takes falling damage. If the fall doesn’t
bring the creature to the ground, it must spend its next turn recov-
ering from the stall. It must succeed on a DC 20 Reflex save to
recover. Otherwise it falls another 300 feet. If it hits the ground, it
takes falling damage. Otherwise, it has another chance to recover
on its next turn.
Hover: The ability to stay in one place while airborne.
Move Backward: The ability to move backward without turning
around.
Reverse: A creature with good maneuverability uses up 5 feet of
its speed to start flying backward.
Turn: How much the creature can turn after covering the stated
distance.
Turn in Place: A creature with good or average maneuverability
can use some of its speed to turn in place.
Maximum Turn: How much the creature can turn in any one space.
Up Angle: The angle at which the creature can climb.
Up Speed: How fast the creature can climb.
Down Angle: The angle at which the creature can descend.
Down Speed: A flying creature can fly down at twice its normal
flying speed.
Between Down and Up: An average, poor, or clumsy flier must fly
level for a minimum distance after descending and before climb-
ing. Any flier can begin descending after a climb without an inter-
vening distance of level flight.
EVASION AND PURSUIT
In round-by-round movement, simply counting off squares, it’s
impossible for a slow character to get away from a determined fast
character without mitigating circumstances. Likewise, it’s no
problem for a fast character to get away from a slower one.
When the speeds of the two concerned characters are equal, there’s
a simple way to resolve a chase: If one creature is pursuing another,
both are moving at the same speed, and the chase continues for at
least a few rounds, have them make opposed Dexterity checks to see
who is the faster over those rounds. If the creature being chased wins,
it escapes. If the pursuer wins, it catches the fleeing creature.
Sometimes a chase occurs overland and could last all day, with
the two sides only occasionally getting glimpses of each other at a
distance. In the case of a long chase, an opposed Constitution
check made by all parties determines which can keep pace the
longest. If the creature being chased rolls the highest, it gets away.
If not, the chaser runs down its prey, outlasting it with stamina.
MOVING AROUND IN SQUARES
The characters are all within a corridor only 5 feet wide. A fighter
stands at the end of the corridor, at a dead end. He’s been poisoned
and is dying. The cleric wants to get at the fighter to help, but two
other characters are between them. Thus, there’s no way for the cleric
to get next to the fighter and cast neutralize poison. You can rule that it’s
okay for the cleric to squeeze past the characters who are in the way,
cast the spell, and then move back to where she previously stood.
In general, when the characters aren’t engaged in round-by-
round combat, they should be able to move anywhere and in any
manner that you can imagine real people could. A 5-foot square,
for instance, can hold several characters; they just can’t all fight
effectively in that small space. The rules for movement of minia-
tures are important for combat, but outside combat they can
impose unnecessary hindrances on character activities.
CHAPTER 2:
USING
THE RULES
Table 2–1: Maneuverability
Maneuverability and Example Creature
Perfect Good Average Poor Clumsy
(Will-o’-wisp) (Beholder) (Gargoyle) (Wyvern) (Manticore)
Minimum forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down and up 0 0 5 ft. 10 ft. 20 ft.
BONUS TYPES
Many racial abilities, class features, spells, and magic items offer
bonuses on attack rolls, damage rolls, saving throws, Armor Class,
ability scores, or skill checks. These bonuses are classified by type,
and each type is briefly described below.
Bonuses of different types always stack. So a cloak of resistance +1
(adds a resistance bonus on saving throws) works with a paladin’s
bonus on saving throws from the divine grace class feature. Iden-
tical types of bonuses do not stack, so a +3 longsword (+3 enhance-
ment bonus for a +3 to attack, +3 to damage) would not be affected
by a magic weapon spell that grants a weapon a +1 enhancement
bonus on attack and damage rolls.
Different named bonus types all stack, but usually a named
bonus does not stack with another bonus of the same name,
except for dodge bonuses and some circumstance bonuses.
Alchemical: An alchemical bonus represents the benefit from
a chemical compound, usually one ingested prior to receiving the
bonus. Antitoxin, for example, provides a +5 alchemical bonus on
Fortitude saving throws against poison.
Armor: This is the bonus that nonmagical armor gives a char-
acter. A spell that gives an armor bonus typically creates an invis-
ible, tangible field of force around the affected character.
Circumstance: This is a bonus or penalty based on situational
factors, which may apply either to a check or the DC for that
check. Circumstance modifiers stack with each other, unless they
arise from essentially the same circumstance.
Competence: When a character has a competence bonus, he
actually gets better at what he’s doing, such as with the guidance
spell.
Deflection: A deflection bonus increases a character’s AC by
making attacks veer off, such as with the shield of faith spell.
Dodge: A dodge bonus enhances a character’s ability to get out
of the way quickly. Dodge bonuses do stack with other dodge
bonuses. Spells and magic items occasionally grant dodge bonuses.
Enhancement: An enhancement bonus represents an increase
in the strength or effectiveness of a character’s armor or weapon,
as with the magic vestment and magic weapon spells, or a general
bonus to an ability score, such as with the cat’s grace spell.
Inherent: An inherent bonus is a bonus to an ability score that
results from powerful magic, such as a wish spell. A character is
limited to a total inherent bonus of +5 to any ability score.
Insight: An insight bonus makes a character better at what he’s
doing because he has an almost precognitive knowledge of factors
pertinent to the activity, as with the true strike spell.
Luck: A luck bonus is a general bonus that represents good for-
tune, such as from the divine favor spell.
Morale: A morale bonus represents the effects of greater hope,
courage, and determination, such as from the bless spell.
Natural Armor: A natural armor bonus is the type of bonus
that many monsters get because of their tough or scaly hides. An
enhancement to natural armor bonus bestowed by a spell (such as
barkskin) indicates that the subject’s skin has become tougher.
Profane: A profane bonus represents the power of evil, such as
granted by the desecrate spell.
Racial: Creatures gain racial bonuses—usually to skill
checks—based on the kind of creature they are. Eagles receive a
+8 racial bonus on Spot checks, for example.
Resistance: A resistance bonus is a general bonus against
magic or harm. Resistance bonuses almost always affect saving
throws.
Sacred: The opposite of a profane bonus, a sacred bonus relates
to the power of good, such as granted by the consecrate spell.
Shield: Much like an armor bonus, a shield bonus to AC repre-
sents the protection a nonmagical shield affords. A spell that gives
a shield bonus usually represents an invisible, tangible shield of
force that moves to protect the character.
Size: When a character gets bigger (such as through the effect
of an enlarge person spell), his Strength increases (as might his Con-
stitution). That’s a size bonus.
COMBAT
The brave party of adventurers smashes through the wooden door
and into an ambush of bloodthirsty hobgoblins with spears and
rusted blades. The trio of knights charges through the forest on
their gallant mounts, their lances plunging into the scaly flesh of
the horrible hydra that waits near the river’s edge. The dragon
takes to the air and chases the elf lord and his retinue, jaws snap-
ping behind them as they run in terror.
Combat is a big part of what makes the D&D game exciting.
There are few better ways to test your mettle against your foes
than in pitched battle. Your most important job as DM is running
combats—making things move quickly and smoothly, and adjudi-
cating what happens during each round of the action.
LINE OF SIGHT
Line of sight establishes whether a particular character can see
something else represented on the grid. When using a grid, draw
an imaginary line (or use a ruler or a piece of string) from the
square the character is in to the object in question. If nothing
blocks this line, the character has line of sight (and can thus see it
to cast a spell on it, target it with a bow, and so forth). If the object
in question is actually another creature, measure line of sight
from the square the character is in to the square that the creature
occupies. If a character can see a portion of a large creature that
occupies more than one square, she can target that creature for a
spell or any other attack.
If line of sight is completely blocked, a character can’t cast spells
or use ranged weapons against the target. If it’s partially blocked,
such as by the corner of a building, spells work normally but the
target’s AC increases due to the cover.
CHAPTER 2:
USING
THE RULES
BEHIND THE CURTAIN: STACKING BONUSES
Keeping track of the different types of bonuses a character gets from
different sources may seem like a real bother. There are good reasons
to do this, however.
Balance: The main reason to keep track of what stacks and what
doesn’t stack is to keep total bonuses from getting out of hand. If a
character wears a belt of giant Strength, it’s unbalancing to allow the
cleric to cast bull’s strength on her as well and allow both bonuses to
add up. Likewise, a character with mage armor, magic plate armor, a
ring of protection, and a divine favor spell would be unbalanced if all his
bonuses were cumulative. Stacking restrictions keep the game within
manageable limits, while still allowing characters to benefit from
multiple magic items. For instance, note that some of the items from
the previous example—the magic plate armor, the ring, and the divine
favor spell, for example—could work together, because they provide
bonuses of different types.
Consistency and Logic: The system of bonus types provides a way to
make sense out of what can work together and what can’t. At some
point, when adding types of protection together, a reasonable player
realizes that some protections are just redundant. This system logically
portrays how it all makes sense together.
Encouraging Good Play: Categorizing bonuses by type allows play-
ers to put together suites of effects that do work in conjunction in a
consistent manner—encouraging smart play rather than pile-it-on play.
pqqqqrs
pqqqqrs
STARTING AN ENCOUNTER
An encounter can begin in one of three situations.
•One side becomes aware of the other and thus can act first.
•Both sides become aware of each other at the same time.
•Some, but not all, creatures on one or
both sides become aware of the
other side.
When you decide that it is
possible for either side to
become aware of the
other, use Spot checks,
Listen checks, sight
ranges, and so on
to determine
which of the
three above
cases
comes into play.
Although it’s good
to give characters
some chance to
detect a coming
encounter, ultimately it’s you
who decides when the first
round begins and where each
side is when it does.
One Side Aware First: In
this case, you determine
how much time the aware
side has before the unaware side
can react. Sometimes, the
unaware side has no time to
do anything before the aware
side gets a chance to interact.
If so, the character or party
that is aware gets to take a stan-
dard action before initiative is rolled, while the unaware character
or party does nothing and is caught flat-footed. During this time,
the unaware character or party gains no Dexterity bonus to AC.
After this action, both sides make initiative checks to determine
the order in which the participants act.
Other times, the aware side has a few rounds to prepare. (If its
members see the other side off in the distance, heading their way,
for example.) You should track time in rounds at this point to
determine how much the
aware characters can accom-
plish. Once the two sides come
into contact, the aware characters
can take a standard action while the
unaware characters do nothing. Keep in
mind that if
the aware char-
acters alert the
unaware side before actual contact is
made, then both sides are treated as
aware.
Example (Sudden Awareness): A kobold
sorcerer with darkvision sees a party
of adventurers coming down a long
hallway. He can see the adventurers,
since they’ve got light, but they can’t
see him because he’s out of the
range of their illumination. The
sorcerer gets a standard action
and casts lightning bolt at the
party. Caught unaware, the
party can do nothing but roll
CHAPTER 2:
USING
THE RULES
VARIANT: ROLL INITIATIVE EACH ROUND
Some players find combat more fun if they get to roll initiative every
round rather than rolling once at the beginning of the encounter.
Rather than determining a sequence of actions for each round at the
beginning of an encounter, the players and DM reroll for all combat-
ants, determining a different sequence at the start of each new round.
The goal is to give the combat a feeling of shifting variability.
Ultimately, this variant rule doesn’t change things much. You’ll find
that it slows down play, because a new sequence of activity will need
to be determined each round—more die rolling, more calculation,
more organizing time. It doesn’t change spell durations, or how vari-
ous combat actions work. Effects that last until the character’s next
action still operate that way. The difference is that it’s possible for
someone to take an action at the end of one round (such as a charge
attack) that puts him at a penalty until his next action, and then to roll
well in the next round so that he goes first and the penalty has no
effect. This means that sometimes it can be beneficial to roll low for
initiative in a round.
And consider this case: A wizard wants to cast a spell unhindered by
the oncoming monk who rushes toward him. He knows that if the
monk reaches him, it will be difficult to cast a spell without drawing an
attack of opportunity from her. He thinks to himself that his actions
will depend on whether he wins initiative in this round (you need to
keep this sort of change in approach in mind if you use this variant).
Meanwhile, the monk wants to reach the wizard and use her stunning
attack to keep him from casting spells. They roll initiative, and the
wizard wins, casting a spell on the monk (but the monk saves and isn’t
affected). The monk runs forward and stuns the wizard, a condition
that lasts until the monk’s next action. In the next round, the monk
wins initiative again, and attacks but misses. Now the wizard casts
another spell—but because he lost initiative in this round, and acted
after the monk’s action, the fact that he was stunned hardly hindered
him at all.
If you roll initiative each round, taking a readied action later in the
same round or delaying an action until later in the same round gives
you a cumulative –2 penalty on later initiative rolls. (The first time you
do this causes a –2 penalty; if you take a readied action later in the
same round or delay an action until later in the same round again
during the current combat, the penalty becomes –4, and so on.) Taking
a readied action in the next round or delaying until the next round
carries no penalty, but you get no other action that round.
Even if you normally use a single set of initiative rolls for the whole
combat, some turn of events could make it worthwhile to reroll initia-
tive. For example, the PCs are fighting a drow wizard using greater invis-
ibility. It’s a climactic encounter with the survival of the party hinging
on it. The drow, on his turn, walks within 30 feet of Jozan, who has cast
invisibility purge. Suddenly, the drow is visible. Under normal initiative
rules, whoever happens to act next would be able to attack the newly
visible drow. Aside from game mechanics, there’s no good reason to
let that character act first. Additionally, everyone else will get one turn
before the drow gets to act again. Instead of following the previous
order, you can call for everyone—the drow included—to roll initiative
again to see how fast each character reacts to the new condition (the
drow becoming visible).
pqqqqrs
pqqqqrs
saving throws. Once the damage from the spell is assessed, both
sides roll initiative.
Example (Time to Prepare): Jozan the cleric hears the sounds of
creatures moving beyond a door in a dungeon. He also hears some
voices, and determines
that the creatures are
speaking Orc. He fig-
ures that they don’t
know he’s there. He
takes the time to cast bless and
shield of faith on himself
before opening the door
and using a standard action
to cast hold person on the
first foe he sees. He can cast
the hold person spell before
anyone makes an initiative check,
unless the orcs heard him casting
bless or shield of faith in the previous 2
rounds, in which case they become
aware, Jozan doesn’t get the action that
enabled him to cast hold person, and he’d
better hope he gets the higher result on his
initiative check.
Both Sides Aware at the Same
Time: If both sides are aware at
the same time and can interact,
both should roll initiative and
resolve actions normally.
If each side becomes
aware of the other but cannot
interact immediately, track time in rounds,
giving both sides the same amount of time
in full rounds, until the two sides can
begin to interact.
Example (Both Aware and Can Interact
Immediately): A party of adventurers burst
into a dungeon room full of orcs, and neither
knew of the other ahead of time. All are equally surprised and
equally flat-footed. Initiative is rolled, reflecting that those charac-
ters with better reflexes act quicker in such situations.
Example (Both Aware but Cannot Interact Immediately): A party of
adventurers comes along a dungeon corridor and hears the
laughter of orcs beyond the door ahead. Meanwhile, the orc
lookout sees the adventures through a peephole in the door and
warns his comrades. The door is closed, so no direct interaction
is possible yet. Jozan casts bless. Lidda drinks a potion. Tordek and
Mialee move up to the door. At the same time, the orcs move into
position, and one uses a ring of invisibility to hide. The DM
records the passage of 1 round. The adventurers arrange them-
selves around the door and make a quick plan. The orcs turn over
tables and nock arrows in their shortbows. The DM tracks
another round. The fighter opens the door, and the DM calls for
an initiative check from all. The third round begins, this time
with the order of actions being important (and dictated by the
initiative check results).
Some Creatures on One or Both Sides Aware: In this case,
only the creatures that are aware can act. These creatures can take
standard actions before the main action starts.
Example: Lidda is scouting ahead. She and a gargoyle spot each
other simultaneously, but the rest of Lidda’s party doesn’t see the
monster (though they are close enough to hear any fighting that
erupts). Lidda and the gargoyle each get standard actions, and then
normal combat starts. Lidda and the gargoyle roll initiative
before taking their actions, and everyone else rolls ini-
tiative after those actions are concluded.
The Surprise Round
When only one side is aware of the other, the DM runs the first
round of combat as a surprise round. In this round, each charac-
ter gets only a standard action. Only those aware of the other side
can take any action at all. This rule reflects the fact that even
when a combatant is prepared, some amount of time is spent
assessing the situation, and thus only standard actions are
allowed to begin with.
This rule makes initiative have less of an impact, since it is in
the first round when initiative matters most. Even if a warrior gets
the jump on an opponent, at best he can make a single attack
against a foe before that foe can react.
NEW COMBATANTS
The adventurers are fighting for their lives against a group of trolls
intent on throwing them into a dank pit to feed to the dragon that
CHAPTER 2:
USING
THE RULES
VARIANT: SAPIENT MOUNTS
A paladin’s mount is as smart as some characters. Giant eagles, giant
owls, and pegasi are all highly intelligent. When such creatures are part
of the action, you have two choices.
•You can force the mount to act on its rider’s initiative, just like
mounts of animal intelligence. This means that mount and rider act,
essentially, simultaneously.
•You can ask the player to make a separate initiative check for the
mount. This means the mount moves and attacks at its own place in
the initiative order, reinforcing its nature as a separate character.
However, that may be extremely inconvenient for a rider who is
carried away from her opponent! In such cases, of course, the rider
can always delay to synchronize her initiative check result with her
mount’s. Likewise, the mount may choose to delay to coincide its
movement with its rider’s.
pqqqqrs
pqqqqrs
controls this part of the dungeon. Suddenly, in the middle of the
fight, a strike team of dwarves wanders into the room where the
battle rages. If, in the course of a battle between two sides, some
third group enters the battle, they should come into the action in
between rounds. The following rules apply to this situation,
whether or not the new group is allied with one or more existing
side involved in the encounter.
Newcomers Are Aware: If any (or all) of the newcomers are
aware of one or both of the sides in a battle, they take their actions
before anyone else. In effect, they go first in the initiative se-
quence. Their initiative check result is considered to be 1 higher
than the highest initiative check result among the other partici-
pants in the encounter. If differentiation is needed for the actions
of the newcomers, they act in order of their Dexterity scores, high-
est to lowest. The reason for this rule is twofold.
•Since they’re aware, but there’s no way to get an action ahead of
everyone else (because the encounter has already started), they
go first to simulate their advantage. This happens whether the
other sides are aware of the new side or not.
•Placing the newcomers at the beginning of the round means
that those who had the highest initiative check results prior to
their arrival are the first characters to have an opportunity to
react to them. This is an important advantage for characters
with high places in the initiative order.
Newcomers Not Aware: If any or all of the newcomers are not
aware of the other sides when they enter the encounter (for
example, the PCs stumble unaware into a fight between two mon-
sters in a dungeon), the newcomers still come into play at the
beginning of the round, but they roll initiative normally. If one of
the other characters involved in the encounter has a higher initia-
tive check result than one or more of the newcomers, that charac-
ter can react to those newcomers before they get a chance to act
(the newcomers are caught flat-footed).
If more than one new group enters an existing encounter at the
same time, you must first decide if they are aware of the
encounter. Those that are unaware, “stumbling in,” roll initiative.
Those that are aware act first in the round, in the order of their
Dexterity scores, even if they are not in the same group.
Example: A group of powerful adventurers fights a naga in a
dungeon room. The naga rolled badly for initiative, and all the ad-
venturers act before it. Between rounds three and four of that bat-
tle, three orcs on a random patrol stumble in. At the same time,
two more nagas arrive, having been alerted by the sounds of the
battle. At the beginning of round four, the two new nagas act in
the order of their Dexterity scores. Then the orcs roll for initiative,
and the results of their rolls are placed within the normal initiative
order for the battle. In this case, poor check results place them
dead last, even after the original naga.
Then the adventurers act, able to react either to the flat-footed
orcs or to the new naga reinforcements. Then the original naga
acts, followed by the orcs (who probably flee from this battle,
which is clearly out of their league). This same sequence is used
for subsequent rounds of the battle.
KEEPING THINGS MOVING
Initiative dictates the flow of who goes when. It is the tool that the
game uses to keep things moving, but ultimately it’s you who
needs to make sure that happens. Encourage the players to be
ready with their actions when each one’s turn comes up. Players
have less fun if they spend a lot of time sitting at the table waiting
for someone else to decide what to do.
Some resourceful players will learn tricks to help you move
things along. When attacking, they roll attack and damage dice at
once, so that if successful, they can tell you the damage that they
deal immediately. If they know that their next action will require
a die roll, they’ll roll it ahead of time, so that when you ask them
what they’re going to do, they can tell you immediately. (“I attack
with my battleaxe and hit AC 14. If that’s good enough, I deal 9
points of damage.”) Some DMs like to have players make each roll
separately, so you’ll have to decide for yourself whether you allow
prerolling.
One useful thing you can do is to write down the initiative se-
quence once it’s determined for a given encounter. If you place
this information where all the players can see it, each will know
when his character’s turn is coming and hopefully will be ready to
tell you his action when it comes time for him to act. Don’t write
down the NPCs’ places in the initiative sequence, at least not until
they have acted once—the players shouldn’t know who’s going to
act before the enemies and who will act after. It’s too easy to plan
actions around when their opponents act.
Simultaneous Activity
When you play out a combat scene or some other activity for
which time is measured in rounds, it can be important to remem-
ber that all the PCs’ and NPCs’ actions are occurring simultane-
ously. For instance, in one 6-second round, Mialee might be trying
to cast a spell at the same time that Lidda is moving in to make a
sneak attack.
However, when everyone at the table plays out a combat round,
each individual acts in turn according to the initiative count for
his character. Obviously, this is necessary, because if every indi-
vidual took his turn at the same time, mass confusion would
result. However, this sequential order of play can occasionally lead
to situations when something significant happens to a character at
the end of his turn but before other characters have acted in the
same round.
For instance, suppose Tordek hustles 15 feet ahead of his
friends down a corridor, turns a corner, and hustles another 10
feet down a branching corridor, only to trigger a trap at the end of
his turn. In order to maintain the appearance of simultaneous
activity, you’re within your rights to rule that Tordek doesn’t trig-
ger the trap until the end of the round. After all, it takes him some
time to get down the corridor, and in an actual real-time situation
the other characters who have yet to act in the round would be
taking their actions during this same time.
CHAPTER 2:
USING
THE RULES
VARIANT: STRIKING THE COVER
INSTEAD OF A MISSED TARGET
In ranged combat against a target that has cover, it may be impor-
tant to know whether the cover was actually struck by an incoming
attack that misses the intended target. First, determine if the attack
roll would have hit the protected target without the cover. If the
attack roll falls within a range low enough to miss the target with
cover but high enough to strike the target if there had been no
cover, the object used for cover was struck. If a creature is provid-
ing cover for another character and the attack roll exceeds the AC of
the covering creature, the covering creature takes the damage
intended for the target.
If the covering creature has a Dexterity bonus to AC or a dodge
bonus, and this bonus keeps the covering creature from being hit, then
the original target is hit instead. The covering creature has dodged out
of the way and didn’t provide cover after all. A covering creature can
choose not to apply his Dexterity bonus to AC and/or his dodge bonus,
if his intent is to try to take the damage in order to keep the covered
character from being hit.
pqqqqrs
pqqqqrs
COMBAT ACTIONS
A troll with a longspear mounted on a purple worm can reach
opponents 4 squares away. Surrounded by enemies, it can guide its
mount’s attacks against the same foe that it attacks, hoping to take
him out of the combat entirely, or it can attack one foe and encour-
age the worm to bite (and try to swallow) another while it stings a
third enemy with its venomous tail. Combat can be a tactical game
in and of itself, filled with good and bad decisions.
You need to play each NPC appropriately. A combat-savvy fight-
er with a fair Intelligence score isn’t going to allow his opponents
to get attacks of opportunity unless he has to, but a stupid goblin
might. A phase spider with an Intelligence of 7 might figure that
phasing in behind the dexterous wizard he’s fighting is the best
course of action (since the wizard blasted him with a magic missile
spell last round), but an ankheg (Intelligence 1) might not know
which character is the biggest threat.
Adjudicating Actions Not Covered
While the combat actions defined in the Player’s Handbook are
numerous and fairly comprehensive, they cannot begin to cover
every possible action that a character might want to take. Your job
is to make up rules on the spot to handle such things. In general,
use the rules for combat actions as guidelines, and apply ability
checks, skill checks, and (rarely) saving throws when they are
appropriate.
The following are a few examples of ad hoc rules decisions.
•Reinforcements show up to help the bugbears that the adven-
turers are fighting. Tordek can hear these newcomers attempt-
ing to open the door to get in. He races to the door and tries to
hold it shut while the others finish off the foes in the room. If
it were a normal door, you might call for an opposed Strength
check between Tordek and the bugbears pushing on the door.
Since the door is already stuck, however, you decide that the
bugbears must first push it open and then (if they succeed)
make an opposed check against Tordek.
•A monk wants to jump up, grab a chandelier, and swing on it
into an enemy. You rule that a DC 13 Dexterity check allows the
monk to grab the chandelier and swing. The player asks if the
monk can use his Tumble skill, and you let him. Ruling that the
swing is somewhat like a charge, you give the monk a +2 bonus
on the roll to see if his dramatic swinging attack succeeds.
•A sorcerer readies a spell so that he casts it as soon as he sees a
beholder’s small eyes shoot rays. (He decides this is the best way
for him to determine whether the beholder’s antimagic ray is
currently active.) That means, however, that the rays need to
have actually fired before the spell is cast (the spell can’t go
before the rays in this case). Still, the sorcerer needs to know if
he gets his spell cast before he’s struck by the dangerous rays.
You rule that if the sorcerer can beat the beholder in an opposed
check, he can get the spell off. The sorcerer makes a Wisdom
check, and the beholder opposes that with a Dexterity check.
Combat Actions outside Combat
As a general rule, combat actions should only be performed in
combat—when you’re keeping track of rounds and the players are
acting in initiative order. You’ll find obvious exceptions to this
rule. For example, a cleric doesn’t need to roll initiative to cast cure
light wounds on a friend after the battle’s over. Spellcasting and skill
use are often used outside combat, and that’s fine. Attacks, readied
actions, charges, and other actions are meant to simulate combat,
however, and are best used within the round structure.
Consider the following situation: Outside combat, Lidda de-
cides to pull a mysterious lever that she has found in a dungeon
room. Mialee, standing right next to her, thinks that Lidda’s sud-
den plan is a bad one. Mialee tries to stop Lidda. The best way to
handle this situation is by using the combat rules as presented.
Lidda and Mialee roll initiative. If Lidda wins, she pulls the lever.
If Mialee wins, she grabs Lidda, requiring a melee touch attack (as
if starting a grapple). If Mialee hits, Lidda needs to determine
whether or not she resists. (Since Mialee is a good friend, grabbing
Lidda’s arm might be enough to make her stop.) If Lidda keeps
trying to pull the lever, use the grapple rules to determine
whether Mialee can hold Lidda back.
Adjudicating the Ready Action
The ready action is particularly open-ended and requires that you
make the players using it be as specific as possible about what
their characters are doing. If a character readies a spell so that it
will be cast when a foe comes at her, the player needs to specify
the exact spell—and you’re justified in making the player identify
a specific foe, either one that the character is currently aware of or
one that might come at her from a certain direction.
If a character specifies a readied action and then decides not to
perform the action when the conditions are met, the standard rule
is that the character can keep his action readied. Because combat is
often confusing and fast, however, you’re within your rights to
CHAPTER 2:
USING
THE RULES
VARIANT: AUTOMATIC HITS AND MISSES
The Player’s Handbook says that an attack roll of natural 1 (the d20
comes up 1) is always a miss. A natural 20 (the d20 comes up 20) is
always a hit.
This rule means that the lowliest kobold can strike the most
magically protected, armored, dexterous character on a roll of 20.
It also means that regardless of a warrior’s training, experience,
and magical assistance, he still misses a given foe at least 5% of
the time.
A different way to handle this is to say that a natural 1 is treated as
a roll of –10. Someone with an attack bonus of +6 nets a –4 result,
which can’t hit anything. Someone with a +23 attack bonus rolling a 1
would hit AC 13 or lower. At the other extreme, a natural 20 is treated
as a roll of 30. Even someone with a –2 attack penalty would hit AC 28
with such a roll.
VARIANT: DEFENSE ROLL
More randomness can sometimes eliminate the foregone conclusion
of a high-level character who always hits, or a low-level one who never
has a chance. A good way to introduce this randomness is to allow (or
force) characters to make defense rolls. Every time a character is
attacked, rather than just using his never-changing, static AC, he
makes a d20 roll and adds it to all his AC modifiers. Every attack
becomes an opposed roll, with attacker and defender matching their
modified rolls against one another. (One way to look at it is that with-
out the defense roll, characters are “taking 10” on the roll each round,
and thus are using a base of 10 for Armor Class.)
The defense roll can be expressed like this:
1d20 + (AC – 10)
For example, a paladin attacks an evil fighter. The paladin rolls a 13 and
adds his attack bonus of +10 for a result of 23. The fighter makes his
defense roll and gets a 9. He adds his defensive bonuses (all the things
that modify AC, including armor), which amount to +11. The fighter’s
result is 20, less than 23, so the paladin hits.
This variant rule really comes in handy at high levels, where high-
level fighters always hit with their primary attacks, and other characters
rarely do. Unfortunately, it can slow down play, almost doubling the
number of rolls in any given combat. A compromise might be to have
each defender make a defense roll once in a round, using that same
total for all attacks made against him in that round.
pqqqqrs
pqqqqrs
make it a little harder on the character who readies an action and
doesn’t take that action when the opportunity presents itself. You
have two options.
•Allow the character to forgo the action at the expense of losing
the readied action.
•Allow the character to attempt a DC 15 Wisdom check to avoid
taking the readied action. Thus, if a character covers a door with
a crossbow, he can make a Wisdom check to keep from firing
the crossbow when his friend comes through the door. A
successful check means that he doesn’t fire at his friend, and is
still ready to shoot the ghoul chasing the friend. A failure
means he completes the action he readied and shoots the first
creature through the door—his friend.
Smart players are going to learn that being specific is often bet-
ter than making a general statement. If a character is covering a
door with a crossbow, he might say, “I shoot the first enemy that
comes through the door.” Although players can benefit from
being specific, you should decide if a certain set of conditions is
too specific. “I cover the door with my crossbow so that I shoot the
first unwounded ghoul that comes through” might be too specific,
because it’s not necessarily easy to tell an unwounded ghoul from
a wounded one, especially when the judgment must be made in an
instant. Ultimately, it’s your call.
Don’t allow players to use the ready action outside combat.
While the above examples are all acceptable in the middle of an
encounter, a player cannot use the ready action to cover a door
with his crossbow outside combat. It’s okay for a player to state
that he’s covering the door, but what that means is that if some-
thing comes through the door he’s unlikely to be caught unaware.
If the character coming through the door wasn’t aware of him, he
gets an extra standard action because he surprised the other char-
acter, and so he can shoot the weapon. Otherwise, he still needs to
roll initiative for his character normally.
ATTACK ROLLS
Rolling a d20 to see if an attack hits is the bread and butter of com-
bat encounters. It’s almost certainly the most common die roll in
any campaign. Because of that, these rolls run the risk of becom-
ing boring. When a roll as exciting and important as one that
determines success or failure in combat becomes dull, you’ve got
to do something about it.
Attack rolls can be boring if a player thinks that hitting is a fore-
gone conclusion or that his character has no chance to hit. One
way that the rules address this potential problem is by providing
decreasing attack bonuses for multiple attacks. Even if a charac-
ter’s primary attack always hits whatever he fights, that’s not true
of his secondary or tertiary attacks.
One thing that can keep attack rolls from becoming humdrum
is good visual description. It’s not just “a hit,” it’s a slice across the
dragon’s neck, bringing forth a gout of foul, draconic ichor. See
below for more advice on description.
Critical Hits
When someone gets a 20 on an attack roll, you should be sure to
point out that this is a threat, not a critical hit. Calling it a critical
hit raises expectations that might be dashed by the actual critical
roll. When a critical hit is achieved, a vital spot on the creature was
hit. This is an opportunity for you to give the players some vivid
description to keep the excitement high: “The mace blow hits the
orc squarely on the side of the head. He lets out a groan, and his
knees buckle from the impact.”
Certain creatures are immune to critical hits because they do
not have vital organs, points of weakness, or differentiation from
one portion of the body to another. A stone golem is a solid,
human-shaped mass of rock. A ghost is all insubstantial vapor. A
gray ooze has no front, no back, and no middle.
DAMAGE
Since combat is a big part of the game, handling damage is a big
part of being the DM.
Nonlethal Damage
When running a combat, make sure that you describe non-
lethal and lethal damage differently. The distinction should
be clear—both in the players’ imaginations and on their char-
acter sheets.
Use nonlethal damage to your advantage. It is an invaluable tool
if your adventure plans involve the PCs’ capture or defeat, but you
don’t want to risk killing them. However, if the PCs’ opponents are
dealing nonlethal damage more often than not, the players begin
to lose any feeling of their characters being threatened. Use non-
lethal damage sparingly, but to good effect.
Players, in general, hate for their characters to be captured.
When your NPCs start dealing nonlethal damage to the charac-
ters, the players may actually get more worried than if they were
taking lethal damage!
CHAPTER 2:
USING
THE RULES
BEHIND THE CURTAIN: CRITICAL HITS
Critical hits are in the game to add moments of particular excitement.
Critical hits, however, are deadly. The PCs, over the course of a single
game session, let alone a campaign, are subject to many more attack
rolls than any given NPC. That makes sense, since the PCs are in every
battle, and most NPCs are in just one (the one in which the PCs defeat
them, usually). Thus, more critical hits are going to be dealt upon any
single PC than any single NPC (and the NPC was probably not going
to survive the encounter anyway). Any given PC is more likely to survive
an encounter—but a critical hit against the character can change all
that. Be aware of this potential, and decide how you want to deal with
it ahead of time.
The reason that critical hits multiply all damage, rather than just the
die roll, is so that they remain significant at high levels. When a high-
level fighter adds +5 to his damage roll from magic and +10 from his
magically enhanced strength, the result of the 1d8 damage roll from
his longsword becomes trivial, even if doubled by a critical hit.
Multiplying all damage, the roll and the bonuses, makes critical hits
particularly dangerous. In fact, they can completely determine the
course of a battle if one or two are dealt. That’s why they make the
game both more interesting and more uncontrollable.
Remember, a critical hit feels like a lot of damage, but the difference
between a double-damage critical hit and a normal hit is no greater
than the difference between a miss and a hit. Taking a triple-damage
critical hit, however, is like getting hit an extra two times, and taking a
quadruple-damage critical hit is like getting hit an extra three times.
The weapons in the Player’s Handbook are balanced with the follow-
ing idea in mind: Good weapons that deal triple-damage critical hits do
so only on a 20. Good weapons that deal double-damage critical hits
do so on a 19–20. Axes are big and heavy. They’re somewhat difficult
to use efficiently, but when one does, the effect is devastating. An
executioner uses an axe for this reason. Swords, on the other hand, are
more precise—sword wielders get in decisive strikes more often, but
they’re not as crushing as those dealt by axes. A few other factors are
considered as well (reach, the ability to use a weapon as a ranged
weapon, and more), but for the most part, this is the basic rule of
thumb. Thus, it would be a mistake to add to the weapon list some
new weapon that dealt triple-damage critical hits on a 19–20. (Results
such as this might be possible through magic or feats, but should not
be a basic quality of any weapon.)
pqqqqrs
pqqqqrs
CHAPTER 2:
USING
THE RULES
VARIANT: CLOBBERED
Ultimately, damage doesn’t matter until a character is unconscious or
dead. It has no effect while she’s up and fighting. It’s easy to imagine,
however, that she could be hit so hard that she’s clobbered, but not
knocked unconscious or dead.
Using this variant, if a character takes half her current hit points in
damage from a single blow, she is clobbered. On her next turn, she
can take only a standard action, and after that turn she is no longer
clobbered.
This variant will often lead to slightly faster fights, since taking
damage would somewhat reduce the ability to deal damage. It
would also increase randomness by increasing the significance of
dealing substantial but less than lethal damage. It would also
make hit points more important; clerics would want to cure fight-
ers long before fighters are at risk of dying, because they might be
at risk of being clobbered. Finally, it may be easier for a superior
combatant to get unlucky. That fact could hurt PCs more than
NPCs in the long run.
VARIANT:
MASSIVE DAMAGE BASED ON SIZE
If a creature takes 50 points of damage or more from a single attack,
she must make a Fortitude save or die. This rule exists primarily as a
nod toward realism in the abstract system of hit point loss. As an extra
touch of realism, you can vary the massive damage threshold by size,
so that each size category larger or smaller than Medium raises or
lowers the threshold by 10 hit points. This variant hurts halfling and
gnome PCs, familiars, and some animal companions. It generally
favors monsters.
Size F D T S M L H G C
Damage 10 20 30 40 50 60 70 80 90
VARIANT: DAMAGE TO SPECIFIC AREAS
Sometimes, despite the abstract nature of combat, you’re going to
want to apply damage to specific parts of the body, such as when a
character’s hands are thrust into flames, when he steps on caltrops, or
when he peeks through a hole in the wall and someone shoots an
arrow into the hole from the other side. (This situation comes up most
frequently with devious traps meant to chop at feet, smash fingers, or
the like.)
When a specific body part takes damage, you can apply a –2
penalty to any action that the character undertakes using that
portion of his body. For example, if a character’s fingers get slashed,
he makes attacks rolls with a weapon in that hand at –2 and he takes
a –2 penalty on skill checks involving the use of his hands. If a char-
acter steps on a caltrop, he takes a –2 penalty on skill checks involv-
ing the use of his feet (in addition to the effects described in the
Player’s Handbook).
Chapter 8 of this book defines some effects of damage to specific
body parts, such as what happens when a character is blinded or deaf-
ened. In addition to that information, use the table below as a guide to
what rolls are modified by injuries to what body parts.
This penalty lasts until the character heals, either magically or by
resting. For a minor wound, such as stepping on a caltrop, a DC 15
Heal check, 1 point of magical healing, or a day of rest removes the
penalties.
You can allow a character to make a Fortitude save (DC 10 +
damage taken) to “tough it out” and ignore the penalty. Also, these
penalties shouldn’t stack—two hand injuries should not impose a
–4 penalty.
Location Damage Affects:
Hand Climb, Craft, Disable Device, Escape Artist, Forgery, Heal,
Open Lock, Sleight of Hand, and Use Rope checks; attack
rolls.
Arm Climb and Swim checks; attack rolls; Strength checks.
Head All attack rolls, saves, and checks.
One eye Appraise, Craft, Decipher Script, Disable Device, Forgery,
Open Lock, Search, Sense Motive, Spellcraft, and Spot
checks; Survival checks (for tracking); initiative checks;
Dexterity checks; ranged attack rolls; Reflex saving throws.
Severe damage to both eyes causes a character to become
blinded.
One ear Listen checks; initiative checks. Severe damage to both ears
causes a character to become deafened.
Foot/Leg Balance, Climb, Jump, Move Silently, Ride, Swim, and
Tumble checks; Reflex saving throws; Dexterity checks.
VARIANT: WEAPON EQUIVALENCIES
The party slays a drider armed with magic short swords. The party’s
halfling rogue is delighted. Even the party’s human ranger wants one
of the swords. As DM, you gently remind them that while they are short
swords, they are Large weapons (see Weapon Categories on page 112
of the Player’s Handbook). The human ranger can use one of them as
a one-handed weapon at a –2 penalty, and the halfling rogue can use
one as a two-handed weapon at a –4 penalty.
The rules on weapon categories are based on the idea that most
weapons do not look like smaller or larger versions of other weapons,
nor are they used in the same fashion. The shape of a longsword
reflects its primary use; it is not simply a big dagger. This variant
suggests weapon equivalencies for DMs who wish to offer their play-
ers more utility from monster weapons. If a weapon has an equiva-
lent, a character proficient in the equivalent can use the weapon with
no penalty.
On the table below, find the Medium weapon in question in the left
column and then read across to the size of the creature in question.
For instance, a Medium battleaxe is equivalent in this system to a
Large handaxe. Alternatively, find the size of the wielder and read down
the column until you find its weapon. The weapon column then shows
what is equivalent for a Medium character. For example, a Large battle-
axe is equivalent in this system to a Medium greataxe.
Weapon Equivalencies
Medium ———— Size of Equivalent Weapon ————
Weapon Tiny Small Large
Battleaxe — Greataxe Handaxe
Club — Greatclub Sap*
Dagger Longsword Short sword —
Dart Spear Shortspear —
Flail, heavy — — Flail, light
Flail, light — Flail, heavy —
Greataxe — — Battleaxe
Greatclub — — Club
Greatsword — — Longsword
Handaxe Greataxe Battleaxe —
Longsword — Greatsword Shortsword
Mace, heavy — — Mace, light
Mace, light — Mace, heavy —
Pick, heavy — — Pick, light
Pick, light — Pick, heavy —
Shortspear — Spear Dart
Short sword Greatsword Longsword Dagger
Spear — — Shortspear
* A sap deals nonlethal damage.
pqqqqrs
pqqqqrs
You can rule that certain damaging effects deal nonlethal
damage when it seems appropriate. For example, a variant rule
given in Chapter 8 (page 303) states that you can make the first
1d6 of falling damage nonlethal damage. You can do so on a case-
by-case basis if you wish. If a villager throws a rock at a knight,
that also might be nonlethal damage. Certain types of damage,
however, should never be nonlethal damage—puncturing
wounds and most damage from energy attacks, such as fire.
EFFECT OF WEAPON SIZE
When weapons change size, many other factors change at the
same time. The Player’s Handbook discusses the effect of size on
weight and cost. According to Weapon Qualities on page 114 of
that book, costs given are for Small and Medium versions of the
weapons. Large versions cost twice as much. The same section says
to halve the given weight for Small versions, and double it for
Large versions.
To calculate the damage a larger- or smaller-than-normal
weapon deals, first determine how many size categories it changes
from Medium. A longsword (normally Medium, commonly used
by Medium beings) in the hand of a Huge cloud giant increases
two size categories. For each category change, consult the accom-
panying tables, finding the weapon’s original damage in the left
column and reading across to the right to find its new damage.
Table 2–2: Increasing Weapon Damage by Size
Medium Number of Size Categories Increased
Damage One Two Three Four
1d2 1d3 1d4 1d6 1d8
1d3 1d4 1d6 1d8 2d6
1d4 1d6 1d8 2d6 3d6
1d6 1d8 2d6 3d6 4d6
1d8 2d6 3d6 4d6 6d6
1d10 2d8 3d8 4d8 6d8
1d12 3d6 4d6 6d6 8d6
2d4 2d6 3d6 4d6 6d6
2d6 3d6 4d6 6d6 8d6
2d8 3d8 4d8 6d8 8d8
2d10 4d8 6d8 8d8 12d8
Table 2–3: Decreasing Weapon Damage by Size
Medium Number of Size Categories Decreased
Damage One Two Three Four
1d2 1 — — —
1d3 1d2 1 — —
1d4 1d3 1d2 1 —
1d6 1d4 1d3 1d2 1
1d8 1d6 1d4 1d3 1d2
1d10 1d8 1d6 1d4 1d3
1d12 1d10 1d8 1d6 1d4
2d4 1d6 1d4 1d3 1d2
2d6 1d10 1d8 1d6 1d4
2d8 2d6 1d10 1d8 1d6
2d10 2d8 2d6 1d10 1d8
A weapon can only decrease in size so far. Weapons that deal less
than 1 point of damage have no effect. Once a weapon only deals 1
point of damage, it’s not a weapon if it shrinks further.
SPLASH WEAPONS
A splash weapon is a ranged weapon that breaks apart on impact,
splashing or scattering its contents over its target and nearby crea-
tures or objects. Most splash weapons consist of liquids, such as
acid or holy water, in breakable vials such as glass flasks. Attacks
with splash weapons are ranged touch attacks. Attacking with
splash weapons is covered on page 158 of the Player’s Handbook.
Refer to pages 128 and 129 of the Player’s Handbook for specifics
of certain splash weapons.
AREA SPELLS
Spells that affect an area are not targeted on a single creature,
but on a volume of space, and thus must fit into the grid in order
for you to adjudicate who is affected and who is not. Realize
ahead of time that you will have to make ad hoc rulings when
applying areas to the grid. Use the visual aids on pages 305-307
and the following information as guidelines.
Bursts and Emanations: To employ the spell using a grid, the
caster needs to designate an intersection of two lines on the grid as
the center of the effect. From that intersection, it’s easy to measure
a radius using the scale on the grid. If you were to draw a circle
using the measurements on the grid, with the chosen intersection
CHAPTER 2:
USING
THE RULES
VARIANT: INSTANT KILL
When you or a player rolls a natural 20 on an attack roll, a critical roll
is made to see if a critical hit is scored. If that critical roll is also a 20,
that’s considered a threat for an instant kill. Now a third roll, an instant
kill roll, is made. If that roll scores a hit on the target in question (just
like a normal critical roll after a threat), the target is instantly slain.
Creatures immune to critical hits are also immune to instant kills.
The instant kill variant only applies to natural 20s, regardless of the
threat range for a combatant or weapon. (Otherwise weapons, feats,
and magical powers that improve threat ranges would be much more
powerful than they are intended to be.)
The instant kill variant makes a game more lethal and combat more
random. In any contest, an increase in randomness improves the odds
for the underdog. Since the PCs win most fights, a rule that makes
combat more random hurts the PCs more than it hurts their enemies.
VARIANT: SOFTER CRITICAL HITS
Instead of making critical hits more lethal, you can make them less
lethal. Do so by reducing each weapon’s threat range one step.
Weapons with a threat range of 20 and a ×2 multiplier deal no critical
hits at all.
Standard Softer Standard Softer
Threat Range Threat Range Multiplier Multiplier
20 — ×2—
19–20 20 ×3×2
18–20 19–20 ×4×3
This variant makes feats and magical powers that improve threat
ranges less valuable, it slightly decreases the value of a monster’s
immunity to critical hits, and it reduces randomness in combat.
VARIANT: CRITICAL MISSES (FUMBLES)
If you want to model the chance that in combat a character could
fumble his weapon, then when a player rolls a 1 on his attack roll, have
him make a DC 10 Dexterity check. If he fails, his character fumbles. You
need to decide what it means to fumble, but in general, that character
should probably lose a turn of activity as he regains his balance, picks
up a dropped weapon, clears his head, steadies himself, or whatever.
Fumbles are not appropriate to all games. They can add excitement
or interest to combat, but they can also detract from the fun. They
certainly add more randomness to combat. Add this variant rule only
after careful consideration.
pqqqqrs
pqqqqrs
at the center, then if the majority of a grid square lies within that
circle, the square is a part of the spell’s area.
Cones: Determining the area of a cone spell requires that the
caster declare a direction and an intersection where the cone
starts. From there, the cone expands in a quarter circle.
Miscellaneous: Using the rules given above, apply areas to the
grid as well as you can. Remember to maintain a consistent num-
ber of affected squares in areas that differ on the diagonal.
BIG AND LITTLE CREATURES IN COMBAT
Creatures smaller than Small or larger than Medium have special
rules relating to position. These rules concern the creatures’
“faces,” or sides, and their reach.
Table 2–4: Creature Sizes summarizes the characteristics of
each of the nine size categories. The Max. Height and Max. Weight
columns are guidelines, not firm limits; for instance, almost all
Medium creatures weigh between 60 and 500 pounds, but excep-
tions can exist. The figures in the Space and Natural Reach
columns are explained below.
Space: Space is the width of the square a creature needs to
fight without penalties (see Squeezing Through, below). This
width determines how many creatures can fight side by side in a
10-foot-wide corridor, and how many opponents can attack a
creature at the same time. A creature’s space does not have a front,
back, left, or right side, because combatants are constantly
moving and turning in battle. Unless a creature is immobile, it
effectively doesn’t have a front or a left side—at least not one you
can locate on the tabletop.
Natural Reach: Natural reach is how far a creature can reach
when it fights. The creature threatens the area within that distance
from itself. Remember that when measuring diagonally, every
second square counts as 2 squares. The exception is a creature with
10-foot reach. It threatens targets up to 2 squares away, including a
2-square distance diagonally away from its square. (This is an
exception to the rule that 2 squares of diagonal distance is meas-
ured as 15 feet.)
As a general rule, consider creatures to be as tall as their space,
meaning that a creature can reach up a distance equal to its space
plus its reach.
Big Creatures
Large or larger creatures with reach weapons can strike out to
double their natural reach but can’t use their weapons at their nat-
ural reach or less.
A creature may move through an occupied square if it is three
size categories or more larger than the occupant.
Very Small Creatures
Tiny, Diminutive, and Fine creatures have no natural reach. They
must enter an opponent’s square (and thus be subject to an attack
of opportunity) in order to attack that opponent in melee
unless they are armed with weapons that give them at least 5 feet
of reach.
Because Tiny, Diminutive, and Fine creatures have no natural
reach, they do not normally get attacks of opportunity. Specific
creatures may be exceptions, and some may carry reach weapons
that do threaten adjacent squares.
Mixing It Up
Two creatures less than two size categories apart cannot occupy
the same spaces in combat except under special circumstances (for
example, when grappling, riding a mount, or if one is unconscious
or dead).
Creatures two size categories apart can occupy the same space
without special circumstances. Half the normal number of crea-
tures can occupy the space as usual (fractions are not allowed).
Creatures may occupy the same square if they are three or more
size categories different. For instance, a human could occupy one
of the squares also occupied by a purple worm.
Example: A human (Medium) fights a cloud giant (Huge). The
human occupies a single space. The cloud giant occupies roughly
nine spaces. If the human tried to occupy one of the giant’s spaces,
up to half as many humans as normal could fit, since the creatures
are two size categories apart. Since that only amounts to one-half
of a human, the human cannot occupy one of the giant’s spaces
without grappling.
Example: A halfling (Small) fights the same cloud giant. The
halfling, like the human, occupies a single space. If the halfling
tries to occupy one of the giant’s cubes, the normal number of
halflings (one) could fit, since the creatures are three size cate-
gories apart.
If a creature is in at least one of the spaces occupied by a larger
creature when that creature moves out of that space without
taking a 5-foot adjustment or a withdraw action, then the smaller
creature gets attacks of opportunity against the departing creature.
Since a creature can attack into its own space (unless armed
with a reach weapon), a smaller creature in one of the spaces occu-
pied by another creature cannot take a withdrawal action.
Any time more than one allied creature occupies an opponent’s
space (either in the same square on the grid or in separate squares),
the allied creatures provide each other with the benefit of flank-
ing. If a creature occupies part of an opponent’s space, it provides
flanking to all allied creatures outside the opponent’s space.
Example: A colony of stirges (Tiny) attacks a human (Medium).
Up to four Tiny creatures can occupy the same space. They are two
size categories apart from a human, so up to two Tiny stirges can
occupy the same space as the human, and they provide each other
with flanking against the human.
Example: A squad of halflings (Small) attacks a bulette (Huge).
The bulette takes up a space three squares across. Since the half-
lings are three or more size categories apart from the bulette, they
can enter the space the bulette occupies. Each halfling can only
occupy one space, but the bulette occupies nine squares, so up to
nine halflings can occupy the same space as the bulette. The half-
lings provide each other with flanking.
Squeezing Through
A creature can squeeze through a space as narrow in width as one-
half its space. While doing so, it moves at half its normal speed. It
takes a –4 penalty on attack rolls and a –4 penalty to AC. While a
creature is squeezing through a narrow space, it’s not possible for
other smaller creatures to also occupy that space.
A creature can move through a space with a ceiling as low as
half its height with the same penalties (in spaces both narrow and
CHAPTER 2:
USING
THE RULES
Table 2–4: Creature Sizes
Max. Max. Natural Reach
Size Height
1
Weight
2
Space (Tall) (Long)
Fine 6 in. 1/8 lb. 1/2 ft. 0 ft. 0 ft.
or less or less
Diminutive 1 ft. 1 lb. 1 ft. 0 ft. 0 ft.
Tiny 2 ft. 8 lb. 2-1/2 ft. 0 ft. 0 ft.
Small 4 ft. 60 lb. 5 ft. 5 ft. 5 ft.
Medium 8 ft. 500 lb. 5 ft. 5 ft. 5 ft.
Large 16 ft. 4,000 lb. 10 ft. 10 ft. 5 ft.
Huge 32 ft. 32,000 lb. 15 ft. 15 ft. 10 ft.
Gargantuan 64 ft. 250,000 lb. 20 ft. 20 ft. 15 ft.
Colossal 64 ft. 250,000 lb. 30 ft. 30 ft. 20 ft.
or more or more or more or more or more
1Biped’s height, quadruped’s body length (nose to base of tail)
2Assumes that the creature is roughly as dense as a regular animal. A
creature made of stone will weigh considerably more. A gaseous
creature will weigh much less.
low, double the penalties). It can move through a space with a ceil-
ing as low as one-quarter its height, but it must do so by going
prone and crawling. The normal penalties and restrictions for
being prone apply.
Standing in Tight Quarters
A creature may find itself standing atop a rocky pinnacle, fighting
from the back of a wagon, or taking advantage of the cover pro-
vided by a hole in the ground. In such cases, the creature’s space
decreases to match the space available on the ground, but its at-
tacks are unaffected because its upper body isn’t constrained. It
can use its weapons and natural reach without penalties.
SKILL AND ABILITY CHECKS
The whole game can be boiled down to the characters trying to ac-
complish various tasks, the DM determining how difficult those
tasks are to accomplish, and the dice determining success or fail-
ure. While combat and spellcasting have their own rules for how
difficult tasks are, skill checks and ability checks handle just about
everything else.
MODIFYING THE ROLL OR THE DC
Circumstances can modify a character’s die roll, and they can
modify the Difficulty Class needed to succeed.
•Circumstances that improve performance, such as having the
perfect tools for the job, getting help from another character,
and having unusually accurate information, provide a bonus on
the die roll.
•Circumstances that hamper performance, such as being forced
to use improvised tools or having misleading information,
provide a penalty on the die roll.
•Circumstances that make the task easier, such as a friendly audi-
ence or helpful environmental conditions, decrease the DC.
•Circumstances that make the task harder, such as a hostile audi-
ence or doing work that must be flawless, increase the DC.
THE DM’S BEST FRIEND
A favorable circumstance gives a character a +2 bonus on a skill
check (or a –2 modifier to the DC) and an unfavorable one gives a
–2 penalty on the skill check (or a +2 modifier to the DC). Take
special note of this rule, for it may be the only one you’ll need.
Mialee runs down a dungeon corridor, running from a
beholder. Around the corner ahead wait two ogres. Does Mialee
hear the ogres getting ready to make their ambush? The DM calls
for a Listen check and rules that her running from the beholder
makes it less likely that she’s listening carefully: –2 penalty on the
check. But one of the ogres is readying a portcullis trap, and the
cranking winch of the device makes a lot of noise: –2 modifier to
the DC. Also, Mialee has heard from another adventurer that the
ogres in this dungeon like to ambush adventurers: +2 bonus on
the check. Her ears are still ringing from the shout spell that she
cast at the beholder: –2 penalty on the check. The dungeon is
already noisy because of the sound of the roaring dragon on the
level below: +2 modifier to the DC.
You can add modifiers endlessly (doing so is not really a good
thing, since it slows down play), but the point is, other than the
PC’s Listen check modifier, the only numbers that the DM and the
player need to remember when calculating all the situational
modifiers are +2 and –2. Multiple conditions add up to give the
check a total modifier and the DC a final value.
Going beyond the Rule: It’s certainly acceptable to modify
this rule. For extremely favorable or unfavorable circumstances,
you can use modifiers greater than +2 and less than –2. For
example, you can decide that a task is practically impossible and
modify the roll or the DC by 20. Feel free to modify these numbers
as you see fit, using modifiers from 2 to 20.
DELINEATING TASKS
A task is anything that requires a die roll. Climbing half one’s
speed is a task, as is making a pot, despite the fact that one task
takes seconds and the other hours (or even days).
A single task can encompass any of the following activities.
•Moving a set distance (as covered in a skill description).
•Making one item.
•Influencing one person, creature, or group (DM decides if
NPCs are acting as individuals or as a group).
•Dealing with one object (opening a door, breaking a board,
tying a rope, slipping out of a manacle, picking a lock).
•Determining or acquiring one piece of information.
•Searching or tracking over one area (as described in a skill or
feat description).
•Perceive one sound or sight (DM decides if NPCs are acting as
individuals or as a group).
Different skills handle task delineation in different ways. In
fact, the same skill may handle tasks in different ways depending
on what the character is doing. For example, Heal allows the
healer to make one character stable or to assist in a group’s overall
healing rate over a night’s rest. Both of these are single tasks,
requiring only one roll.
Sometimes, however, a task requires multiple rolls. You must
decide, for example, if a character attempting to use Sense Motive
on a group of ogres must treat them as a group (one roll) or as indi-
viduals (a different roll for each ogre).
If two different groups approach a character from a distance,
he has to make two different Spot checks to see them if you have
decided that they are indeed different groups. If a character
searches one wall using the Search skill, he might find several
objects of importance—but you decide that each such object
requires a separate roll. In such a case, you should make the rolls
beyond the first one in secret. Asking the player to make more
than one roll at the same time gives him information that he
shouldn’t have.
A few examples of long-term duties (and how many tasks they
comprise) follow.
Character on Watch: The rest of the party sleeps while Mialee
takes the watch. The DM asks for a Listen check about half an
hour into her watch, and she succeeds. She hears a rustling noise
in the nearby bushes (made by a goblin that was trying to sneak up
on the party). She decides to investigate, and the DM calls for a
Spot check opposed by a Hide check from the goblin. Mialee dis-
covers nothing (the goblin successfully conceals itself ), so she
goes back to where she was keeping watch. Later, the DM asks for
another Listen check (as the goblin once again tries to move in),
and she succeeds again. This time she catches the goblin and alerts
the rest of the party to deal with the foe. Eventually they go back
to sleep, and she goes back on watch. Later, the DM calls for
another Listen check, even though he knows there’s nothing to
hear this time.
The duty of being on watch required three Listen checks, be-
cause the watch was broken into three segments—at the first
appearance of the goblin, upon checking for the goblin the second
time, and after the goblin was dealt with.
Riding: Soveliss rides his horse along rocky terrain, making no
roll to perform this mundane task. He guides it down into a steep
gully, and you call for a DC 10 Ride check to do so. At the bottom
of the gully, an owlbear menaces a wounded centaur. The ranger
spurs his mount into the fray, making no roll to do so. Once in
battle, the owlbear slashes at the ranger with a powerful claw. You
call for a Ride check for Soveliss to stay on the horse, and another
one to keep the now-panicking horse from running off. The
ranger succeeds on both checks, and then decides to leap out of
the saddle and fight the beast, requiring a DC 20 Ride check.
Soveliss succeeds again, meaning that he dismounts without
falling and moves to engage the owlbear.
CHAPTER 2:
USING
THE RULES
CHAPTER 2:
USING
THE RULES
Table 2–5: Difficulty Class Examples
DC Example Roll (Key Ability) Who Could Do It
–10 Hear the sounds of a pitched battle Listen (Wis) A commoner on the other side of a stone wall
0Track ten hill giants across a muddy field Search (Int) The village fool hustling at full speed at night
5Climb a knotted rope Climb (Str) An average human carrying a 75-pound pack
5Hear people talking on the other side of a door Listen (Wis) An absent-minded sage being distracted by allies
10 Run or charge down steep stairs Balance (Dex) A 1st-level rogue
10 Follow tracks of fifteen orcs across firm ground Search (Int) A 1st-level commoner
10 Ransack a chest full of junk to find a map Search (Int) A 1st-level commoner
10 Tie a firm knot Use Rope (Dex) A 1st-level commoner
10 Find out the current gossip Gather Information (Cha) A 1st-level commoner
11
1
Avoid being tripped by a wolf — (Str or Dex) A 1st-level commoner
12 Assess the value of a silver necklace Appraise (Int) A 1st-level rogue
13
2
Resist the command spell Will save (Wis) A 1st-level wizard or a low-level fighter
13 Bash open a simple wooden door — (Str) A fighter
15 Make a dying friend stable Heal (Wis) A 1st-level cleric
15 Make indifferent people friendly Diplomacy (Cha) A 1st-level paladin
15 Jump 10 feet (with a running start) Jump (Str) A 1st-level fighter
15 Tumble past a foe Tumble (Dex) A low-level monk
15
1
Get a minor lie past a canny guard Bluff (Cha) A 1st-level rogue
16 Identify a 1st-level spell as it is being cast Spellcraft (Int) A wizard (but not anyone untrained in spells)
17
2
Resist a 10th-level vampire’s dominating gaze Will save (Wis) A low-level monk or a high-level fighter
18 Bash open a strong wooden door — (Str) An enraged half-orc barbarian
18 Cast fireball while being shot with an arrow Concentration (Con) A low-level wizard
20 Notice a typical secret door Search (Int) A smart, 1st-level half-elf rogue
20 Notice a scrying sensor — (Int) A low-level wizard with Int 12 or higher
20 Notice an invisible creature moving nearby Spot (Wis) A low-level ranger
20 Pick a very simple lock Open Lock (Dex) A dexterous, 1st-level halfling rogue (but not anyone
untrained at picking locks)
20 Find out what sorts of crimes the baron’s Gather Information (Cha) A low-level bard
daughter has gotten away with
20 Avoid falling into a pit trap Reflex save (Dex) A mid-level rogue or a high-level paladin
20 Walk a tightrope Balance (Dex) A low-level rogue
21 Raise a dire wolf cub Handle Animal (Cha) A mid-level ranger
21
1
Sneak quietly past a hellcat 50 feet away Move Silently (Dex) A low-level rogue
22
1
Escape from an owlbear’s clutches Escape Artist (Dex) A low-level rogue
23
1
Grab a guard’s spear and wrest it out of his hands Melee attack (Str) A mid-level fighter
24 Resist the wail of the banshee spell Fortitude save (Con) A high-level fighter
24
3
Shoot an armored guard through an arrow slit Ranged attack (Dex) A high-level fighter
25 Notice that something’s wrong with a friend Sense Motive (Wis) A mid-level rogue
who’s under a vampire’s control
25 Persuade the dragon that has captured you Diplomacy (Cha) A high-level bard
that it would be a good idea to let you go
25 Find out from a city’s inhabitants who the Gather Information (Cha) A high-level bard
power behind the throne is
26 Jump over an orc’s head (with a running start) Jump (Str) A 20th-level ranger wearing light armor or a mid-level
barbarian wearing light armor (who really only needs
a 22 because his speed is higher)
28 Disable a glyph of warding Disable Device (Int) A high-level rogue (but not anyone of another class)
30 Notice a well-hidden secret door Search (Int) A high-level rogue
28 Bash open an iron door — (Str) A fire giant
29 Calm a hostile owlbear Wild empathy (Cha) A high-level druid (and only a druid or ranger)
30 Hurriedly climb a slick brick wall Climb (Str) A high-level barbarian
30 Read a letter written in ancient Draconic Decipher Script (Int) A high-level wizard
30 Pick a good lock Open Lock (Dex) A high-level rogue
43 Track a goblin that passed over hard rocks Survival (Wis) A 20th-level ranger who has maxed out his Survival
a week ago, and it snowed yesterday skill and has been fighting goblinoids as his
favored enemy since 1st level
1 This number is actually the average roll on the opponent’s opposed
check rather than a fixed number.
2 Actual DC may be higher or lower depending on the caster or ability
user.
3 This is the target’s adjusted Armor Class.
DC: The number a character needs to roll to succeed.
Example: An example of a task with that DC.
Roll (Key Ability): The roll the character makes, usually a skill check,
but sometimes a saving throw, an ability check, or even an attack
roll. The ability that modifies the roll is in parentheses. A “—” in this
column means that the check is an ability check and no skill ranks,
base save bonuses, or base attack bonuses apply.
Who Could Do It: An example of a character that would have about a
50% chance to succeed. When this entry names a character by class,
it assumes that the character has the skill in question. (Other
characters might have a better or worse chance to succeed.)
Riding a mount doesn’t normally require rolls. Only riding into
difficult terrain or performing a specific task involving riding
requires a roll.
Tracking: Soveliss is following a giant scorpion across the
desert. He follows the vermin for 3 miles, making a Survival
check each mile, but tracking in the soft sand is easy. Shortly after
the third mile, a windstorm comes up. Soveliss waits it out, and it
passes after an hour. Now he must make a fourth check to see if
he can pick up the trail in the wind-tossed sand. This check is of
course more difficult than the earlier ones, as are all subsequent
checks until the tracker gets to the place where the scorpion was
when the storm passed.
Normally, tracking requires a Survival check each mile, but a
sudden change in situation can require an additional roll.
Sneaking: Lidda is sneaking through a dungeon filled with
hobgoblins. She must pass by an open doorway beyond which is
a room where the brutes are drinking from a keg of ale. She
makes a Move Silently check, and the hobgoblins make opposed
Listen checks, but they’re not paying much attention, so the half-
ling sneaks by easily. The hobgoblins aren’t even looking at the
door, so no Hide check is required. To get out, however, she must
pass right through a guard room. She must make a Hide check to
keep to the dark shadows near the walls, and a new Move
Silently check (new because the listeners are different individu-
als, plus they’re more alert) to get past the guards and through
the room.
A new Move Silently check is needed for each different group
that a sneaker is trying to avoid. Sometimes both a Move Silently
check and a Hide check are needed when sneaking around. Some-
times they’re not.
GENERAL VERSUS SPECIFIC
Sometimes a player will say, “I look around the room. Do I see
anything?” and sometimes she’ll say, “I look into the room,
knowing that I just saw a kobold dart inside. I look behind the
chair and the table, and in all the dark corners. Do I see it?” In
both cases, the DM replies, “Make a Spot check.” However, in
the second example, the character has specialized knowledge of
the situation. She’s asking specific questions. In such cases,
always award the character a +2 bonus for favorable conditions.
It’s good to reward a character who has knowledge that allows
her to ask specific questions.
If the kobold’s actually not in the room, but a cloaker waits in
ambush on the ceiling, the character has no special knowledge
and gains no bonus. She doesn’t get a penalty, either—don’t
penalize specific questions. If both the kobold and the cloaker
are in the room, two Spot checks are required (unless the mon-
sters are working together as a group, which is highly unlikely).
The character gets a +2 bonus on the check to spot the kobold
and no bonus on the check to spot the cloaker.
DEGREES OF SUCCESS
When determining how much information a skill check or abil-
ity check gives a character, the degree of success is important to
the task. For example, an invisible assassin sneaks up on a cleric.
The cleric makes a Listen check opposed by the assassin’s Move
Silently check, and the cleric is successful. You could describe
this success to the player of the cleric in many different ways,
including these.
•“You heard a noise and you know something’s out there, but
you don’t see anything.”
•“You heard a noise. It sounded like a person moving, and it
came from ‘over there.’ ”
•“You heard a noise. You know there’s an invisible creature
about 15 feet northeast of you, and you can target that crea-
ture’s location with an attack.”
To determine how much information to give out, compare
the opposed check results (or for a nonopposed check, the
check result and the DC). In the example above, you give the
first answer if the check merely succeeds on the check. If the
cleric beats the assassin’s check result by 10 or more, he has
achieved a greater success, and he gets the second answer. If he
exceeds the assassin’s check result by 20 or more, he has
achieved a perfect success, and he gets all the information—the
third answer.
Degrees of success usually only apply when the amount of
information you have to give out can be different depending on
how well the character succeeds. Most of the time, the only out-
come that matters is whether the character succeeds or fails.
DEGREES OF FAILURE
Usually failure itself is a sufficient problem and does not need to
be compounded. However, failure can sometimes cause addi-
tional problems, such as a setting off a trap or alerting a sentry to
the characters’ presence. When such consequences exist, a check
that fails by 5 or more causes them to occur. For example, if
Lidda the rogue misses a Disable Device check by 5 or more, she
sets off the trap she’s trying to disable.
Skills that carry an additional risk on a failed
check include the following. Other risks on a
failure may apply, at your discretion.
CHAPTER 2:
USING
THE RULES
Incorporeal wraiths
lunge toward
an adventurer.
Illus. by S. Fischer
Skill Risk
Balance Falling
Climb Falling
Craft Ruin raw materials
Disable Device Device triggers, or is not disabled
Spot (reading lips) Receive false information
Swim Sink below surface of water
Use Rope Grappling hook fails in 1d4 rounds
TAKING 10
Encourage players to use the take 10 rule. When a character is
swimming or climbing a long distance, for example, this rule can
really speed up play. Normally, you make a check each round with
these movement-related skills, but if there’s no pressure, taking 10
allows them to avoid making a lot of rolls just to get from point A
to point B.
ABILITY CHECKS
The game has no rules for trying to stay awake through the
night, writing down every word someone says without a mis-
take, or opening the stuck lid of a container without spilling a
single drop of its contents. However, in the course of an adven-
ture any of these situations could potentially make or break an
encounter. You have to be ready to make up checks for such non-
standard activities.
Using the example situations above, staying awake might be a
Constitution check (DC 12, +4 for every previous night without
sleep), with an elf character gaining a +2 bonus on her check
because an elf is only giving up 4 hours of trance instead of 8
hours of sleep. Writing down every word that someone says would
require a DC 15 Intelligence check, and a DC 10 Dexterity check
prior to the Intelligence check would provide a +2 bonus on the
roll. Opening the container would normally be a Strength check
(DC about 17), and once that’s accomplished, a DC 13 Dexterity
check is required to keep from spilling the contents.
The three kinds of ability checks you could call for to handle a
nonstandard situation include the following.
•A single check using an relevant ability (as in staying awake).
•One ability check that, depending on the result, might provide
a modifier on another check involving a different ability (as in
writing down every word).
•Two or more separate ability checks, usually involving different
abilities, to accomplish a multipart task (such as opening the
jug without spilling).
You can also use a combination of an ability check and a skill
check in an appropriate situation. For example, when swimming
in frigid water, Lidda might have to make a Constitution check to
avoid taking a penalty on her Swim check.
Decisions on how to handle nonstandard situations are left to
your best judgment.
SAVING THROWS
Adjudicating and varying saving throws works a lot like adjudicat-
ing and varying skill and ability checks.
WHICH KIND OF SAVE?
Fortitude, Reflex or Will? When assigning something a saving
throw, use these guidelines.
Fortitude: Fortitude saves reflect physical toughness. They
incorporate stamina, ruggedness, physique, bulk, metabolism,
resistance, immunity, and other similar physical qualities. If it
seems like something that a “tough guy” would be good at, it’s a
Fortitude save.
Reflex: Reflex saves reflect physical (and sometimes mental)
agility. They incorporate quickness, nimbleness, hand-eye coor-
dination, overall coordination, speed, and reaction time. If it
seems like something that an agile person would be good at, it’s
a Reflex save.
Will: Will saves reflect inner strength. They incorporate will-
power, mental stability, the power of the mind, levelheadedness,
determination, self-confidence, self-awareness, the superego, and
resistance to temptation. If it seems like something that a confi-
dent or determined person would be good at, it’s a Will save.
SAVE OR CHECK?
A character slips and falls. He tries to catch himself on a ledge,
while another character reaching forward attempts to catch him.
Are these Reflex saves or Dexterity checks?
The answer to the above question is “Both.” The character at-
tempting to save himself makes a Reflex save. The character trying
to grab him makes a Dexterity check.
CHAPTER 2:
USING
THE RULES
VARIANT: SKILLS WITH DIFFERENT ABILITIES
Sometimes a check involves a character’s training (skill ranks) plus an
innate talent (ability) not usually associated with that training. A skill
check always includes skill ranks plus an ability modifier, but you can
use a different ability modifier from normal if the character is in a situ-
ation where the normal key ability does not apply.
For example:
•A character is underwater and tries to maneuver by pulling himself
along some improvised handholds. Since his body has natural buoy-
ancy (meaning he doesn’t need to pull as hard to lift himself), the
DM rules that the player should make a Climb check keyed to
Dexterity rather than to Strength.
•A character is trying to pick the best horse from several that a
merchant is selling. Normally this would be an Appraise check, but
familiarity with horses ought to count for something. The DM lets
the player use the character’s ranks in Ride instead of ranks in
Appraise and applies the character’s Wisdom modifier (as normal
for an Appraise check).
•A character needs to use main force to restrain a panicked horse.
Normally this would call for a Strength check, but a character skilled
at handling animals ought to be able to use his knowledge to
restrain the horse more easily. The DM lets the player add the char-
acter’s ranks in Handle Animal (but not his Charisma modifier) to
the Strength check.
•A character has created a masterwork dagger as a gift for a visiting
noble. He attempts to inscribe it with intricate designs. The DM
rules that this is a Dexterity check to which the character’s ranks in
Craft (weaponsmithing) apply.
•A character is trying to climb a ladder to the bottom of a very deep
chute. Normally, the DM would call for a Constitution check to see
if the character can keep going, but he can also allow the player to
add the character’s ranks in Climb to the roll.
These sorts of unusual situations are always handled on a case-by-case
basis, and only as exceptions. The vast majority of the time, use the
normal key ability.
Remember that when you change the way a skill works in this fash-
ion, you should dictate when the change comes into play—it’s not up
to a player to make this sort of decision. Players may try to rationalize
why they should get to use their best ability score modifier with a skill
that doesn’t normally use that ability, but you shouldn’t allow this sort
of rule change unless you happen to agree with it.
pqqqqrs
pqqqqrs
Key Concept 1: Checks are used to accomplish something,
while saves are used to avoid something.
Key Concept 2: Check modifiers don’t take into account
character level or class level. Save bonuses always do. If a task
seems like it should be easier for a high-level character, use a
saving throw. If it seems like the task should be equally difficult
for any two characters with the same score in the relevant
ability, use a check. For example, opening a door is merely a
reflection of strength, not experience. Thus, it’s a Strength
check. The middle ground is a skill check, such as a Balance
check to avoid falling while running over broken ground. A
Balance check takes level into account only if the character has
ranks in the skill.
DIFFICULTY CLASSES
Assigning DCs is your job, but usually the rules are straightfor-
ward. The game has a standard rule for the DC of a saving throw
against a spell, and creatures and magic items with abilities that
force others to make saves always have that saving throw clearly
detailed (or else they function just like spells, and you use the
spell rule). The general rules are as follows.
Spells: 10 + spell level + caster’s ability modifier.
Monster Abilities: 10 + 1/2 monster’s Hit Dice + monster’s
ability modifier.
Miscellaneous: 10 to 20. Use 15 as a default.
As with checks, saving throw die rolls can be modified, or the
DC can be modified. See The DM’s Best Friend, page 30.
ADJUDICATING MAGIC
At the middle range of levels (6th through 11th), most charac-
ters cast spells, and they all use magic items, many of which pro-
duce strange effects. Handling spells and effects well is often
the difference between a good game and a really good one.
DESCRIBING SPELL EFFECTS
Magic is flashy. When characters cast spells or use magic items,
you should describe what the spell looks, sounds, smells, or feels
like as well as its game effects.
A magic missile could be a dagger-shaped burst of energy that
flies through the air. It also could be a fistlike creation of force
that bashes into its target or the sudden appearance of a
demonic head that spits a blast of energy. When someone
becomes invisible, he or she fades away. A summoned fiend
appears with a flash of blood-red energy and a smell of brim-
stone. Other spells have more obvious visual effects. A fireball
and a lightning bolt, for example, appear pretty much the way
they are described in the Player’s Handbook. For dramatic flair,
however, you could describe the lightning bolt as being a thin arc
of blue lightning and the fireball as a blast of green fire with red
twinkling bursts within it.
You can let players describe the spells that their characters
cast. Don’t, however, allow a player to use an original description
that makes a spell seem more powerful than it is. A fireball spell
that creates an illusion of a dragon breathing flames goes too far.
Spells without obvious visual effects can be described as well.
Since a target who makes his saving throw against a spell knows
that something happened to him, you could describe a charm
spell or a compulsion spell as a cold claw threatening to enclose
his mind that he manages to shake off. (If the spell worked, the
target would not be aware of such an effect, for his mind would
not be entirely his own.)
Sound can be a powerful descriptive force. You could say that a
lightning bolt is accompanied by a clap of thunder. A cone of cold
sounds like a rush of wind followed by a tinkling of crystalline ice.
HANDLING DIVINATIONS
Spells such as augury, divination, and legend lore require you to come
up with information on the spot. Two problems can arise when
dealing with divinations such as these.
CHAPTER 2:
USING
THE RULES
VARIANT: CRITICAL SUCCESS OR FAILURE
If a player rolls a natural (unmodified) 20 on a check, allow him or her
to make another check. If the second check is successful, the charac-
ter has achieved a critical success with the use of that skill or ability,
and something particularly good happens. Likewise, if a player rolls a
natural 1, he rolls again. If the second check is a failure, the character
has achieved a critical failure (made a critical blunder), and something
really bad happens.
It’s up to you to determine the specific result of a critical success or
failure. Some examples follow.
Critical Successes
On a Climb check or Swim check, the character moves twice as far
as she would on a normal success.
When using Diplomacy, the character makes a good, trusted friend
for long-term play.
When using a Knowledge skill, the character comes to an important
conclusion related to the task at hand.
When using Search, the character discovers something that she
otherwise never could have found (if anything is present to be found).
When using Survival to track, the character determines some amaz-
ing minutiae about her prey. For instance, she realizes that the three
subjects she’s tracking aren’t happy with one another because they
occasionally stop and apparently argue, based on where they stand in
relation to each other.
When using Heal to give first aid, the character heals 1 point of
damage dealt to the subject.
Critical Failures
When using a Perform skill, the character displeases his audience so
greatly that they wish to do him harm.
On a Climb check, the character falls so badly that he takes an
additional 1d6 points of damage, or he falls and tears away a few
good handholds, making it a more difficult climb (+5 to the DC) on
the next try.
When using Disguise, the character not only doesn’t look like what
he intended, but actually looks like something offensive or hateful to
the viewers.
When using Escape Artist, the character actually gets himself more
entangled or pinned, adding +5 to the DC on the next try.
On a Use Rope check, the character breaks the rope.
When using Open Lock, the character breaks off his pick in the lock,
making it impossible to open.
When using any kind of tool, the character destroys the tool.
Sometimes, there’s nothing more that can be achieved with a critical
success, or there’s nothing worse than a normal failure. In such a case,
ignore this variant rule.
You should also ignore this variant whenever a character takes 10 or
takes 20. It’s not possible to achieve a critical success when all you’re
trying to do is complete a task without worrying about completing it as
well as possible, and it’s not possible to get a critical failure if you’re
not under pressure when you’re making the check.
pqqqqrs
pqqqqrs
The Player Could Learn Too Much: The strategic use of a
divination spell could put too much information into the
hands of the players, ruining a mystery or revealing a surprise
too soon. The way to avoid this problem is to keep in mind the
capabilities of the PCs when you create adventures. Don’t forget
that the cleric might be able to use her commune spell to learn
the identity of the king’s murderer. While you shouldn’t allow a
divination to give a player more information than you want her
to have, you shouldn’t cheat a player out of the effects of her
spells just for the sake of the plot. Remember also that certain
spells can protect someone from divinations such as detect evil
and discern lies—but that’s not really the point. Don’t design sit-
uations that make the PCs’ divinations worthless—design situ-
ations to take divinations into account. Assume that the cleric
learns the identity of the king’s murderer. That’s fine, but the
adventure is about apprehending him, not just identifying him,
and it’s especially important to stop him before he kills the
queen as well.
In short, you should control information, but don’t deny it to
the character who has earned it.
Needing Answers on the Fly: Most likely you won’t know
that a character is going to use a divination spell until the spell is
cast, and so you often need to come up with an answer on the fly.
One of the ways to get around this problem is obvious. To an-
swer a question about what lies at the bottom of the dark staircase,
you have to know what’s there. Chances are you already do know
what’s there, or the character using the divination wouldn’t con-
sider the question worth asking. If you don’t know, then you need
to make something up in a hurry.
More difficult is coming up with a way to convey the infor-
mation. For example, the description of the divination spell
notes that “The advice can be as simple as a short phrase, or it
might take the form of a cryptic rhyme or omen.” Cryptic
rhymes are often difficult to come up with in the middle of a
game. One trick is to create a rhyme ahead of time that can fit
just about any question, such as “If X is the seed you sow, reap
you will Y and know,” where X is an action and Y is the result. Or
“If into X fate doth thee send, thou wilt find Y in the end,”
where X is a place and Y is a result or consequence, such as
“danger” or “treasure.”
CREATING NEW SPELLS
Introducing an unbalanced spell does more damage to your
game than handing out an unbalanced magic item. A magic
item can get stolen, destroyed, sold, or otherwise taken away—
but once a character knows a spell, she’s going to want to keep
using it.
When creating a new spell, use the existing spells as bench-
marks, and use common sense. Creating a spell is actually fairly
easy—it’s assigning a level to the new spell that’s hard. If the
“best” 2nd-level spell is invisibility, and the “best” 1st-level spell is
charm person or sleep, and the new spell seems to fall between
those spells in power, it’s probably a 2nd-level spell. (Sleep, how-
ever, is a strange example, because it’s a spell that gets less useful
as the caster gains levels—compared to a spell such as magic mis-
sile or fireball, which gets better, up to a point, for higher-level
casters. Make sure spells that only affect low-level creatures are
low-level spells.)
Here are some pieces of advice to consider.
•If a spell is so good that you can’t imagine a caster not wanting
it all the time, it’s either too powerful or too low in level.
•An experience point (XP) cost is a good balancing force. An
expensive material component is only a moderately good
balancing force. (Money can be easy to come by; an XP loss
almost always hurts.)
•When determining level, compare range, duration, and target
(or area) to other spells to balance. A long duration or a large
area can make up for a lesser effect, depending on the spell.
•A spell with a very limited use (only works against red dragons)
could conceivably be one level lower than it would be if it had
a more general application. Even at a low level, this is the sort of
spell a sorcerer or bard never takes, and other casters would
prepare it only if they knew in advance it would be worthwhile.
•Wizards and sorcerers should not cast healing spells, but they
should have the best offensive spells. If the spell is flashy or
dramatic, it should probably be a wizard/sorcerer spell.
•Clerics are best at spells that deal with alignment and have the
best selection of curative and repair spells. They also have the
best selection of information-gathering spells, such as
commune and divination.
•Druids are best at spells that deal with plants and animals.
•Rangers and paladins should not have flashy attack spells in
the manner of magic missile and fireball.
•Bard spells include enchantments, information-gathering
spells, and a mixture of other kinds of spells, but do not include
powerful offensive spells such as cone of cold.
Damage Caps for Spells
For spells that deal damage, use the tables below (one for arcane
spells, one for divine spells) to determine approximately how
much damage a spell should deal. Remember that some spells
(such as burning hands) use a d4 for damage, but fireball uses a d6.
For clerics, a d8 damage die counts as 2d6 for determining the
maximum damage a divine spell can deal.
CHAPTER 2:
USING
THE RULES
VARIANT: SAVES WITH DIFFERENT ABILITIES
To model unusual situations, you can change the ability score that
modifies a save, just as you can do with a skill (see the sidebar on page
33). This is purely a variant, however, since not all DMs want this
degree of complication.
Fortitude saves against mental attacks (such as phantasmal killer)
could be based on Wisdom, making it a cross between a Fortitude and
a Will save. (Apply the character’s Fortitude save bonus from class and
level, then add his Will modifier instead of his Constitution modifier.)
The DM may allow a character to cast a quickened dimension door
spell in response to falling into a pit trap. Reacting quickly to a trap
requires a Reflex save, but in this case the DM might make this a Reflex
save based on Wisdom rather than Dexterity, since casting the spell is
mainly a mental action.
Will saves against enchantments could use Charisma instead of
Will, since Charisma reflects force of personality.
Will saves against illusions could be keyed to Intelligence, the abil-
ity that best represents discernment.
As with skills, changes to a saving throw’s key ability are always
handled on a case-by-case basis. Unless you institute changes to
saving throws as a house rule, these changes are very rare.
Remember that when you change the way a saving throw works
in this fashion, you should dictate when the change comes into
play—it’s not up to a player to make this sort of decision. Players
may try to rationalize why they should get to use their best ability
modifier on a saving throw that doesn’t normally use that ability,
but you shouldn’t allow this sort of rule change unles you happen
to agree with it.
pqqqqrs
pqqqqrs
Maximum Damage for Arcane Spells
Arcane Max Damage Max Damage
Spell Level (Single Target) (Multiple Targets)
1st 5 dice —
2nd 10 dice 5 dice
3rd 10 dice 10 dice
4th 15 dice 10 dice
5th 15 dice 15 dice
6th 20 dice 15 dice
7th 20 dice 20 dice
8th 25 dice 20 dice
9th 25 dice 25 dice
Maximum Damage for Divine Spells
Divine Max Damage Max Damage
Spell Level (Single Target) (Multiple Targets)
1st 1 die —
2nd 5 dice 1 die
3rd 10 dice 5 dice
4th 10 dice 10 dice
5th 15 dice 10 dice
6th 15 dice 15 dice
7th 20 dice 15 dice
8th 20 dice 20 dice
9th 25 dice 20 dice
The damage cap depends on whether a spell affects a single
target or multiple targets. A single-target spell affects only one
creature or has its total damage divided among several creatures.
For example, a magic missile spell can deliver 5 dice of damage to
one target. If it strikes more than one target, its damage dice must
be divided among them. A multiple-target spell deals full damage
to two or more creatures simultaneously. For example, a fireball
damages everything within its 20-foot spread.
REWARDS
Mialee and Tordek stand within the treasure chamber, surveying
the riches before them. To get there, they slew three trolls, by-
passed several devious traps, and solved the riddle of the golden
golem to stop it from crushing them. Now they are not only
richer, but from their experiences they have grown in knowledge
and power.
Experience points are a measure of accomplishment. They rep-
resent training and learning by doing, and they illustrate the fact
that, in fantasy, the more experienced a character is, the more pow-
er he or she possesses. Experience points allow a character to gain
levels. Gaining levels heightens the fun and excitement.
Experience points can be spent by spellcasters to power some of
their most potent spells. Experience points also represent the per-
sonal puissance that a character must imbue an object with in
order to create a magic item.
In addition to experience, characters also earn treasure on their
adventures. They find gold and other valuables that allow them to
buy bigger and better equipment, and they find magic items that
give them new and better abilities.
EXPERIENCE AWARDS
When the party defeats monsters, you award the characters expe-
rience points (XP). The more dangerous the monsters, compared
to the party’s level, the more XP the characters earn. The PCs split
the XP between themselves, and each character increases in level
as his or her personal XP total increases.
You need to calculate XP awards during the course of an adven-
ture, whether it’s one you wrote or one you purchased. You may
wish to award experience points at the end of a session to enable
players to advance their characters in level if they have enough
experience points. Alternatively, you may wish to give out XP
awards at the beginning of the game session following the one in
which the characters earned it. This gives you time between ses-
sions to use these rules and determine the experience award.
As part of determining experience point awards, you need to
break the game down into encounters and then break the encoun-
ters down into parts. If you’re using monsters from the Monster
Manual, some of the work has already been done for you. Each
monster in that book has a Challenge Rating (CR) that, when
compared to party level, translates directly into an XP award.
A Challenge Rating is a measure of how easy or difficult a mon-
ster or trap is to overcome. Challenge Ratings are used in Chapter
3: Adventures to determine Encounter Levels (EL), which in turn
indicate how difficult an encounter (often involving multiple
monsters) is to overcome. A monster is usually overcome by defeat-
ing it in battle, a trap by being disarmed, and so forth.
You must decide when a challenge has been overcome. Usually,
this is simple to do. Did the PCs defeat the enemy in battle? Then
they met the challenge and earned experience points. Other
CHAPTER 2:
USING
THE RULES
VARIANT: SPELL ROLL
Substitute this variant for the standard method of determining saving
throw DCs for spells. Every time a character casts a spell that requires
a target to make a saving throw, the caster rolls 1d20 and adds the spell
level and the appropriate ability modifier. The result is the DC for the
saving throw. Roll once even for a spell that affects many creatures.
This variant introduces a great deal more randomness into spell-
casting—sometimes low-level spells cast by mediocre casters will
have high DCs, and sometimes high-level spells cast by powerful
casters are easy to resist. It downplays the level of the spell and the
ability modifier. As with variant combat rules, any change that
increases chance in a battle favors the underdog, and that’s usually
the enemy of the PCs.
VARIANT: POWER COMPONENTS
The horn of the rare red minotaur can be combined with a potent
mixture of herbs that can aid in restoring wholeness to the afflicted. So
potent is the energy contained in the concoction that a cleric who uses
it while casting greater restoration (and uses it up) need not devote any
personal power (XP) in order to cast the spell.
This variant allows for special rare ingredients (“power compo-
nents”) to be added to material spell components in place of an XP
component. You’re free to allow this on a case-by-case basis. Perhaps
these components exist only for certain spells. They’re certainly rare,
and certainly expensive—ten to twenty times the XP component in
gold pieces is a good baseline price. Further, characters may need to
consult sages or cast divinations in order to find out what the proper
ingredients are.
Consider not allowing characters to buy power components—
instead, make them the object of an adventure. The hunt for the red
minotaur can be a challenging and entertaining adventure by itself, but
if the defeat of the minotaur is the first step toward the goal of bring-
ing back a fallen comrade, the scenario takes on a larger importance.
In the same way, special ingredients can substitute for the XP that a
character otherwise has to spend to create magic items.
This variant works if it makes powerful magic more colorful and if it
fits the way you want to portray magic in your campaign. It fails if it
means that the only hard control on casting powerful spells and creat-
ing magic items (the XP component) slips away, so that such actions
become commonplace.
pqqqqrs
pqqqqrs
times, it can be trickier. Suppose the PCs sneak past the sleeping
minotaur to get into the magical vault—did they overcome the
minotaur encounter? If their goal was to get into the vault and the
minotaur was just a guardian, then the answer is probably yes. It’s
up to you to make such judgments.
Only characters who take part in an encounter should gain the
commensurate awards. Characters who died before the encounter
took place, or did not participate for some other reason, earn noth-
ing, even if they are raised or healed later on.
To determine the XP award for an encounter, follow these steps.
1. Determine each character’s level. Don’t forget to account for
ECL (see Monsters as Races, page 172) if any of the characters
are of a powerful race.
2. For each monster defeated, determine that
single monster’s Challenge Rating.
3. Use Table 2–6: Experience Point
Awards (Single Monster) to cross-
reference one character’s level
with the Challenge Rating for
each defeated monster to
find the base XP award.
4. Divide the base XP award by the
number of characters in the party. This is
the amount of XP that one character
receives for helping defeat that monster.
5. Add up all the XP awards for all the
monsters the character helped defeat.
6. Repeat the process for each character.
Do not award XP for creatures that enemies summon or other-
wise add to their forces with magic powers. An enemy’s ability
to summon or add these creatures is part of the enemy’s CR
already. (You don’t give PCs more XP if a drow cleric casts unholy
blight on them, so don’t give them more XP if she casts summon
monster IV instead.)
Example: A party of five PCs defeats two CR 2 monsters and a
CR 3 monster. The party consists of a 3rd-level character, three
4th-level characters, and a 5th-level character. The 3rd-level char-
acter earns 600 XP for each CR 2 monster and 900 XP for the CR 3
monster. That’s 2,100 XP, and dividing by 5 (the number of charac-
ters in the party) yields an experience award of 420 XP. The 4th-
level characters each earn 400 XP [(600 + 600 + 800) ÷5] and the
5th-level character earns 350 XP [(500 + 500 + 750) ÷5].
Monsters Below CR 1
Some monsters are fractions of a Challenge Rating.
For instance, a single orc is not a good challenge
for even a 1st-level party, although two
might be. You could think of an orc as
approximately CR 1/2. For these cases,
calculate XP as if the creature were CR
1, then divide the result by 2.
Challenge Ratings for NPCs
An NPC with a PC class has a Challenge
Rating equal to the NPC’s level. Thus, an
8th-level sorcerer is an 8th-level encounter. As a
rule of thumb, doubling the number of foes adds 2 to
the Encounter Level. Therefore, two 8th-level fighters are an EL
10 encounter. A party of four NPC 8th-level characters is an EL 12
encounter.
Some powerful creatures are more of a challenge than their
level would suggest. A drow, for example, has spell resistance and
other abilities, so her CR is equal to her level +1.
Some creatures have monster levels in addition to their class
levels, such as a centaur ranger. In this case, add the creature’s
CHAPTER 2:
USING
THE RULES
VARIANT: SUMMONING INDIVIDUAL MONSTERS
When a character casts a summon monster or summon nature’s ally
spell, she gets a typical, random creature of the kind she chooses. As
a variant in your campaign, you can rule that each spellcaster gets
specific, individual creatures rather than just some random one. This
variant lets players feel more ownership over the creatures that their
characters summon, but it entails some special problems, so don’t
allow it without considering it carefully.
Specific Creatures: Whenever a spellcaster summons a single crea-
ture of a given kind, it’s always the same creature. A player can roll the
ability scores and hit points for each creature that his character can
summon. His specific creatures may be above or below average. Allow
the player to take average statistics instead of rolling if he wants to
avoid the risk of getting stuck with bad dice rolls. (There’s no “hope-
less creature reroll” for bad ability scores in this case.) The player can
also name each creature and define its distinguishing characteristics.
Multiple Creatures: Whenever a spellcaster summons more crea-
tures, the first one is always the same, and each successive creature is
likewise always the same. Thus, if Mialee can summon up to three
celestial eagles named Kulik, Skitky, and Kliss, then she always gets
Kulik when she summons one celestial eagle, Kulik and Skitky when
she summons two, and all three when she summons three. The player
can roll ability scores and hit points for all three.
The summoner gets the same creatures no matter which version of
a spell she uses. Mialee gets Kulik with summon monster II and she
gets Kulik plus possibly Skitky and Kliss with summon monster III.
Summoning Limits: Getting the same intelligent summoned crea-
ture over and over again gives a summoner certain advantages. She
can, for instance, send a creature to scout out an area for the duration
of the spell and then summon it up again to get a report. If the crea-
ture is killed (and thus sent back to its home) or dispelled, however,
that individual creature is not available to be summoned for 24 hours.
The summoner summons one fewer creature of that kind because the
unavailable creature still takes up its normal “slot.” Thus, if Kulik is
killed and later that day Mialee summons two celestial eagles, she only
gets Skitky (instead of Kulik and Skitky).
If a creature that a character summons is actually, truly killed (not
just “killed” while summoned), it is no longer available, and the
summoner gets one less creature of that kind than normal. On attain-
ing a new level, however, the summoner may replace the slain creature
(see below).
Replacing Creatures: Each time a summoner gains a level in a spell-
casting class, she can drop out one of her creatures and roll up a new
one to fill its “slot.” For example, at 5th level, Mialee can summon
Kulik, Skitky, and Kliss with summon monster III. When she reaches 6th
level, she can drop any one of her summonable creatures and replace
it with a new one. If Kulik has low ability scores or if it has permanently
died, she can drop it in favor of a new, randomly rolled creature, which
then occupies her “first celestial eagle” slot.
Improving Creatures: Summoners can improve their creatures.
Typically, they do so by giving them magic items or other special
objects. The trick is, a summoned creature can’t take things back home
with it. When a summoned creature disappears, it leaves all the things
that it gained while on the Material Plane. Mialee can’t just summon up
Kulik and give it a cloak of resistance. She has to go to its plane or bring
it actually onto the Material Plane before she can give it anything it can
keep. The way to get a creature to actually come to the Material Plane is
to use a lesser planar ally, planar ally, greater planar ally, lesser planar bind-
ing, planar binding, greater planar binding, or gate spell, since these are
all calling spells and actually bring the creature to the caster.
pqqqqrs
pqqqqrs
base CR to its total class levels to get its overall CR. For
example, a centaur is CR 1, so a centaur who’s also a 7th-level
ranger is CR 8.
Since NPC classes (see Chapter 5: Campaigns) are weaker than
PC classes, levels in an NPC class contribute less to a creature’s CR
than levels in a PC class. For an NPC with an NPC class, determine
her Challenge Rating as if she had a PC class with one less level.
For a creature with monster levels in addition to NPC class levels,
add the NPC levels –1 to the creature’s base CR (always adding at
least 1).
For example, when adding class levels to some sample charac-
ters, the resulting CRs would be as given in the following table.
Remember that warrior is an NPC class, and fighter is a PC class.
—————— Class Levels ——————
Creature 1 2 10
Dwarf warrior CR 1/2 CR 1 CR 9
Dwarf fighter CR 1 CR 2 CR 10
Orc warrior CR 1/2 CR 1 CR 9
Orc fighter CR 1 CR 2 CR 10
Drow warrior CR 1 CR 2 CR 10
Drow fighter CR 2 CR 3 CR 11
Ogre warrior
1
CR 3 CR 3 CR 11
Ogre fighter
1
CR 3 CR 4 CR 12
1 The ogre with no class levels has a CR of 2. Ogres with class levels
retain their original 4 HD, attack bonuses, and other aspects of their
monster levels.
CHAPTER 2:
USING
THE RULES
Table 2–6: Experience Point Awards (Single Monster)
Character —–————————————————————— Challenge Rating —–———————––——————————————
Level CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
1st–3rd 300 600 900 1,350 1,800 2,700 3,600 5,400 7,200 10,800
4th 300 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600
5th 300 500 750 1,000 1,500 2,250 3,000 4,500 6,000 9,000
6th 300 450 600 900 1,200 1,800 2,700 3,600 5,400 7,200
7th 263 350 525 700 1,050 1,400 2,100 3,150 4,200 6,300
8th 200 300 400 600 800 1,200 1,600 2,400 3,600 4,800
9th * 225 338 450 675 900 1,350 1,800 2,700 4,050
10th * * 250 375 500 750 1,000 1,500 2,000 3,000
11th * * * 275 413 550 825 1,100 1,650 2,200
12th * * * * 300 450 600 900 1,200 1,800
13th * ****3254886509751,300
14th * **** *3505257001,050
15th * **** * *375563750
16th * **** * **400600
17th * **** * ** *425
18th * **** * ** **
19th * **** * ** **
20th * **** * ** **
Character —–————————————————————— Challenge Rating —–———————––——————————————
Level CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
1st–3rd ** ** ** ** ** ** ** ** ** **
4th 12,800 ** ** ** ** ** ** ** ** **
5th 12,000 18,000 ** ** ** ** ** ** ** **
6th 10,800 14,400 21,600 ** ** ** ** ** ** **
7th 8,400 12,600 16,800 25,200 ** ** ** ** ** **
8th 7,200 9,600 14,400 19,200 28,800 ** ** ** ** **
9th 5,400 8,100 10,800 16,200 21,600 32,400 ** ** ** **
10th 4,500 6,000 9,000 12,000 18,000 24,000 36,000 ** ** **
11th 3,300 4,950 6,600 9,900 13,200 19,800 26,400 39,600 ** **
12th 2,400 3,600 5,400 7,200 10,800 14,400 21,600 28,800 43,200 **
13th 1,950 2,600 3,900 5,850 7,800 11,700 15,600 23,400 31,200 46,800
14th 1,400 2,100 2,800 4,200 6,300 8,400 12,600 16,800 25,200 33,600
15th 1,125 1,500 2,250 3,000 4,500 6,750 9,000 13,500 18,000 27,000
16th 800 1,200 1,600 2,400 3,200 4,800 7,200 9,600 14,400 19,200
17th 638 850 1,275 1,700 2,550 3,400 5,100 7,650 10,200 15,300
18th 450 675 900 1,350 1,800 2,700 3,600 5,400 8,100 10,800
19th * 475 713 950 1,425 1,900 2,850 3,800 5,700 8,550
20th * * 500 750 1,000 1,500 2,000 3,000 4,000 6,000
For monsters with CRs higher than 20, double the reward for a CR two levels below the desired CR. Thus, a CR 21 reward equals double the CR 19
reward, CR 22 is double the CR 20 reward, CR 23 is double the CR 21 reward, and so on.
Bold numbers indicate the amount of XP that a standard encounter for a party of that level should provide.
* The table doesn’t support XP for monsters that individually are eight Challenge Ratings lower than the character’s level, since an encounter with
multiple weak creatures is hard to measure. See Assigning Ad Hoc XP Awards, page 39.
** The table doesn’t support awards for encounters eight or more Challenge Ratings higher than the character’s level. If the party is taking on
challenges that far above their level, something strange is going on, and the DM needs to think carefully about the awards rather than just taking
them off a table. See Assigning Ad Hoc XP Awards, page 39.
Challenge Ratings for Traps
Traps vary considerably. Those presented in this book
(see pages 70–74) have Challenge Ratings as-
signed to them. For traps you and your players
create, as a rule of thumb, assign +1 CR for
every 2d6 points of damage the trap deals.
For magic traps, start at CR 1 and then assign
+1 CR for every 2d6 points of damage the trap
deals or +1 for every level of the spell the trap
simulates. Traps generally shouldn’t have a
Challenge Rating greater than 10.
Overcoming the challenge of a trap
involves encountering the trap, either by
disarming it, avoiding it, or simply sur-
viving the damage it deals. A trap
never discovered or never
bypassed was not encountered
(and hence provides no XP
award).
Modifying XP Awards
and Encounter Levels
An orc warband that attacks
the PCs by flying over them
on primitive hang gliders and
dropping large rocks is not the
same encounter as one in which
the orcs just charge in with spears.
Sometimes, the circumstances give the
characters’ opponents a distinct advan-
tage. Other times, the PCs have an
advantage. Adjust the XP award and the
EL depending on how greatly circum-
stances change the encounter’s difficulty.
Encounters of EL 2 or lower are the
exception. They increase and decrease in
proportion to the change in XP. For example,
an EL 1 encounter that’s twice as difficult as
normal is EL 2, not EL 3.
You can, of course, increase or decrease XP
by smaller amounts, such as +10% or –10%,
and just eyeball the EL.
Modify all ELs and experience rewards
as you see fit, but keep these points in
mind.
•Experience points drive the game.
Don’t be too stingy or too generous.
•Most encounters do not need modi-
fying. Don’t waste a lot of time
worrying about the minutiae.
Don’t worry about modifying encounters until after you have
played the game a while.
•Bad rolls or poor choices on the PCs’
part should not modify ELs or XP
awards. If the encounter is difficult
because the players were unlucky
or careless, they don’t get more
experience.
•Just because the PCs are
worn down from prior encoun-
ters does not mean that later (more
difficult) encounters should gain
higher awards. Judge the difficulty of an
encounter on its own merits.
Assigning Ad Hoc XP Awards
Sometimes the XP table doesn’t quite
cover a given situation. If two orcs
are an EL 1 encounter, four orcs EL
3, eight orcs EL 5, and sixteen orcs
EL 7 (maybe), are thirty-two orcs
an EL 9 encounter? A party of 9th
level characters almost certainly
can wipe them out with ease. By 9th
level, a character’s defenses are so
good that a standard orc cannot hit
him or her, and one or two spells
cast by a character of that level
could destroy all thirty-two
orcs. At such a point, your
judgment overrules what-
ever the XP table would
say.
An encoun-
ter so easy that it
uses up none or
almost none of
the PCs’ resources
shouldn’t result in any
XP award at all, while a
dangerous encounter that
the PCs overcome handily
through luck or excellent
strategy is worth full XP. How-
ever, an encounter in which
the PCs defeat something far
above their own level (CRs higher
than their level by eight or more) was
probably the result of fantastic luck or a
unique set of circumstances, and thus a full
XP award may not be appropriate. You’re going
to have to make these decisions. As a guideline, the min-
imum and maximum awards given on Table 2–6: Experi-
ence Point Awards (Single Monster) for a group of a given
level are the least and most XP you should award a group.
Circumstances in your campaign may alter this, however.
You might decide that an EL 2 encounter is worth at least a little to
CHAPTER 2:
USING
THE RULES
Circumstance XP Award Adjustment EL Adjustment
Half as difficult XP × 1/2 EL –2
Significantly less difficult XP × 2/3 EL –1
Significantly more difficult XP × 1-1/2 EL +1
Twice as difficult XP × 2EL +2
VARIANT: FREE-FORM EXPERIENCE
Instead of calculating experience points, just hand out about 75 XP
times the average party level for each character in the party per
balanced encounter. Hand out more for tough encounters: 100 XP per
level per character, or even 150 XP. Award less for easy ones: 25 to 50
XP. Alternatively, you could give out 300 XP times the average party
level for each character per session, modified slightly for tough or easy
sessions.
It’s very simple to track how quickly characters gain levels using this
system. The drawback is that it generalizes PC rewards, rather than
granting them based on specific accomplishments. You risk players
becoming dissatisfied by gaining the same reward every session.
pqqqqrs
pqqqqrs
your 10th-level party since it caused them to waste some major
spells, so you give them half the XP an EL 3 encounter would have
earned them, or 125 XP. Or you might judge that a large quantity
of CR 1 monsters is indeed an appropriate challenge for a 10th-
level party because the group had lost all their equipment before
the fight started.
STORY AWARDS
The PCs have rescued the constable’s son from the troll lair. They
leave the lair and stop their current quest so they can return the
young boy to his home and parents. Do they get experience points
for this?
Some DMs want the answer to be “Of course they do.” To
accomplish this, you need to set up a system in which you can
award XP for accomplishing goals and for actions and encounters
that don’t involve combat.
Sometimes you may want to estimate experience point awards
for actions that normally don’t result in an XP award under the
standard system. These are called story awards, and they should
only be used by an experienced DM.
CRs for Noncombat Encounters
You could award experience points for solving a puzzle, learning a
secret, convincing an NPC to help, or escaping from a powerful
foe. Mysteries, puzzles, and roleplaying encounters (such as nego-
tiations) can be assigned Challenge Ratings, but these sorts of
awards require more ad hoc ruling on the DM’s part.
Challenge Ratings for noncombat encounters are even more of
a variable than traps. A roleplaying encounter should only be con-
sidered a challenge at all if there’s some risk involved and success
or failure really matters. For example, the PCs encounter an NPC
who knows the secret password to get into a magical prison that
holds their companion. The PCs must get the information out of
her—if they don’t, their friend remains trapped forever. In an-
other instance, the characters must cross a raging river by wading,
swimming, or climbing across a rope. If they fail, they can’t get to
where the magic gem lies, and if they fail spectacularly, they are
washed away down the river.
You might see such situations as having a Challenge Rating
equal to the level of the party. Simple puzzles and minor encoun-
ters should have a CR lower than the party’s level, if they are worth
an award at all. They should never have a CR higher than the
party’s level. As a rule, you probably don’t want to hand out a lot of
experience for these kinds of encounters unless you intentionally
want to run a low-combat game.
In the end, this kind of story award feels pretty much like a
standard award. Don’t ever feel obligated to give out XP for an en-
counter that you don’t feel was much of a challenge. Remember
that the key word in “experience award” is award. The PCs should
have to do something impressive to get an award.
Mission Goals
Often an adventure has a mission or a goal that pulls the PCs into
the action. Should the PCs accomplish their goal, they may get a
story award. No Challenge Ratings are involved here: The XP
award is entirely up to you.
Such rewards should be fairly large—large enough to seem sig-
nificant when compared to the standard awards earned along the
way toward achieving the mission goal. The mission award should
be more than the XP for any single encounter on the mission, but
not more than all standard awards for encounters for the mission
put together (see Story Awards and Standard Awards, below).
Potentially, you could give out only story awards and no standard
awards. In this nonstandard game, the mission award would be the
main contributor to the PCs’ experience point totals.
It’s possible that in a single adventure a party can have multiple
goals. Sometimes the goals are all known at the outset: Unchain
the gold dragon, destroy or imprison the two black dragons, and
find the lost staff of healing. Sometimes the next goal is discovered
when the first one is accomplished: Now that the illithid is dead,
find the people who were under its mental control and bring them
back to town.
Some players will want to set up personal goals for their char-
acters. Perhaps the PC paladin holds a grudge against the night
hag from when they encountered her before. Although not crit-
ical to the adventure at hand, it becomes his personal goal to
avenge the wrongs she committed by destroying her. Or,
another character wants to find the magic item that will enable
her to return to her home village and stop the plague. These are
worthy goals, and the individual character who achieves them
should get a special award. “I want to get more powerful” is not
an individual goal, since that’s what just about everyone wants
to accomplish.
Remember: A goal that’s easy to accomplish is worth little or no
award. Likewise, goals that merely reflect standard awards (such as
“Kill all the monsters in this cavern complex”) should be treated as
standard awards.
Roleplaying Awards
A player who enjoys playing a role well may sometimes make
decisions that fit his or her character but don’t necessarily lead to
the most favorable outcome for that character. Good roleplayers
might perform some deeds that seem particularly fitting for
their characters. Someone playing a bard might compose a short
poem about events in the campaign. A smart-aleck sorcerer
might crack an in-game joke that sends the other players to the
floor laughing. Another player might have his character fall in
love with an NPC and then devote some portion of his time to
playing out that love affair. Such roleplaying should be
rewarded, since it enhances the game. (If it doesn’t enhance the
game, don’t give an award.)
CHAPTER 2:
USING
THE RULES
VARIANT: FASTER OR SLOWER EXPERIENCE
You control the pace of character progress, and the easiest way to do
that is through experience point awards. Obviously, if you want the
characters to progress faster, simply make every award 10%, 20%, or
even 50% larger. If you want characters to progress more slowly, give
awards that are some suitable fraction of the original award.
When modifying awards in this way, keep track of the amount of
change you impose on the PCs’ progress. You need to balance this with
the pace of treasure awarded. For example, if you increase the amount
of experience earned by the characters by 20% across the board, trea-
sure also needs to increase by 20%, or else the PCs end up poor and
underequipped for their level.
Modifying Challenge Ratings
The other way to modify character progress is to modify the Challenge
Ratings of monsters encountered. If you increase the CRs, you increase
the experience awards and speed up advancement.
Of course, whether or not you want to change character progress,
you may decide to modify various Challenge Ratings. If you think that
a certain monster is worth more (or less) than its Monster Manual
rating, feel free to change it. Keep in mind, however, that just because
the PCs in your campaign happen to all have bane weapons useful
against aberrations, that doesn’t necessarily make beholders a lesser
challenge overall. It just means that your party is particularly well
equipped to deal with their challenge.
pqqqqrs
pqqqqrs
XP awards for roleplaying are purely ad hoc. That is, no system
exists for assigning Challenge Ratings to bits of roleplaying. The
awards should be just large enough for the player to notice them,
probably no more than 50 XP per character level per adventure.
Story Awards and Standard Awards
You can handle story awards in one of two ways. The first is to
make all awards story awards. Thus, killing monsters would earn
no experience in and of itself—although it may allow characters
to achieve what they need to do in order to earn a story award. If
you follow this method, you should still pay attention to how
many experience points the characters would be earning by
defeating enemies, so that you can make sure the PCs’ treasure
totals are in line with what they should be earning.
The second way is to use standard awards for defeating enemies
but award only half the normal amount for doing so, making up
the other half through story awards. This method has the virtue of
keeping the treasure earned at about the same rate as XP earned.
Don’t simply add story awards to standard awards (even if
you compensate by giving out more treasure as well) unless
you want to speed up character progression.
EXPERIENCE PENALTIES
Characters can lose experience points by casting certain
spells or creating magic items. This allocation of personal
power serves a specific game function: It limits and controls
these activities, as well as making them interesting choices for
players. In general, however, you shouldn’t use experience
penalties in any other situation. While awards can be used to
encourage behavior, penalties don’t serve to discourage bad
behavior. They usually only lead to arguments and anger. If a
player behaves in a way you don’t want him to behave, talk to
him about it. If he continues, stop playing with him.
DEATH AND EXPERIENCE POINTS
If a character takes part in an encounter, even if she dies
during the encounter, that character gets a share of the experi-
ence points. If a character dies and is raised, the awarded
experience points are granted to her after she comes back
from the dead (and after she loses the level from death, if
appropriate).
TREASURE AND OTHER REWARDS
Unless you’re making up an adventure as you go, you assign
treasure as you make up encounters. The rules for treasure and
other rewards appear in Chapter 3: Adventures.
CHARACTER DEATH
It happens. Adventuring is a high-risk enterprise. Characters in
your campaign will die, sometimes because they were reckless and
sometimes because luck was against them. Fortunately, D&D is a
game, and death doesn’t have to be the end.
Raise dead, reincarnation, resurrection, and true resurrection can
return characters to life. Bringing Back the Dead, on page 171 of
the Player’s Handbook, briefly discusses all four. Any creature
brought back to life loses one level of experience, unless brought
back with true resurrection. The character’s new XP total is midway
between the minimum needed for his or her new level and the
minimum needed for the next one. If the character was 1st level,
he or she loses 2 points of Constitution instead of losing a level.
This level loss or Constitution loss cannot be repaired by any
mortal spell, even wish or miracle. Still, the revived character can
improve his or her Constitution normally (at 4th, 8th, 12th, 16th,
and 20th level) and earn experience by further adventuring to
regain the lost level.
Raise dead has a number of limitations. The caster can only
raise characters who have been dead up to one day per caster
level. Casting time is a single minute. It does heal 1 hit point
per Hit Die, but the body of the raised character must be
whole. Raise dead doesn’t regenerate missing body parts.
Paying someone to cast raise dead costs 450 gp (assuming a 9th-
level caster) plus 5,000 gp for expensive material components.
Reincarnate brings back creatures dead one week or less, but
in entirely new bodies. The subject of the spell faces the same
level loss or Constitution loss as with other spells. Paying some-
one to cast reincarnate costs 1,280 gp (assuming a 7th-level
caster), making it the least expensive option. The drawback, of
course, is that the player has no control over the new form
and may not be welcome in civilized society.
Resurrection must be cast within 10 years per
caster level of the time of death. It
works as long as some small
portion of the character’s
body still exists.
CHAPTER 2:
USING
THE RULES
BEHIND THE CURTAIN:
EXPERIENCE POINTS
The experience point award for encounters is based on the concept
that 13.33 encounters of an EL equal to the player characters’ level
allow them to gain a level.
Thirteen or fourteen encounters can seem to go by very quickly.
This is particularly true at low levels, where most of the encounters
that characters take part in are appropriate for their levels. At higher
levels, the PCs face a varied range of Encounter Levels (more lower
than higher, if they’re to survive) and thus gain levels somewhat
more slowly. Higher-level characters also tend to spend more and
more time interacting with each other and with NPCs, which results
in fewer XP over time.
With this information in mind, you can roughly gauge how quickly
the PCs in your game will advance. In fact, you can control it. You are
in charge of what encounters happen and the circumstances in which
they occur. You can predict at what level the characters will reach the
dark temple and prepare accordingly. If it turns out that you predicted
incorrectly, you can engineer encounters to allow them to reach the
appropriate level or increase the difficulty of the temple encounters
as needed.
Published adventures always provide a guideline for which levels
of characters are appropriate to play. Keep in mind that this infor-
mation is based on character power as well as expected treasure.
Table 5–1: Character Wealth by Level gives a guideline for about how
much treasure a character of a certain level should possess. This
guideline is based on the (slightly more than) thirteen-encounters-
per-level formula and assumes average treasures were given out. If
you use a published adventure but tend to be generous with experi-
ence points, you might find that the characters in your group don’t
have as much treasure as the scenario assumes. Likewise, if you’re
stingy with experience points, the characters will probably gain trea-
sure faster than levels. Of course, if you’re stingy or generous with
both treasure and experience points, it might just all even out.
pqqqqrs
pqqqqrs
Casting time is a full 10 minutes. It heals the character completely
when cast, but the character suffers the same level loss or Constitu-
tion loss as with raise dead. Paying someone to cast resurrection costs
910 gp (assuming a 13th-level caster) plus 10,000 gp for expensive
material components.
True resurrection, like resurrection, can be cast on a character who
has been dead for up to 10 years per caster level. No part of the
deceased is required for the spell. Casting time is a full 10 minutes.
True resurrection restores a character completely, with no loss of
level or Constitution. This is the most expensive of these spells to
have cast. Paying someone to cast true resurrection costs 1,530 gp
(assuming a 17th-level caster) plus 25,000 gp for expensive mate-
rial components.
MAKING A NEW CHARACTER
A player may decide that she wants to make a new character rather
than continue adventuring with her existing one. Or maybe
you’ve recruited a new player for your campaign. When a player
makes a new character for your game, you have an important
choice to make: What level will the new character be?
In general, D&D encourages continuity of characters in the
adventuring group. Players get a greater sense of accomplish-
ment if they develop their characters over time. The group is
more effective—and has more fun—if they learn the strengths,
weaknesses, and quirks of the PCs they’re adventuring with. A
sense of teamwork is hard to develop if the roster of PCs is
always shifting.
But there are times when making a new character is the best
option. Under the following circumstances, a new character may
be warranted.
•A new player joins the campaign.
•An existing PC dies, and the party doesn’t have access to magic
that brings her back to life.
•An existing PC is unable to adventure for an extended period of
time. Perhaps he was turned to stone by a medusa cult, which
then absconded with the statue. The rest of the party intends to
rescue him, but until that happens, he should have another
character to play so he’s not left out.
•The players find they don’t have a character to cover a key party
role. If the player of the sole PC cleric moves away, another
player might make up a new cleric so the party still has access
to healing magic.
•An existing PC has become difficult to play, and the player is
amenable to a new character. Perhaps you allowed an ogre
barbarian PC into your game, but the players find they prefer
political intrigues and urban adventures.
•A player is eager to try a new race or class.
How you handle each of these situations is up to you. Choosing
a level for the new character is matter of finding the balance point
where a new character is viable and fun to play without outshin-
ing the other PCs.
Under most circumstances, a new character should begin play
at the beginning of the level lower than the player’s previous PC.
For example, if a player wants his 9th-level paladin to ride off
into the sunset, his new character starts with 28,000 XP, the
beginning of 8th level. A new player should create his first char-
acter at the beginning of the level where the lowest-level exist-
ing PC is.
In some circumstances, you might want to be more lenient. If
the lowest-level PC is magically imprisoned, you can let that
player create a new, temporary character at the same level until the
original PC is rescued. But avoid situations where a player would
be punished for sticking with an existing PC rather than creating
a new one. It’s bad for continuity if a player picks a brand-new
10th-level character over a longtime PC who will come back from
the dead at 9th level.
You also need to tell the player creating the new character how
much gear to have. The new PC should have the proper equip-
ment to be an effective character, but his weapons, armor, and
magic items shouldn’t be so good that they inspire jealousy among
the other players. Two factors determine how much gear to allow:
the average amount of gear among the other PCs and whether the
new PC will have access to an old PC’s gear.
As long as your campaign is reasonably close to the PC gear
guidelines outlined in Creating PCs above 1st Level (page 199),
you can use Table 5–1: Character Wealth by Level to set the gear.
For example, a new 13th-level character should have 110,000 gp
in gear. If your characters are more than 20% higher or lower
than the values on the table, adjust the gear value for the new
character by the same percentage. If the three 12th-level charac-
ters each have 132,000 gp in equipment (50% above the norm of
88,000), give a new 11th-level character 99,000 gp (50% above the
norm of 66,000).
If the new character is replacing an old PC, reduce the trea-
sure amount by whatever the old PC leaves behind. For example,
if a player creates a new 3rd-level druid because her 4th-level
druid died, she can just pick up the old PC’s gear and use it,
rather than getting a gear allowance from you. But if the player
makes a 3rd-level rogue instead, the gear of a 4th-level druid
won’t be as useful. If the party sells the druid’s gear for 1,000 gp,
give the new 3rd-level rogue a gear allowance of 1,700 gp so the
character will have a total of 2,700 gp in equipment. If the party
instead buries the druid with her equipment, give the rogue
2,700 gp worth of equipment.
As a general rule, a new character can spend no more than half
her total wealth on a single item, and no more than one quarter
the total wealth on consumables such as ammunition, scrolls,
potions, wands, or alchemical items.
CHAPTER 2:
USING
THE RULES
BEHIND THE CURTAIN:
WHEN A PC FALLS BEHIND
D&D works best when all the PCs are within a level or two of each
other. The classes are carefully balanced against each other at each
level, and the Challenge Rating system gives you great freedom to
design appropriate challenges that are fun for everyone at the table.
But often an unlucky PC—or the PC of a sometimes-absent player—
will fall behind the rest of the party. If the difference is one or two levels,
you don’t need to do anything special. The experience point system
gives bigger awards to lower-level PCs, so a character who’s behind by
a level or two will naturally catch up over time. For example, if a party of
three 9th-level PCs and one 7th-level PC defeat a CR 9 vrock, the 9th-
level PCs each get 675 XP (2,700 ÷4), but the 7th-level PC gets (4,200
÷4) 1,050 XP.
The experience point system will diminish a three-level gap over
time, but it might not erase it. And a PC four or more levels behind
the rest of the party is a recipe for trouble. An encounter challeng-
ing to the rest of the party is overwhelming to the lowest-level char-
acter, increasing the likelihood that character will die—and thus
fall further behind. The player of the lowest-level character might
feel like his character can’t do anything useful, and the other play-
ers might resent having to keep the lowest-level character out of
harm’s way.
If a PC falls that far behind the rest of the party, take action to restore
a semblance of balance. You can discuss a new character with the
player, write a solo adventure for that character to earn the XP needed
to catch up, or design encounters that simultaneously provide chal-
lenges appropriate for the low-level player and the rest of the PCs.
pqqqqrs
pqqqqrs
reating adventures is one of the great benefits of being a
Dungeon Master. It’s a way to express yourself creatively,
designing fantastic places and events filled with monsters
and imaginative elements of all kinds. When you design
an adventure, you call the shots. You do things exactly the
way you want to. Designing an adventure can be a lot of work, but
the rewards are great. Your players will thrill at the challenges and
mysteries you have created for them. Experienced DMs pride
themselves on masterful adventures, creative new situations and
locales, and intriguing NPCs. A well-honed encounter—whether
it’s a monster, a trap, or an NPC who must be reasoned with—can
be a thing of beauty.
“What is an adventure?” isn’t as easy a question to answer as you
might think. While a campaign is made up of adventures, it’s not
always clear where one adventure ends and another begins.
Adventures can be so varied that it’s tough to pin down the basics.
This chapter is going to try to help you do that.
An adventure starts with some sort of hook, whether it’s a
rumor of treasure in an old, abandoned monastery or a plea for
help from the queen. The hook is what draws the PCs into the
action and gets them to the point where the story of the adven-
ture truly begins. This point might be a location (such as the mon-
astery or the queen’s palace) or an event (the theft of the queen’s
scepter, which the PCs are tasked with recovering).
Adventures are broken down into encounters. Encounters are
typically keyed to areas on a map that you have prepared.
Encounters can also be designed in the form of if/then state-
ments: “If the PCs wait outside the druid’s grove for more than an
hour, then his three trained dire bears attack.” The encounters of
an adventure are all linked in some way, whether in theme (all
the encounters that occur as they travel from the City of Grey-
hawk to the Crystalmist Mountains), location (all the
encounters in the ruins of Castle Temerity), or events (all
the encounters that occur as the PCs attempt to rescue the
mayor’s son from Rahurg the ogre king).
MOTIVATION
Motivation is what drives the adventure—it’s what gets
the PCs involved in whatever you have designed for them
to do. If the PCs aren’t motivated, they won’t do what you
want them to, and all your work will be wasted. Greed,
fear, revenge, need, morality, anger, and curiosity are all
powerful motivators. So, of course, is fun. Never forget
that last one.
Writing an adventure with strong motivation is
really a matter of knowing what style of game you and
your players prefer (see page 7 for a discussion of dif-
ferent playing styles).
TAILORED OR STATUS QUO
Tailored motivations are ones that you have specifi-
cally designed with your group’s PCs in mind. Here
are just a few of many possible examples.
•The PCs are a hardened group of mercenaries, not
interested in the pleas of innocents or the stories
of evil that threatens some good kingdom.
However, they are quite interested in gold. . . .
•Mialee the wizard has been slain by the gargoyles in the
Caverns of Dread. Now the other PCs seek a means
to raise her. They know of a good-hearted cleric of
Pelor to the south, in the city of Dyvers. When
Illus. by A. Swekel
they arrive, the cleric is willing to raise Mialee, but only if the PCs
help him by ridding the temple’s lower level of wererats. . . .
•You know that the party has just finished clearing out a wizard’s
tower and has lots of treasure. Therefore, you don’t lure them to
the next adventure using the promise of gold, but instead with
the rumor that the wizard isn’t dead, but has risen as a vampire
and has sworn revenge. . . .
•Tordek’s brother Ralcoss comes to the PCs, explains that a
terrible tragedy has beset the dwarven city of Dumadan, and
asks for their help . . .
A status quo motivation isn’t really a motivation in the strict sense
of the word. It’s the fact that (for instance) adventure awaits in the
Lost Valley for anyone who dares brave the wyvern-haunted cliffs
that surround the place. The PCs can go there or not, depending
on how they feel.
While a tailored motivation is good for ensuring that the PCs end
up in the adventure you have designed and for letting the players
feel that their characters have a real place in the world, a status quo
motivation allows you to set up situations unrelated to the PCs
specifically. Doing this creates a sense of perspective, the feeling
that the campaign world is a real place that extends beyond the PCs.
STRUCTURE
An adventure runs its course from the beginning to an ending.
Some adventures are completed in an hour. Others take months of
playing sessions. Length is up to you, although it’s smart to plan
ahead and know roughly how many sessions an adventure will last
(and make sure that the current group of players can commit to
that length). Following are some guidelines to keep in mind for
structuring good adventures and avoiding bad ones.
GOOD STRUCTURE
Good adventures are fun. That’s an easy generalization, but it’s also
true. An adventure that everyone enjoys likely includes the fol-
lowing features.
Choices: A good adventure has at least a few points where the
players need to make important decisions. What they decide should
have significant impact on what happens next. A choice can be as
simple as the players deciding not to go down the corridor to the
left (where the pyrohydra waits for them) and instead going to the
right (toward the magic fountain), or as complex as the PCs decid-
ing not to help the queen against the grand vizier (so that she ends
up being assassinated and the vizier’s puppet gains the throne).
CHAPTER 3:
ADVENTURES
ONE HUNDRED ADVENTURE IDEAS
Use the following list for spur-of-the-moment adventure seeds or for
generating ideas.
d% Adventure Idea
1Thieves steal the crown jewels.
2A dragon flies into a town and demands tribute.
3The tomb of an old wizard has been discovered.
4Wealthy merchants are being killed in their homes.
5The statue in the town square is found to be a petrified paladin.
6A caravan of important goods is about to leave for a trip
through a dangerous area.
7Cultists are kidnapping potential sacrifices.
8Goblins riding spider eaters have been attacking the outskirts
of a town.
9Local bandits have joined forces with a tribe of bugbears.
10 A blackguard is organizing monsters in an area.
11 A gate to the lower planes threatens to bring more demons to
the world.
12 Miners have accidentally released something awful that once
was buried deep.
13 A wizards’ guild challenges the ruling council.
14 Racial tensions rise between humans and elves.
15 A mysterious fog brings ghosts into town.
16 The holy symbol of a high priest is missing.
17 An evil wizard has developed a new kind of golem.
18 Someone in town is a werewolf.
19 Slavers continue to raid a local community.
20 A fire elemental escapes from a wizard’s lab.
21 Bugbears are demanding a toll on a well-traveled bridge.
22 A mirror of opposition has created an evil duplicate of a hero.
23 Two orc tribes wage a bloody war.
24 New construction reveals a previously unknown underground
tomb.
25 A nearby kingdom launches an invasion.
26 Two well-known heroes fight a duel.
27 An ancient sword must be recovered to defeat a ravaging
monster.
28 A prophecy foretells of coming doom unless an artifact is
recovered.
29 Ogres kidnap the mayor’s daughter.
30 A wizard is buried in a trap-filled tomb with her powerful magic
items.
31 An enchanter is compelling others to steal for him.
32 A shapechanged mind flayer is gathering mentally controlled
servitors.
33 A plague brought by wererats threatens a community.
34 The keys to disarming all the magic traps in a wizard’s tower
have gone missing.
35 Sahuagin are being driven out of the sea to attack coastal
villages.
36 Gravediggers discover a huge, ghoul-filled catacomb under the
cemetery.
37 A wizard needs a particularly rare spell component found only
in the deep jungle.
38 A map showing the location of an ancient magic forge is
discovered.
39 Various monsters have long preyed upon people from within
the sewers of a major city.
40 An emissary going into a hostile kingdom needs an escort.
41 Vampires are preying upon a small town.
42 A haunted tower is reputed to be filled with treasure.
43 Barbarians begin tearing up a village in a violent rage.
44 Giants steal cattle from local farmers.
45 Unexplained snowstorms bring winter wolves into an otherwise
peaceful area.
46 A lonely mountain pass is guarded by a powerful sphinx
denying all passage.
47 Evil mercenaries begin constructing a fortress not far from a
community.
48 An antidote to a magic poison must be found before the duke
dies.
49 A druid needs help defending her grove against goblins.
50 An ancient curse is turning innocent people into evil murderers.
51 Gargoyles are killing giant eagles in the mountains.
52 Mysterious merchants sell faulty magic items in town and then
attempt to slink away.
53 A recently recovered artifact causes arcane spellcasters’ powers
to go awry.
54 An evil noble puts a price on a good noble’s head.
55 Adventurers exploring a dungeon have not returned in a week.
pqqqqrs
pqqqqrs
continued on next page
Difficult Choices: When a choice has a significant consequence, it
should sometimes be a difficult one to make. Should the PCs help
the church of Heironeous wage war on the goblins, even though
the conflict will almost certainly keep them from reaching the
Fortress of Nast before the evil duke summons the slaadi assassins?
Should the PCs trust the words of a dragon, or ignore her warning?
Different Sorts of Encounters: A good adventure should pro-
vide a number of different experiences—attack, defense, prob-
lem-solving, roleplaying, and investigation. Make sure you vary
the kinds of encounters the adventure provides (see Encounters,
page 48).
Exciting Events: Like a well-told story, a good adventure
should have rising and falling tension. This sort of pacing is easier
to accomplish with an event-based adventure (since you have
more control over when each encounter takes place), but it’s pos-
sible in a site-based adventure to design a locale where the
encounters are likely to occur in a desired fashion. Make sure to
pace events appropriately. Start slowly and have the action build. A
climactic encounter always makes for a good ending.
Encounters that Make Use of PC Abilities: If the party’s
wizard or sorcerer can cast fly, think about incorporating aerial
encounters into the adventure. When there’s a cleric along, occa-
sionally include undead that she can use her turning ability on. If
the party has a ranger or a druid, include encounters with animals
(dire animals can make challenging encounters for even mid- to
high-level PCs; see the Monster Manual for more information). The
advice to remember is “Everyone gets a chance to shine.” All abili-
ties available to PCs were designed to make the characters better,
but an ability (or a spell) that a character never gets to use is a waste.
BAD STRUCTURE
Try to avoid the pitfalls described below.
Leading the PCs by the Nose: A bad event-based adventure is
marked by mandates restricting PC actions or is based on events
that occur no matter what the PCs do. For example, a plot that
hinges on the PCs finding a mysterious heirloom, only to have it
stolen by NPCs, is dangerous—if the players invent a good way to
protect the heirloom, they won’t like having it stolen anyway just
because that’s what you had planned beforehand. The players end
up feeling powerless and frustrated. No matter what, all adven-
tures should depend upon player choices, and players should feel
as though what they choose to do matters. The results should
affect the campaign setting (albeit perhaps in minor ways), and
they should have consequences (good or bad) for the PCs.
CHAPTER 3:
ADVENTURES
56 The funeral for a good fighter is disrupted by enemies he made
while alive.
57 Colossal vermin are straying out of the desert to attack
settlements.
58 An evil tyrant outlaws nonofficially sanctioned magic use.
59 A huge dire wolf, apparently immune to magic, is organizing
the wolves in the wood.
60 A community of gnomes builds a flying ship.
61 An island at the center of the lake is actually the top of a
strange, submerged fortress.
62 Buried below the Tree of the World lies the Master Clock of
Time.
63 A child wanders into a vast necropolis, and dusk approaches
quickly.
64 All the dwarves in an underground city have disappeared.
65 A strange green smoke billows out of a cave near a mysterious
ruin.
66 Mysterious groaning sounds come from a haunted wood at
night.
67 Thieves steal a great treasure and flee into Mordenkainen’s
magnificent mansion.
68 A sorcerer attempts to travel ethereally but disappears
completely in the process.
69 A paladin’s quest for atonement leads her to a troll lair too well
defended for her to tackle alone.
70 A kingdom known for its wizards prepares for war.
71 The high priest is an illusion.
72 A new noble seeks to clear a patch of wilderness of all
monsters.
73 A bulette is tearing apart viable farmland.
74 An infestation of stirges drives yuan-ti closer to civilized lands.
75 Treants in the woods are threatened by a huge fire of
mysterious origin.
76 Clerics who have resurrected a long-dead hero discover she’s
not what they thought.
77 A sorrowful bard tells a tale of his imprisoned companions.
78 Evil nobles create an adventurers’ guild to monitor and control
adventurers.
79 A halfling caravan must traverse an ankheg-infested wilderness.
80 All the doors in the king’s castle are suddenly arcane locked and
fire trapped.
81 An innocent man, about to be hanged, pleads for someone to
help him.
82 The tomb of a powerful wizard, filled with magic items, has
sunk into the swamp.
83 Someone is sabotaging wagons and carts to come apart when
they travel at high speed.
84 A certain kind of frogs, found only in an isolated valley, fall like
rain on a major city.
85 A jealous rival threatens to stop a well-attended wedding.
86 A woman who mysteriously vanished years ago is seen walking
on the surface of a lake.
87 An earthquake uncovers a previously unknown dungeon.
88 A wronged half-elf needs a champion to fight for her in a
gladiatorial trial.
89 At the eye of the storm that tears across the land lies a floating
citadel.
90 People grow suspicious of half-orc merchants peddling gold
dragon parts in the market.
91 An absentminded wizard lets her rod of wonder fall into the
wrong hands.
92 Undead shadows vex a large library, especially an old storeroom
long left undisturbed.
93 The door into an abandoned house in the middle of town turns
out to be a magic portal.
94 Barge pirates make a deal with a covey of hags and exact a high
toll to use the river.
95 Two parts of a magic item are in the hands of bitter enemies;
the third piece is lost.
96 A flight of wyverns is preying upon sheep as well as shepherds.
97 Evil clerics gather in secret to summon a monstrous god to the
world.
98 A city faces a siege by a force of humans, duergar, and gnolls.
99 A huge gemstone supposedly lies within a ruined monastery.
100 Lizardfolk riding dragon turtles sell their services as
mercenaries to the highest bidder.
pqqqqrs
pqqqqrs
continued from previous page
PCs as Spectators: In this kind of bad adventure, NPCs
accomplish all the important tasks. There might be an interesting
story going on, but it’s going on around the PCs, and they have
very little to do with it. As much as you might like one of your
NPCs, resist the urge to have him or her accomplish everything
instead of letting the PCs do the work. As great as it might be to
have your big NPC hero fight the evil wizard (also an NPC)
threatening the land, it’s not much fun for the players if all they
get to do is watch.
Deus ex Machina: Similar to the “PCs as spectators” problem is
the potential pitfall of the deus ex machina, a term used to describe
the ending to a story in which the action is resolved by the inter-
vention of some outside agency rather than by the characters’ own
actions. Don’t put the PCs in situations in which they can only sur-
vive through the intervention of others. Sometimes it’s interesting
to be rescued, but using this sort of “escape hatch” gets frustrating
for the players quickly. Players would rather defeat a young dragon
on their own than face an ancient wyrm and only defeat it because
a high-level NPC teleports in to help them.
Preempting the Characters’ Abilities: It’s good to know the
PCs’ capabilities, but you shouldn’t design adventures that contin-
ually countermand or foil what they can do. If the wizard just
learned fireball, don’t continually throw fire-resistant foes at him.
Don’t create dungeons where fly and teleport spells don’t work, just
because it’s more difficult to design challenging encounters for
characters with those capabilities. Use the PCs’ abilities to allow
them to have more interesting encounters—don’t arbitrarily rule
that their powers suddenly don’t work.
THE FLOW OF INFORMATION
Much of the structure of an adventure depends on what the PCs
know and when they learn it. If they know that there’s a dragon at
the bottom of the dungeon, they will conserve their strength for
that encounter and have proper spells and strategies prepared.
When they learn the identity of a traitor, they will probably act on
this information immediately. If they learn too late that their ac-
tions will cause a cavern complex to collapse, they won’t be able to
keep it from happening.
Don’t give away the whole plot in one go, but do give the play-
ers some new bit of knowledge every so often. For example, if the
drow elves are the secret masters behind an uprising of giants,
slowly reveal clues to that fact. Information gained while fighting
the hill giants leads the PCs to the frost giants, which in turn gar-
ners them clues that take them to the fire giants. Only among the
fire giants do the PCs encounter information that leads them to
understand that the drow are involved. And thus the final en-
counter with those drow masters is made all the more dramatic.
In some situations, the PCs know everything they need to
know before the adventure begins. That’s okay. Occasionally, there
is no mystery. For example, the adventurers learn that a haunted
tower in the woods is inhabited by a vampire and her minions.
They go in with stakes and holy water, slay a bunch of undead, and
finally meet up with the vampire and take her out. That’s a fine
adventure. Sometimes, however, a surprise that the PCs never
could have seen coming makes it all the more interesting—the
vampire turns out to be a good-aligned undead resisting her blood-
lust but slowly succumbing to the temptation of an erinyes devil
who lives under the church back in town. Both the “no surprises”
and the “unexpected twist” structures work well, so long as you
avoid overusing either.
Divination Magic
Keep divination magic in mind when predetermining how
you’re going to control the flow of information. Don’t deny the
spells their potency. Instead, learn what they can and cannot do,
and plan for the PCs to use them. (See Handling Divinations,
page 34). After all, if you have assumed that they would cast the
proper spells and they don’t use what’s available to them, they
deserve to fail.
SITE-BASED ADVENTURES
The Tomb of Horrors, the Temple of Elemental Evil, the Ghost
Tower of Inverness—these are places of legend, mystery, and ad-
venture. If you create an adventure based around some place—a
dungeon, a ruin, a mountain, a valley, a cave complex, a wilderness,
a town—then you have created a site-based adventure. Site-based
adventures revolve around a map with a key, detailing important
spots on that map. Encounters in the adventure are triggered
when the PCs enter a new location at the site. The implication is
that each encounter describes what occurs at that site when the
PCs arrive (or arrive for the first time).
Creating a site-based adventure involves two steps: drawing a
map and keying the encounters.
Draw a Map: Graph paper is useful for mapping out dungeons,
because you can assign a scale for the squares, such as 5 feet or 10
feet per square. The printed gridlines also aid in drawing straight
lines (particularly useful when you’re mapping the interior of a
CHAPTER 3:
ADVENTURES
ADVENTURE WRITER’S CHECKLIST
If you want to write an adventure but aren’t sure where to start, just
work your way down the checklist below. Each entry corresponds to a
section found later in this chapter.
•Brainstorm one or more motivations for the adventure, keeping in
mind the style of play you prefer. Why will the PCs put their lives at risk?
•Decide whether you want a site-based adventure, an event-based
adventure, or an adventure that incorporates both.
•If it’s a site-based adventure, imagine where the adventure will take
place. You don’t need to know every detail yet, just a broad sense of
what the place is like.
•If it’s an event-based adventure, imagine the starting scene, a likely
climax scene, and a few “set piece” intermediate scenes you think
would be fun.
•Choose the most important antagonists for the PCs. If allies,
patrons, or other NPCs are important, think about them too.
•Begin assembling your adventure. If it’s a site-based adventure,
sketch out the site and decide where your important NPCs spend
most of their time. If it’s an event-based adventure, identify the most
likely sequences of events that take the PCs from the beginning
scene to the climax, hitting one or more of the important intermedi-
ate scenes along the way.
•Fill in the details. Create the areas and scenes that aren’t integral to
the adventure but may be fun or challenging nonetheless. Draw the
maps you’ll need, build the NPCs, and create any random encoun-
ters you want for the adventure.
•Check your work. Examine what you’ve done, but think like your play-
ers. Is there a clever way to bypass many of the adventure’s chal-
lenges? Think of ways to reward cleverness without rendering the
adventure obsolete.
Now that you’ve worked your way down the checklist, here’s a secret:
You don’t have to do the items in order. You can just as easily start by
saying, “I want to write an adventure with mind flayer assassins as the
main villains,” starting with the antagonists and making the other
choices later. You might design a site first, then figure out how to entice
the characters inside. But it’s always a good idea to start with motiva-
tion, because it’s the energy that gets your adventure off the ground.
pqqqqrs
pqqqqrs
building or a dungeon). Mark important areas with numbers or
letters that reference the map key. Make notes on the map describ-
ing anything of importance, including room contents (statues,
pools, furniture, pillars, steps, pits, curtains, and so on). Plan out
which areas are linked by similar or allied inhabitants. Place traps,
taking care to note particularly the location of trap triggers. Con-
sider spell ranges—if an NPC wizard is in a particular area and you
know that she might cast a particular spell, save yourself time
during the playing of the adventure by noting now how far the
spell effect can extend.
As you map out the site, think about how you’ll depict each area
at the gaming table. It’s a bad idea, for example, to design a site
with many areas that are larger than the grid you place your minia-
tures on. If it’s likely that characters will travel back and forth
between two adjacent rooms, make each of the rooms small
enough to fit both of them on the tabletop grid at the same time.
Remember that the player characters are catalysts for change.
While you play, note changes caused by the PCs’ presence—pos-
sibly even writing them directly on the map. That way it’s easier to
remember, on the second time they pass through an area, which
doors they have knocked down, which traps they have triggered,
which treasures they have looted, which guardians they have
defeated, and so forth.
Create a Key: A map key is a set of notes (as detailed or brief as
you need them to be) detailing each area’s contents, NPCs
(description, statistics, possible actions), and whatever else makes
the place special. For example, on an outdoor map you might mark
an area that triggers a landslide if crossed, a bridge over the river
guarded by lizardfolk, and the lair of a basilisk—complete with
details about the interior of the lair and the treasure formerly in
the possession of the half-eaten, petrified victims in the back.
Each entry should include the game information needed to run
that encounter. If an area has nothing to write about, don’t bother
marking it on the key.
Most dungeon adventures are site-based. See The Dungeon,
page 57, as well as the sample dungeon adventure that begins on
page 78.
A site-based adventure allows the PCs to drive the action. If
they come to a fork in the path, they’re free to choose whichever
way they want. It doesn’t matter which path they choose, or if they
never go down one path at all. The characters can leave the loca-
tion and come back, often resuming the adventure exactly where
they left off (although some aspects of the site may have changed,
depending on how static the site is; see below).
A site-based adventure is easy to run once you’ve made all the
preparations. All the information is right there in front of you, on
the map and in the key. Between the two of them, you should be
able to handle any sort of action the PCs may take during the
adventure.
Site-based adventures often lure PCs based simply on the repu-
tation of the site, but sometimes an event triggers a site-based
adventure, drawing the PCs to the location. Once they are at the
site, your map and its key come into play.
STATIC OR DYNAMIC
Sometimes a site-based adventure takes place at a static location.
The map depicts an old ruin filled with monsters, shows where
the ancient treasures are located within the ruin, where the traps
or danger spots are located, and so on. The PCs can arrive at this
location at any time, stay as long as they desire, leave whenever
they want, and come back later to find the site pretty much the
same as they left it (although more monsters may have taken up
residence, or a few may have wandered off; maybe a trap has been
triggered by a monster and no longer threatens the PCs, or a trap
the PCs previously triggered has been reset).
Designing a static site-based adventure is fairly easy. You don’t
have to think much about how the residents of the various en-
counter areas interact, and each encounter area need only be de-
signed with the most immediate implications in mind—namely,
what happens when the PCs arrive?
By contrast, a good example of a dynamic site is a drow fortress-
temple. A dynamic site usually involves some sort of intelligent
organization. As the PCs move around the site, they discover that
actions in certain areas affect encounters in other areas. For
example, if the PCs kill two of the drow priestesses in the fortress-
temple but allow a third one to escape, the fortress-temple mobi-
lizes its populace—now, defenders are moving around from loca-
tion to location and are much more likely to attack any unknown
intruders rather than ask questions. Perhaps the two dead priest-
esses rise from the dead as vampires and start creating vampire
spawn as bodyguards.
Designing a dynamic site is more complicated than designing a
static one. In addition to creating a map and a key—both of which
might be updated significantly as the adventure develops—you
must address the following issues as well.
•Formulate defensive plans for the inhabitants. “If attacked, the
guards use the gong to raise the alarm. The sound of the gong
can be heard in areas A, B, and D. The inhabitants in those areas
hastily don hide armor (5 rounds) and overturn tables to give
themselves cover. The sorcerer in area B casts mass invisibility on
himself and the barbarian.”
•Develop conditional requirements for various areas. “If anyone
disturbs the three unholy gems upon the altar, the Infernal
Gates in area 5 open, allowing access to the City of Dis but also
calling 3d4 barbazu devils, who live in the dungeon by day and
come out at night to raid the countryside in a 5-mile radius.”
•Determine the inhabitants’ long-term plans. “In a month’s time,
the goblins will have completed the wall in area 39. With that
defense to fall back on, they begin the assault on the kobold
caves in areas 32 through 37. If no one intervenes, the goblins
will clear out the kobolds in three weeks and the goblin adept
will gain the wand of lightning bolt stored in the secret vault in
area 35.”
EVENT-BASED ADVENTURES
The death of the king. The Rain of Colorless Fire. The carnival’s
arrival in town. Unexplained disappearances. Merchants of Druus
looking for caravan guards. Events can lead to adventures, drawing
the PCs in and getting them involved in amazing predicaments.
When you create an an event-based adventure, you structure it
in the form of “Something happens, and if the PCs do this, then
that happens. . . .” An event-based adventure is built around a series
of events influenced by the PCs’ actions. The PCs’ reactions
change the events that occur, or the order in which they occur, or
both.
In an event-based adventure, the PCs usually have a goal or a
mission beyond “Kill all the monsters” or “Get as much treasure as
possible” or even “Explore this area.” The adventure instead
focuses on the adventurers trying to accomplish something spe-
cific. The encounters in the adventure occur as an offshoot of that
effort—either as a consequence of their actions, or as opposing
forces attempting to stop them, or both.
This kind of adventure is often described as story-based,
because it’s more like a book or a movie and less like exploration of
a passive site. An event-based adventure usually doesn’t use a
room-by-room key of a location but instead consists of notes on
which events occur when. Two of the best ways to organize these
notes are in the form of a flowchart or a timeline.
Flowchart: By drawing connected boxes or circles with event
descriptions in them, it’s easy to visually track the flow of events:
“As the PCs investigate the murder, they question the innkeeper.
She tells them that she saw someone suspicious hanging around
the back of the livery last night. If they ask specifically about Greg-
CHAPTER 3:
ADVENTURES
ory, she tells them where he lives.” In this example, the flowchart
has two lines drawn away from the innkeeper. One goes to the
livery and the other goes to Gregory’s house, since those are the
two likely paths the PCs will take next.
Timeline: Another way to organize an event-based adventure is
by the passage of time. A timeline starts when the PCs get involved
in the story (or sometimes even before then). It marks what hap-
pens when: “One day after the PCs arrive in town, Joham comes to
them pleading for help. The next day, Joham is found dead in his
room at the inn. That evening, Gregory comes to the inn, poking
around for information to see if the body has been found.”
Combination: An event-based adventure might use both a
flowchart and a timeline that are closely integrated: “If the PCs ask
the innkeeper about Gregory on the day after the murder, she tells
them where he lives. The following morning, Gregory shows up at
the inn, heavily disguised, and convinces the innkeeper that he is
being framed for the murder. She agrees to hide him. If the PCs
ask the innkeeper about Gregory after this occurs, she gives them
the location of his house—but she also tells the PCs (untruth-
fully) that Gregory has been away from town on a trip for the last
several days.”
Random Encounters: Even in an adventure driven by events,
an encounter unrelated to the flow of events can serve to empha-
size (or distract from) the ongoing plot. See Table 3–28: Urban
Encounters, page 102, for an example of an event-based random
encounter table.
THE END (?)
Eventually, each adventure comes to an end. A climactic
encounter places a nice capstone on an adventure, particularly if
it’s one that the players have seen coming. (If the ogres they have
been fighting have been referring to a dragon, then an encounter
with the dragon is a suitable ending.)
Many adventures require a denouement—some wrap-up to
deal with the aftermath of the final encounter. This can be the
time when the PCs discover what treasure is in the dragon’s hoard,
a dramatic scene in the king’s court in which he thanks the adven-
turers for slaying the dragon and passes out knighthoods all
around, or a time to mourn those comrades who did not survive
the battle. Generally, the denouement should not take nearly as
long as the climax itself.
As with movies and books, adventures sometimes deserve se-
quels. Many adventures lead directly into new adventures for the
PCs, relating to what they have accomplished or discovered. If the
characters just destroyed the fortress of the evil overlord, they may
find clues within the fortress that betray the identity of a traitor on
the town council who has been secretly aiding the warlord. Per-
haps the overlord’s orc minions fled the site—where did they go?
(Orcs, no matter where they go, are sure to cause trouble!) Suppose
bandits attacked the adventurers while they were on their way to
the overlord’s fortress—going back now and finding the bandits’
lair is an adventure of both justice and vengeance.
ENCOUNTERS
As interesting as it is to talk about adventures (and the stories be-
hind them), the game is really composed of encounters. Each indi-
vidual encounter is like its own game—with a beginning, a middle,
an end, and victory conditions to determine a winner and a loser.
TAILORED OR STATUS QUO
Just as with motivations, encounters can be tailored specifically to
the PCs or not. A tailored encounter is one in which you take into
consideration that the wizard PC has a wand of invisibility and the
fighter’s AC is 23. In a tailored encounter, you design things to fit
the PCs and the players. In fact, you can specifically design some-
thing for each PC to do—the skeletal minotaur is a challenge for
the barbarian, another skeleton with a crossbow is on a ledge that
only the rogue can reach, only the monk can leap across the chasm
to pull the lever to raise the portcullis in front of the treasure, and
the cleric’s hide from undead spell allows her to get to the treasure
the skeletons are guarding while the battle rages.
A status quo encounter forces the PCs to adapt to the encounter
rather than the other way around. Bugbears live on Clover Hill,
and if the PCs go there, they encounter bugbears, whether bug-
bears are an appropriate encounter for them or not. This kind of
encounter gives the world a certain verisimilitude, and so it’s good
to mix a few in with the other sorts of encounters.
If you decide to use only status quo encounters, you should
probably let your players know about this. Some of the encounters
you place in your adventure setting will be an appropriate chal-
lenge for the PCs, but others might not be. For instance, you could
decide where the dragon’s lair is long before the characters are ex-
perienced enough to survive a fight against the dragon. If players
know that the setting includes status quo encounters that their
characters might not be able to handle, they will be more likely to
make the right decision if they come upon a tough encounter.
That decision, of course, is to run away and fight again another day
(when the party is better equipped to meet the challenge).
CHALLENGE RATINGS AND
ENCOUNTER LEVELS
A monster’s Challenge Rating (CR) tells you the level of the party
for which that monster is a good challenge. A monster of CR 5 is
an appropriate challenge for a group of four 5th-level characters. If
the characters are of higher level than the monster, they get fewer
XP because the monster should be easier to defeat. Likewise, if the
characters are of lower level than a monster’s Challenge Rating,
the PCs get a greater award.
Parties with five or more members can often take on monsters
with higher CRs, and parties of three or fewer are challenged by
monsters with lower CRs. The game rules account for these facts
by dividing the XP earned by the number of characters in the
party (see Rewards, page 36).
Multiple Monsters and Encounter Levels
Obviously, if one monster has a given Challenge Rating, more
than one monster represents a greater challenge than that. You
can use Table 3–1: Encounter Numbers to determine the
Encounter Level of a group of monsters, as well as to determine
how many monsters equate to a given Encounter Level (useful in
balancing an encounter with a PC party).
To balance an encounter with a party, determine the party’s
level (the average of all the members’ character levels). You want
the party’s level to match the level of the encounter, so find that
number in the “Encounter Level” column. Then look across that
line to find the CR of the kind of creature that you want to use in
the encounter. Once you have found it, look at the top of that
column to find the number of creatures that makes a balanced
encounter for the party.
For example, suppose you want to send ogres against a 6th-level
party. The Monster Manual entry on ogres shows that they are CR 2.
Looking at the “6” row in the “Encounter Level” column, you read
across to the “2” entry and then check the top of that column to
find that four CR 2 monsters make a good 6th-level encounter. To
determine the Encounter Level of a group of monsters, reverse
these steps (begin with the number of creatures, read down to find
the CR for the creature, then look left to find the appropriate EL).
In general, if a creature’s Challenge Rating is two lower than a
given Encounter Level, then two creatures of that kind equal an
encounter of that Encounter Level. Thus, a pair of frost giants (CR
9 each) is an EL 11 encounter. The progression holds of doubling
the number of creatures for each drop of two places in their indi-
CHAPTER 3:
ADVENTURES
vidual CR, so that four CR 7 creatures (say, four hill giants) are an
EL 11 encounter, as are eight CR 5 creatures (such as shadow mas-
tiffs). This calculation does not work, however, with creatures
whose CR is 1 or lower, so be sure to use Table 3–1: Encounter
Numbers for such encounters.
Mixed Pair: When dealing with a creature whose Challenge
Rating is only one lower than the intended EL, you can raise the
EL by one by adding a second creature whose CR is three less than
the desired EL. For example, a DM wants to set up an encounter
with an aboleth (CR 7) for an 8th-level party. Two aboleths would
be EL 9, and she wants an encounter of EL 8, so she decides to give
the aboleth a companion or pet to raise the encounter to EL 8.
Checking Table 3–1: Encounter Numbers, she finds that the entry
for 8th-level encounters in the “Mixed Pair” column is “7+5.” This
means that a CR 7 monster and a CR 5 monster together are an EL
8 encounter.
In general, you can treat a group of creatures as a single creature
whose CR equals the group’s EL. For example, instead of having
the PCs encounter one CR 4 creature (say, a brown bear), you
could substitute two CR 2 creatures (a pair of black bears), whose
EL together is 4. However, creatures whose CR is far below the
party’s level often provide no challenge at all, so don’t substitute
hordes of low-CR creatures for a single high-CR creature.
Some monsters’ CRs are fractions. For instance, a single orc (CR
1/2) is not a good challenge even for a 1st-level party. This means
that you should either calculate XP as if the orc were CR 1, then
divide by 2, or treat each pair of orcs encountered as a CR 1 monster.
Encounters with more than a dozen creatures are difficult to
judge. If you need thirteen or more creatures to provide enough
XP for a standard encounter, then those individual monsters are
probably so weak that they don’t make for a good encounter. That’s
why Table 3–1 doesn’t have an entry larger than twelve for
“Number of Creatures.”
Table 3–1: Encounter Numbers
Encounter —————— Number of Creatures —————— Mixed
Level 1 2 3 4 5–6 7–9 10–12 Pair
11, 2 1/2 1/3 1/4 1/6 1/8 1/8 1/2+1/3
22, 3 1 1/2, 1 1/2 1/3 1/4 1/6 1+1/2
33, 4 1, 2 1 1/2, 1 1/2 1/3 1/4 2+1
43, 4, 5 2 1, 2 1 1/2, 1 1/2 1/3 3+1
54, 5, 6 3 2 1, 2 1 1/2 1/2 4+2
65, 6, 7 4 3 2 1, 2 1 1/2 5+3
7 6, 7, 8 543211/26+4
8 7, 8, 9 654321 7+5
9 8, 9, 10 765432 8+6
10 9, 10, 11 876543 9+7
11 10, 11, 12 98765410+8
12 11, 12, 13 10 9876511+9
13 12, 13, 14 11 10 987612+10
14 13, 14, 15 12 11 10 9 8 7 13+11
15 14, 15, 16 13 12 11 10 9 8 14+12
16 15, 16, 17 14 13 12 11 10 9 15+13
17 16, 17, 18 15 14 13 12 11 10 16+14
18 17, 18, 19 16 15 14 13 12 11 17+15
19 18, 19, 20 17 16 15 14 13 12 18+16
20 19+ 18 17 16 15 14 13 19+17
What’s Challenging?
So, what counts as a “challenge”? Since a game session probably
includes many encounters, you don’t want to make every
encounter one that taxes the PCs to their limits. They would have
to stop the adventure and rest for an extensive period after every
fight, and that slows down the game. An encounter with an
Encounter Level (EL) equal to the PCs’ level is one that should
expend about 20% of their resources—hit points, spells, magic
item uses, and so on. This means, on average, that after about four
encounters of the party’s level the PCs need to rest, heal, and
regain spells. A fifth encounter would probably wipe them out.
The party should be able to take on many more encounters
lower than their level but fewer encounters with ELs higher than
their level. As a general rule, if the EL is two lower than the party’s
level, the PCs should be able to take on twice as many encounters
before having to stop and rest. Two levels lower than that, and the
number of encounters they can cope with doubles again, and so
on. By contrast, an encounter of even one or two levels higher
than the party level might tax the PCs to their limit, although with
luck they might be able to take on two such encounters before
needing to recover. Remember that when the EL is higher than
the party level, the chance for PC fatality rises dramatically.
Single Monster Encounters
Many adventures reach their climax when the party encounters
the mastermind behind the plot, or when they track a big mon-
ster, such as a dragon or beholder, to its lair. Unfortunately,
encounters with single monsters can be very “swingy.” If the party
takes the time to use the Gather Information skill and divination
spells, they may begin the encounter immune to the monster’s
most powerful weapons. If the party wins initiative, they can gang
up on the monster and severely weaken it before it can act.
When planning adventures, consider some or all of the follow-
ing points to make single monster encounters more enjoyable.
•If your monster uses spells or magic items, prepare additional
statistics blocks that show the impact of ability enhancers and
other defensive spells and effects. Depending on how much
warning the monster has of the party’s approach, it may have all
sorts of additional defenses. Remember, though, that readying
an action is a combat action, and the monster shouldn’t do this
until combat begins (no fair readying a fireball before anyone
checks for surprise or rolls for initiative).
•Prepare your monster’s tactics in advance, including what it
does if it loses the initiative roll. It may flee, or it may simply
choose a different order for its spells and attacks.
•Distract or split up the party. If the entire party can gang up on
a single opponent, the encounter can end very quickly (espe-
cially if the party wins initiative).
•Put the party in situations where they must burn resources in
order to move forward. For example, a very hot environment
might do damage every round, forcing the party to use spells
such as endure elements, or to use most of the cleric’s spells to
heal up after passing through the hot area.
•Go on the aggressive. Let the single monster attack the party
before the party has a chance to use all its ability enhancers and
defensive effects.
•Fool the party. Use lookalikes and decoys to convince the party
that a major encounter is starting, so they use lots of high-level
spells and powerful items before encountering your single
monster.
DIFFICULTY
Sometimes, the PCs encounter something that’s a pushover for
them. At other times, an encounter is too difficult, and they have
to run away. A well-constructed adventure has a variety of encoun-
ters at several different levels of difficulty. Table 3–2: Encounter
Difficulty shows (in percentage terms) how many encounters of a
certain difficulty an adventure should have.
Table 3–2: Encounter Difficulty
% of Total Encounter Description
10% Easy EL lower than party level
20% Easy if handled properly Special (see below)
50% Challenging EL equals that of party
15% Very difficult EL 1–4 higher than party level
5% Overpowering EL 5+ higher than party level
CHAPTER 3:
ADVENTURES
Easy: The PCs win handily with little threat to themselves. The
Encounter Level for the encounter is lower than the party level.
The group should be able to handle an almost limitless number of
these encounters.
Easy if Handled Properly: There’s a trick to this kind of encoun-
ter—a trick the PCs must discover to have a good chance of vic-
tory. Find and eliminate the evil cleric with greater invisibility first
so she stops bolstering the undead, and everything else about the
encounter becomes much easier. If not handled properly, this
kind of encounter becomes challenging or even very difficult.
Challenging: Most encounters seriously threaten at least one
member of the group in some way. These are challenging encoun-
ters, about equal in Encounter Level to the party level. The average
adventuring group should be able to handle four challenging en-
counters before they run low on spells, hit points, and other re-
sources. If an encounter doesn’t cost the PCs some significant por-
tion of their resources, it’s not challenging.
Very Difficult: One PC might very well die. The Encounter Level
is higher than the party level. This sort of encounter may be more
dangerous than an overpowering one, because it’s not immedi-
ately obvious to the players that the PCs should flee.
Overpowering: The PCs should run. If they don’t, they will
almost certainly lose. The Encounter Level is five or more levels
higher than the party level.
Difficulty Factors
You have several options for making an encounter more or less dif-
ficult by changing the circumstances of the encounter to account
for some feature of the PCs’ surroundings or the makeup of the
party. For instance:
•Tight quarters make things more difficult for rogues, since it’s
harder to skulk about and gain a sneak attack.
•A spread-out force makes things more difficult for spellcasters,
since the area affected by most spells is small.
•Many lesser foes are harder for a character to engage in melee
than one powerful foe.
•Undead are much more difficult to fight without a cleric.
•Encounters involving animals or plants are much more difficult
without a druid or a ranger in the party.
•Encounters involving evil outsiders are much more difficult
without a paladin or cleric (and perhaps a wizard or sorcerer) in
the party.
•A large force is much more difficult to fight without a wizard or
sorcerer in the party.
•Locked doors and traps are much more difficult to overcome
without a rogue in the party.
•Multiple combat encounters are more difficult to win without a
fighter, a barbarian, a ranger, or a paladin in the party.
•Multiple combat encounters are more difficult to survive with-
out a cleric in the party.
•The bard and the cleric make good group support characters.
Their presence makes practically every encounter easier.
None of the above factors should necessarily be taken into
account when assigning or modifying Challenge Ratings, but you
should keep them in mind when designing encounters.
TOUGHER MONSTERS
A really big basilisk with more hit points and a higher attack
bonus than a normal basilisk is a greater challenge. If you use the
rules found in the Monster Manual for increasing the Hit Dice of
monsters, you should also increase the experience point (XP)
award for the monster appropriately. See Advanced Monster Chal-
lenge Rating, page 293 of the Monster Manual.
If a monster has levels in PC or NPC classes, see Monsters and
Class Levels, page 290 of the Monster Manual, for how to determine
its CR.
LOCATION
A fight between characters perched on a bridge made of skulls
over a pool of bubbling lava is more exciting and more dangerous
than that same fight in a nice, safe dungeon room. Location serves
two purposes, both equally important. It can make a humdrum en-
counter more interesting, and it can make an encounter easier or
much more difficult.
Making Things Interesting
Arguably, the dungeon itself is a fairly exotic locale, but eventually
the same old 30-foot-by-30-foot room starts to grow stale. Like-
wise, a trip through the dark woods can be interesting and fright-
ening, but the tenth trip through is less so. Since this is a fantasy
game, allow yourself the freedom to consider all sorts of strange
locations for encounters. Imagine an encounter inside a volcano,
along a narrow ledge on the side of a cliff, atop a flying whale, or
deep underwater. Think of the exciting location first, and then
worry about how and why the PCs would get there.
Situations within a location can have as much impact as the
location itself. If a rogue has to pick the lock on the only door out
of the top room of a tower that’s collapsing, it’s suddenly a much
more exciting situation than just another locked door in a dun-
geon corridor. Create an encounter in which the PCs must be
diplomatic while all around them a battle rages. Fill an under-
ground cave complex with water for a different sort of dungeon
adventure. Set a series of encounters in a large wooden fort—that
happens to be on fire.
See the Interesting Combats section, page 17, for a short discus-
sion that deals with this same issue.
Modifying Difficulty
Orcs with crossbows, behind cover, firing down at the PCs while
the characters cross a narrow ledge over a pit full of spikes are
much more dangerous than the same orcs being engaged in hand-
to-hand combat in some tunnel. Likewise, if the PCs find them-
selves on a balcony, looking down at oblivious orcs who are carry-
ing barrels of flammable oil, the encounter is likely to be much
easier than if the orcs were aware of the PCs.
Consider the sorts of factors, related to location or situation,
that make an encounter more difficult, such as the following.
•Enemy has cover (for example, behind a low wall).
•Enemy is at higher elevation or is hard to get at (on a ledge or
atop a defensible wall).
•Enemy has guaranteed surprise (PCs are asleep).
•Conditions make it difficult to see or hear (mist, darkness,
rumbling machinery all around).
•Conditions make movement difficult (underwater, heavy grav-
ity, very narrow passage).
•Conditions require delicate maneuvering (climbing down a
sheer cliff, hanging from the ceiling).
•Conditions deal damage (in the icy cold, in a burning building,
over a pit of acid).
Conversely, the first three conditions given above make
encounters easier from the PCs’ point of view if they are the ones
benefiting from the cover, elevation, or surprise.
REWARDS AND BEHAVIOR
Encounters, either individually or strung together, reward certain
types of behavior whether you are conscious of it or not. Encoun-
ters that can or must be won by killing the opponents reward
aggression and fighting prowess. If you set up your encounters
like this, expect wizards and priests to soon go into every adven-
ture with only combat spells prepared. The PCs will learn to use
tactics to find the best way to kill the enemy quickly. By contrast,
encounters that can be won by diplomacy encourage the PCs to
talk to everyone and everything they meet. Encounters that
reward subterfuge and prowling encourage sneakiness. Encoun-
CHAPTER 3:
ADVENTURES
ters that reward boldness speed up the game, while those that
reward caution slow it down.
Always be aware of the sorts of actions you’re rewarding your
players for taking. Reward, in this case, doesn’t just mean expe-
rience points and treasure. More generally, it means anything
that consistently leads to success. An adventure should contain
encounters that reward different types of behavior. Not every-
one prefers the same kind of encounter, and even those with a
favorite enjoy a change of pace. Remember, then, that you can
offer many different kinds of encounters, including all of the
following.
Combat: Combat encounters can be divided into two groups:
attack and defense. Typically, the PCs are on the attack, invading
monsters’ lairs and exploring dungeons. A defense encounter, in
which the PCs must keep an area, an object, or a person safe from
the enemy, can be a nice change of pace.
Negotiation: Although threats can often be involved, a negoti-
ation encounter involves less swordplay and more wordplay. Con-
vincing NPCs to do what the PCs want them to is challenging for
both players and DM—quick thinking and good roleplaying are
the keys here. Don’t be afraid to play an NPC appropriately (stupid
or intelligent, generous or selfish), as long as it fits. But don’t make
an NPC so predictable that the PCs can always tell exactly what he
or she will do in any given circumstance. Consistent, yes; one-
dimensional, no.
Environmental: Weather, earthquakes, landslides, fast-
moving rivers, and fires are just some of the environmental condi-
tions that can challenge even mid- to high-level PCs.
Problem-Solving: Mysteries, puzzles, riddles, or anything that
requires the players to use logic and reason to try to overcome the
challenge counts as a problem-solving encounter.
Judgment Calls: “Do we help the prisoner here in the dun-
geon, even though it might be a trap?” Rather than depending
on logic, these encounters usually involve inclination and gut
instinct.
Investigation: This is a long-term sort of encounter involving
some negotiation and some problem-solving. An investigation
may be called for to solve a mystery or to learn something new.
TREASURE
What adventure would be complete without treasure?
A close second in importance to experience points, treasure
provides an important motivator for PCs to go on adventures. As
with experience points, treasure empowers the PCs. The more
they get, the more powerful they become.
MONSTERS WITH TREASURE
The standard way to acquire treasure is to defeat enemies that pos-
sess it, guard it, or happen to be near it. In the Monster Manual, ev-
ery monster has a treasure rating (indicating how much treasure it
has, although for some creatures the rating is “None”). The tables
found in this section enable you to determine the specifics. After
referencing the level and kind of treasure (coins, goods, items)
found in the creature’s description, roll on the appropriate row and
columns of the proper table.
When generating an encounter dealing with monsters away
from their lair (a patrol, a wandering creature, and so on), remem-
ber that a creature only takes what it can easily carry with it. In the
case of a creature such as a displacer beast, that generally means
nothing. The monster safeguards or hides its treasure as well as it
can, but it leaves it behind when outside the lair.
Example: Gnolls that live in a dungeon often leave their lair to
wage war on nearby orc brigands to steal treasure and food. The
PCs encounter and defeat the gnolls while the bestial
humanoids are on their way to raid the orcs. Each gnoll has a
smattering of coins or gems on its person. The leader has the
masterwork greatsword from the group’s hoard and uses it in the
battle. The majority of the gnolls’ treasure, however, remains in
their lair, guarded by a few gnolls left behind and two well-con-
cealed pit traps.
Monsters with Classes
Many monsters advance by adding class levels (see the Monster
Manual). To determine treasure for monsters with class levels, first
give them equipment. Use Table 4–23: NPC Gear Value (page 127)
and use just their class levels to determine the value of their equip-
ment. Then generate their treasure according to their monster
entry and the rules under Building a Treasure, below. This may
generate more items that the monster can use, and that’s fine (see
Custom Treasures, below).
Treasure per Encounter
Table 3–5: Treasure has been created so that if PCs face enough
encounters of their own level to gain a level, they will have also
gained enough treasure to keep them apace with the wealth-by-
level information found in Table 5–1: Character Wealth by Level
(page 135). Just as gaining a level requires between thirteen and
fourteen encounters of a party’s level, so too fourteen average rolls
on the table at the party’s level will get them the treasure they
need to gain the appropriate amount for the next highest level,
assuming that the PCs expend some resources such as potions and
scrolls during those encounters.
Table 3–3: Treasure Values per Encounter
Encounter Treasure Encounter Treasure
Level per Encounter Level per Encounter
1300 gp 11 7,500 gp
2600 gp 12 9,800 gp
3900 gp 13 13,000 gp
41,200 gp 14 17,000 gp
51,600 gp 15 22,000 gp
62,000 gp 16 28,000 gp
72,600 gp 17 36,000 gp
83,400 gp 18 47,000 gp
94,500 gp 19 61,000 gp
10 5,800 gp 20 80,000 gp
On average, the PCs should earn one treasure suitable to their
level for each encounter they overcome. The key, of course, is
“average.” Some monsters might have less treasure than average,
some might have more, and some might have none at all. As you
write an adventure, it’s okay to combine the individual treasures
listed for each monster into one larger hoard. If a dungeon is
home to a beholder and numerous bugbears, for example, you can
take some or all of the bugbear treasure and add it to the
beholder’s hoard.
Monitor the progress of treasure into the hands of the PCs. For
instance, you may want to use lots of high-treasure or low-treasure
monsters, yet still hand out a normal amount of treasure overall.
The PCs needn’t have average treasure at every stage in their
careers, but if an imbalance (either high or low) persists for more
than a few levels, you should take gradual action to correct it by
awarding slightly more or slightly less treasure.
Table 3–4: Average Treasure Results
Type Average Result
Gem 275 gp
Art object 1,100 gp
Mundane item 350 gp
Minor magic item 1,000 gp
Medium magic item 10,000 gp
Major magic item 40,000 gp
CHAPTER 3:
ADVENTURES
CHAPTER 3:
ADVENTURES
Table 3–5: Treasure
Level d% –— Coins –— d% Goods d% Items
1st 01–14 — 01–90 — 01–71 —
15–29 1d6×1,000 cp 91–95 1 gem 72–95 1 mundane
30–52 1d8×100 sp 96–100 1 art 96–100 1 minor
53–95 2d8×10 gp
96–100 1d4×10 pp
2nd 01–13 — 01–81 — 01–49 —
14–23 1d10×1,000 cp 82–95 1d3 gems 50–85 1 mundane
24–43 2d10×100 sp 96–100 1d3 art 86–100 1 minor
44–95 4d10×10 gp
96–100 2d8×10 pp
3rd 01–11 — 01–77 — 01–49 —
12–21 2d10×1,000 cp 78–95 1d3 gems 50–79 1d3 mundane
22–41 4d8×100 sp 96–100 1d3 art 80–100 1 minor
42–95 1d4×100 gp
96–100 1d10×10 pp
4th 01–11 — 01–70 — 01–42 —
12–21 3d10×1,000 cp 71–95 1d4 gems 43–62 1d4 mundane
22–41 4d12×1,000 sp 96–100 1d3 art 63–100 1 minor
42–95 1d6×100 gp
96–100 1d8×10 pp
5th 01–10 — 01–60 — 01–57 —
11–19 1d4×10,000 cp 61–95 1d4 gems 58–67 1d4 mundane
20–38 1d6×1,000 sp 96–100 1d4 art 68–100 1d3 minor
39–95 1d8×100 gp
96–100 1d10×10 pp
6th 01–10 — 01–56 — 01–54 —
11–18 1d6×10,000 cp 57–92 1d4 gems 55–59 1d4 mundane
19–37 1d8×1,000 sp 93–100 1d4 art 60–99 1d3 minor
38–95 1d10×100 gp 100 1 medium
96–100 1d12×10 pp
7th 01–11 — 01–48 — 01–51 —
12–18 1d10×10,000 cp 49–88 1d4 gems 52–97 1d3 minor
19–35 1d12×1,000 sp 89–100 1d4 art 98–100 1 medium
36–93 2d6×100 gp
94–100 3d4×10 pp
8th 01–10 — 01–45 — 01–48 —
11–15 1d12×10,000 cp 46–85 1d6 gems 49–96 1d4 minor
16–29 2d6×1,000 sp 86–100 1d4 art 97–100 1 medium
30–87 2d8×100 gp
88–100 3d6×10 pp
9th 01–10 — 01–40 — 01–43 —
11–15 2d6×10,000 cp 41–80 1d8 gems 44–91 1d4 minor
16–29 2d8×1,000 sp 81–100 1d4 art 92–100 1 medium
30–85 5d4×100 gp
86–100 2d12×10 pp
10th 01–10 — 01–35 — 01–40 —
11–24 2d10×1,000 sp 36–79 1d8 gems 41–88 1d4 minor
25–79 6d4×100 gp 80–100 1d6 art 89–99 1 medium
80–100 5d6×10 pp 100 1 major
11th 01–08 — 01–24 — 01–31 —
09–14 3d10×1,000 sp 25–74 1d10 gems 32–84 1d4 minor
15–75 4d8×100 gp 75–100 1d6 art 85–98 1 medium
76–100 4d10×10 pp 99–100 1 major
BUILDING A TREASURE
You can use any of several methods for determining what treas-
ures to include in your encounters or adventures. All of them refer
to Table 3–5: Treasure. Instructions for using that table appear in
Using the Treasure Table, below.
Random Treasures
An easy approach is to determine treasure randomly using the
treasure information given in the Monster Manual for each kind of
creature. Some creatures have more than average treasure and
some less. If you use this system, the kind of creatures in an adven-
ture determines how rich the treasures are. An adventure with lots
of intelligent creatures has higher than average treasure, and one
with mostly oozes, vermin, and dire animals has poor treasure.
Balance the treasure by balancing the kinds of creatures or simply
by adjusting the treasures toward the average.
If you want to include a balanced amount of treasure, you can just
roll on Table 3–5: Treasure for each encounter according to its
Encounter Level. If you want the treasures to make sense, roll for
them randomly but then assign them to the encounters based on
your best judgment. Double or triple up for some encounters, giving
them two or three rolled treasures, and leave some others without
treasure. In this way, you’re sure that the treasures are balanced to the
encounters overall, even if some encounters have lots of treasure and
others have none. For example, if your adventure has seven encoun-
ters of EL 5 each, just roll on the 5th-level row on Table 3–5: Treasure
seven times and assign the seven treasures among the encounters.
Slightly more complex, you can figure out the percent chance
to get each kind of treasure on Table 3–5: Treasure and roll once for
each line on the table. For instance, at 1st level, you have a 15%
chance to get copper coins, a 23% chance to get silver coins, a 43%
chance to get gold coins, a 5% chance to get platinum coins, a 5%
CHAPTER 3:
ADVENTURES
Table 3–5: Treasure (cont.)
Level d% –— Coins –— d% Goods d% Items
12th 01–08 — 01–17 — 01–27 —
09–14 3d12×1,000 sp 18–70 1d10 gems 28–82 1d6 minor
15–75 1d4×1,000 gp 71–100 1d8 art 83–97 1 medium
76–100 1d4×100 pp 98–100 1 major
13th 01–08 — 01–11 — 01–19 —
09–75 1d4×1,000 gp 12–66 1d12 gems 20–73 1d6 minor
76–100 1d10×100 pp 67–100 1d10 art 74–95 1 medium
96–100 1 major
14th 01–08 — 01–11 — 01–19 —
09–75 1d6×1,000 gp 12–66 2d8 gems 20–58 1d6 minor
76–100 1d12×100 pp 67–100 2d6 art 59–92 1 medium
93–100 1 major
15th 01–03 — 01–09 — 01–11 —
04–74 1d8×1,000 gp 10–65 2d10 gems 12–46 1d10 minor
75–100 3d4×100 pp 66–100 2d8 art 47–90 1 medium
91–100 1 major
16th 01–03 — 01–07 — 01–40 —
04–74 1d12×1,000 gp 08–64 4d6 gems 41–46 1d10 minor
75–100 3d4×100 pp 65–100 2d10 art 47–90 1d3 medium
91–100 1 major
17th 01–03 — 01–04 — 01–33 —
04–68 3d4×1,000 gp 05–63 4d8 gems 34–83 1d3 medium
69–100 2d10×100 pp 64–100 3d8 art 84–100 1 major
18th 01–02 — 01–04 — 01–24 —
03–65 3d6×1,000 gp 05–54 3d12 gems 25–80 1d4 medium
66–100 5d4×100 pp 55–100 3d10 art 81–100 1 major
19th 01–02 — 01–03 — 01–04 —
03–65 3d8×1,000 gp 04–50 6d6 gems 05–70 1d4 medium
66–100 3d10×100 pp 51–100 6d6 art 71–100 1 major
20th 01–02 — 01–02 — 01–25 —
03–65 4d8×1,000 gp 03–38 4d10 gems 26–65 1d4 medium
66–100 4d10×100 pp 39–100 7d6 art 66–100 1d3 major
For treasures above 20th level, use the 20th-level row and then add a number of random major items.
Level Magic Items Level Magic Items Level Magic Items
21st +1 25th +9 28th +23
22nd +2 26th +12 29th +31
23rd +4 27th +17 30th +42
24th +6
chance to get a gem, a 5% chance to get an art object, a 24% chance
to get a mundane item, and a 5% chance to get a minor item. This
means that some treasures will have several different kinds of
coins, or both a gem and an art object, and so forth.
You can use Table 3–5: Treasure first for gems, art objects, and
items. Total the value of the objects generated by the table, then
subtract that total from the appropriate level of treasure from Table
3–3: Treasure Values per Encounter. What remains is the value of
coins in the treasure. Choose coin types
and numbers to fill out the treasure.
You can also bypass Table 3–5: Trea-
sure and base treasures on what their
overall value should be. For example,
since each 5th-level trea-
sure is worth 1,600 gp
(on average), seven of
them should be
worth about
11,200 gp
(on average). You
can go right to
the other
tables (Table
3–6: Gems;
Table 3–7:
Art Objects; and so on) and roll on them instead. To balance
these rolls, you need to know the average value of each table; see
Table 3–4: Average Treasure Results. So, for a treasure worth about
11,200 gp, you could roll for a medium magic item (10,000 gp) and
an art object (1,100 gp) or roll for four minor items (1,000 gp each)
and five gems (275 gp each), giving the rest in coins of the appro-
priate value. Depending on your rolls, you can get a treasure worth
less than average or much more, but over the course of a campaign
you should get pretty close to average results overall.
Finally, you could avoid rolling altogether and choose treasures.
For treasures totaling 11,200 gp, you could just invent coins and
gems worth 5,000 to 6,000 gp, and choose magic items from Chap-
ter 7: Magic Items to fill the rest of the total.
Wizards and Treasure
If you’re designing an encounter with a wizard, subtract the value
of a spellbook and material components (see Selling a Spellbook,
page 179 of the Player’s Handbook) from the average
treasure value before you start rolling up trea-
sure. Alternatively, you can add the up the
value of all the components and the spellbook
and compare the total value to Table
3–3: Treasure Values per
Encounter. Find the
level that most
closely ap-
proaches that
total, and sub-
tract it from the level of the
encounter. Use that new level to
generate the rest of the treasure.
Custom Treasures
You may wish to build a custom
treasure for the toughest monster,
the head of the conspiracy, the
leader of the mercenary army, or
other special encounter. The value of the
treasure should still be determined using
Table 3–3: Treasure Values per Encounter, but instead of rolling on
Table 3–5: Treasure, you choose the items in the treasure.
When you do so, spend no more than half the treasure value for
the encounter on items that might be used up during the encoun-
CHAPTER 3:
ADVENTURES
BEHIND THE CURTAIN: TREASURE VALUES
There’s a relationship between Table 5–1: Character Wealth Level,
Table 3–5: Treasure, and Table 3–2: Encounter Difficulty. Writing
adventures following the guidelines in this chapter, and using Table
3–2: Encounter Difficulty, should generate enough treasure using
Table 3–5: Treasure to keep characters abreast of the wealth figures
described in Table 5–1. In fact, such adventures should provide more
wealth, because characters expend some money on scrolls, potions,
ammunition, and food, all of which get used up in the course of
adventuring.
As you can see, rewards using these tables generate more wealth
than indicated. We assume characters use up that additional money
on expenses such as being raised from the dead, potions, scrolls,
ammunition, food, and so forth.
Your job is to compare the wealth gained from the encounters in
your adventure with the expected wealth gain shown on the table
above. If your adventure has more treasure, reduce it. If your adven-
ture has less treasure, plant enough treasure not related to en-
counters to match the value (see Other Treasure, below).
Your job is also to make sure that wealth gets evenly distributed.
The third column in the table above shows that each character
should get an equal share of the treasure from an adventure. If a
single item, such as a magic staff, makes up most of the treasure,
then most of the party earns nothing for their hard work. While you
can make it up to them in later adventures, it is best to use the
methods described in this chapter to ensure an even distribution of
wealth.
Wealth Comparisons
Party Expected Treasure from Treasure per
Level Wealth Gain Encounters Character
1st 900 gp 3,999 gp 1,000 gp
2nd 1,800 gp 7,998 gp 2,000 gp
3rd 2,700 gp 11,997 gp 2,999 gp
4th 3,600 gp 15,996 gp 3,999 gp
5th 4,000 gp 21,328 gp 5,332 gp
6th 6,000 gp 26,660 gp 6,665 gp
7th 8,000 gp 34,658 gp 8,665 gp
8th 9,000 gp 45,322 gp 11,331 gp
9th 13,000 gp 59,985 gp 14,996 gp
10th 17,000 gp 77,314 gp 19,329 gp
11th 22,000 gp 99,975 gp 24,994 gp
12th 22,000 gp 130,634 gp 32,659 gp
13th 40,000 gp 173,290 gp 43,323 gp
14th 50,000 gp 226,610 gp 56,653 gp
15th 60,000 gp 293,260 gp 73,315 gp
16th 80,000 gp 373,240 gp 93,310 gp
17th 100,000 gp 479,880 gp 119,970 gp
18th 140,000 gp 626,510 gp 156,628 gp
19th 180,000 gp 813,130 gp 203,283 gp
Expected Wealth Gain: This is what Table 5–1 indicates a character
should gain while reaching his next level.
Treasure from Encounters: This is the average treasure value from Table
3–3: Treasure Values per Encounter multiplied by 13.33 encounters.
Treasure per Character: This is Treasure from Encounters divided by
four, the expected party size. The amounts are rounded to the
nearest gold piece.
pqqqqrs
pqqqqrs
ter. If all the items in the encounter’s treasure are expendable,
such as potions and scrolls, you don’t want to spend the entire trea-
sure value on them. If you did, the characters might find nothing
but empty potion bottles and scroll tubes after defeating the
encounter.
NPCs with Treasure
The gear that NPCs carry serves as the bulk of their treasure. The
average value of an NPC’s gear is listed on Table 4–23: NPC Gear
Value, and examples of what specific gear a character of a given
class and level would have are in the sample NPC descriptions in
Chapter 4. NPCs may have treasure in addition to their gear, at
your discretion, but an NPC’s gear is already worth about three
times the average value of a treasure of his or her level. Defeating
NPC foes brings about great reward for treasure-seekers, but since
the gear is mostly magic that the NPC can use against the charac-
ters (some of which is one-use), it all evens out.
Other Treasure
At times you’re going to want to generate a treasure on the fly
that’s not directly related to a monster. You might, for example,
have created a devious dungeon full of traps and puzzles with no
monsters at all, and now you have to generate the “grand treasure”
that the traps were protecting. You can still use the table. First find
the average party level, then use the table in the Treasure Values
sidebar (page 54) to figure out the wealth the PCs should gain in
the course of the adventure. Subtract the total value of all the other
treasure in the adventure. What’s left is the value of the grand trea-
sure. You can generate the contents randomly by finding the aver-
age treasure value on Table 3–3: Treasure Values per Encounter
that most closely matches it. That tells you the level of the grand
treasure, and you can use that to roll on Table 3–5: Treasure for
coins, goods, and items.
Using the Treasure Table
Cross-reference the level of the treasure on the left with the type
of treasure. The level of the treasure is equal to the CR of the
monsters in the encounter. A standard treasure (one that
includes coins, goods, and items) requires three rolls, one for
each category.
TYPES OF TREASURE
Treasure comes in many forms: piles of coins, pouches of gems,
useful adventuring equipment, and magic items.
Coins: The most basic type of treasure is money. Table 3–5:
Treasure generates anything from common copper pieces to rare
platinum pieces. When placing a hoard of coins, remember the
volume and weight of large numbers of coins is considerable (50
coins weigh 1 pound, so 10,000 coins weigh 200 pounds).
Gems: PCs love gems because they’re small, lightweight, and
easily concealed compared with the same value in coins. Gem
treasures are more interesting when you describe them and pro-
vide names. “A lustrous golden pearl” is more interesting than “a
100 gp gem.”
Art: Idols of solid gold, necklaces dripping with gems, old
paintings of ancient kings, a bejeweled golden flagon—this cate-
gory includes all these and more. Portability is a major concern
here. A jeweled comb is easy to carry, but a life-sized bronze statue
of a knight is not. In general, most treasure you place in encoun-
ters should be easy for the PCs to carry (weighing 10 pounds or
less). Treasure that’s impossible to take out of the dungeon isn’t
really treasure.
Mundane Items: While nonmagical, these items are worth-
while as treasure because they are useful or valuable or both. Many
of these treasures are used by intelligent opponents rather than
just stored away as coins or gems are.
CHAPTER 3:
ADVENTURES
Table 3–6: Gems
d% Value Average Examples
01–25 4d4 gp 10 gp Banded, eye, or moss agate;
azurite; blue quartz; hematite;
lapis lazuli; malachite; obsidian;
rhodochrosite; tiger eye turquoise;
freshwater (irregular) pearl
26–50 2d4×10 gp 50 gp Bloodstone; carnelian;
chalcedony; chrysoprase; citrine;
iolite, jasper; moonstone; onyx;
peridot; rock crystal (clear quartz);
sard; sardonyx; rose, smoky, or
star rose quartz; zircon
51–70 4d4×10 gp 100 gp Amber; amethyst; chrysoberyl;
coral; red or brown-green garnet;
jade; jet; white, golden, pink, or
silver pearl; red spinel, red-brown
or deep green spinel; tourmaline
71–90 2d4×100 gp 500 gp Alexandrite; aquamarine; violet
garnet; black pearl; deep blue
spinel; golden yellow topaz
91–99 4d4×100 gp 1,000 gp Emerald; white, black, or fire opal;
blue sapphire; fiery yellow or rich
purple corundum; blue or black
star sapphire; star ruby
100 2d4×1,000 gp 5,000 gp Clearest bright green emerald;
blue-white, canary, pink, brown, or
blue diamond; jacinth
Table 3–7: Art Objects
d% Value Average Examples
01–10 1d10×10 gp 55 gp Silver ewer; carved bone or ivory
statuette; finely wrought small
gold bracelet
11–25 3d6×10 gp 105 gp Cloth of gold vestments; black
velvet mask with numerous
citrines; silver chalice with lapis
lazuli gems
26–40 1d6×100 gp 350 gp Large well-done wool tapestry;
brass mug with jade inlays
41–50 1d10×100 gp 550 gp Silver comb with moonstones;
silver-plated steel longsword with
jet jewel in hilt
51–60 2d6×100 gp 700 gp Carved harp of exotic wood with
ivory inlay and zircon gems; solid
gold idol (10 lb.)
61–70 3d6×100 gp 1,050 gp Gold dragon comb with red garnet
eye; gold and topaz bottle stopper
cork; ceremonial electrum dagger
with a star ruby in the pommel
71–80 4d6×100 gp 1,400 gp Eyepatch with mock eye of
sapphire and moonstone; fire opal
pendant on a fine gold chain; old
masterpiece painting
81–85 5d6×100 gp 1,750 gp Embroidered silk and velvet
mantle with numerous
moonstones; sapphire pendant on
gold chain
86–90 1d4×1,000 gp 2,500 gp Embroidered and bejeweled glove;
jeweled anklet; gold music box
91–95 1d6×1,000 gp 3,500 gp Golden circlet with four
aquamarines; a string of small
pink pearls (necklace)
96–99 2d4×1,000 gp 5,000 gp Jeweled gold crown; jeweled
electrum ring
100 2d6×1,000 gp 7,000 gp Gold and ruby ring; gold cup set
with emeralds
Minor, Medium, and Major Magic Items: Refer to the
appropriate column on Table 7–1: Random Magic Item Genera-
tion and use it to generate the specified number of magic items.
OTHER REWARDS
With great deeds and increasing reputation come the grati-
tude and admiration of those around you. Heroes are often
awarded grants of land (which aid in the building of strong-
holds), decreees of friendship from communities they have
rescued, and even honorary titles of nobility. As PCs gain
levels and complete adventure after adventure, their notoriety
(good or bad) spreads throughout the land so that NPCs may
recognize them on sight.
Once PCs establish a reputation, it becomes easier for them to
attract like-minded allies and admiring followers. Cohorts arrive
who wish to share in their adventures, as do apprentices eager to
be trained by such legendary figures. Villains begin to consider
the PCs’ possible actions when concocting their evil schemes. The
player characters have left their mark and made a place for them-
selves in the campaign world with their grand exploits.
Introducing rewards such as noble titles, land grants, and a
widely known reputation is a matter of knowing what motivates
your players. These less tangible rewards only work if your players
perceive them as valuable. Experience points are always valuable,
and even exotic treasure types can usually be sold for cash, but being
known as a Knight of the Red Tower is only worth something if
your players regard it as valuable. Perhaps its value lies in access to
noble patrons who wouldn’t previously give the characters the time
of day. Maybe there’s a hierarchy of knightly orders that the charac-
ters are determined to climb. Or maybe players just like it when
NPC peasants bow and scrape in the presence of their characters.
Consider the example of a vacant stronghold given to a PC by a
grateful king. For one player, the grant of a small keep is a chance
to create a base of operations and leave her mark on the commu-
nity. Another player might just ignore the keep, content to enjoy
an adventurers’ wandering lifestyle. And a third player might
bring the game to a halt, worried that the keep will be destroyed if
he leaves on another adventurer. Before you introduce other
rewards, think carefully about how your players will react to them.
While less tangible rewards require a little more work than tra-
ditional treasure and experience awards, they can be powerful
motivators to players precisely because they can’t be reduced to gp
or XP. After all, we often say of a valuable thing that it’s “something
that money can’t buy.” You may be surprised at the lengths players
will go to acquire something they can’t buy, borrow, or steal any
other way.
BRINGING ADVENTURES
TOGETHER
Taking different adventures and tying them together makes a
campaign. While creating a campaign is discussed elsewhere
(see Chapter 5), below are some ideas for designing adventures
that fit together.
EPISODIC OR CONTINUING
Episodic adventures are those that stand alone, with no relation to
the one that came before or the one that follows. These adventures
are fun, stand-alone scenarios that can be inserted anytime they’re
needed or desired. They often provide interesting diversions from
a continuing campaign. For example, in the middle of a series of
adventures dealing with an evil prince, his minions, and the
plague he unleashes on the land, the PCs might have a short
episode dealing with recovering a lost lammasu cub.
A continuing adventure has links that connect its compo-
nents, each of them an individual adventure. A link may take the
form of a recurring NPC or a group of related events. A sorcerer
who sends the PCs on three different adventures, all to recover
lost relics, forms the link that transforms those three missions
into a continuing adventure. Another example might be three
adventures dealing with defeating an evil monk, coping with his
evil cronies who come to avenge his death, and fending off the
evil bard who seeks the powerful magic gem the monk once
owned. Each part of a continuing adventure builds on some-
thing that has come before, with the ramifications of one series
of events causing another series of events and thus producing
another adventure.
CHAPTER 3:
ADVENTURES
Table 3–8: Mundane Items
d% Mundane Item
01–17 Alchemical item
01–12 Alchemist’s fire (1d4 flasks, 20 gp each)
13–24 Acid (2d4 flasks, 10 gp each)
25–36 Smokesticks (1d4 sticks, 20 gp each)
37–48 Holy water (1d4 flasks, 25 gp each)
49–62 Antitoxin (1d4 doses, 50 gp each)
63–74 Everburning torch
75–88 Tanglefoot bags (1d4 bags, 50 gp each)
89–100 Thunderstones (1d4 stones, 30 gp each)
18–50 Armor (roll d%: 01–10 = Small, 11–100 = Medium)
01–12 Chain shirt (100 gp)
13–18 Masterwork studded leather (175 gp)
19–26 Breastplate (200 gp)
27–34 Banded mail (250 gp)
35–54 Half-plate (600 gp)
55–80 Full plate (1,500 gp)
81–90 Darkwood
01–50 Buckler (205 gp)
51–100 Shield (257 gp)
91–100 Masterwork shield
01–17 Buckler (165 gp)
18–40 Light wooden shield (153 gp)
41–60 Light steel shield (159 gp)
61–83 Heavy wooden shield (157 gp)
84–100 Heavy steel shield (170 gp)
51–83 Weapons
01–50 Masterwork common melee weapon (roll on Table 7–11:
Common Melee Weapons)
51–70 Masterwork uncommon weapon (roll on Table 7–12:
Uncommon Weapons)
71–100 Masterwork common ranged weapon (roll on Table
7–13: Common Ranged Weapons)
84–100 Tools and gear
01–03 Backpack, empty (2 gp)
04–06 Crowbar (2 gp)
07–11 Lantern, bullseye (12 gp)
12–16 Lock, simple (20 gp)
17–21 Lock, average (40 gp)
22–28 Lock, good (80 gp)
29–35 Lock, superior (150 gp)
36–40 Manacles, masterwork (50 gp)
41–43 Mirror, small steel (10 gp)
44–46 Rope, silk (50 ft.) (10 gp)
47–53 Spyglass (1,000 gp)
54–58 Artisan’s tools, masterwork (55 gp)
59–63 Climber’s kit (80 gp)
64–68 Disguise kit (50 gp)
69–73 Healer’s kit (50 gp)
74–77 Holy symbol, silver (25 gp)
78–81 Hourglass (25 gp)
82–88 Magnifying glass (100 gp)
89–95 Musical instrument, masterwork (100 gp)
96–100 Thieves’ tools, masterwork (50 gp)
Most campaigns need a blend of episodic and continuing
adventures to be successful and fun. To get the best of both worlds,
it’s possible to string together a number of unrelated episodic
adventures with hints of a continuing plot in the background that
eventually comes to fruition. For example, as the PCs progress
from dungeon to dungeon and ruin to ruin, they hear rumors and
find clues that some subterranean race is preparing to launch a
strike against the surface world. Perhaps, as they delve into dun-
geons, they learn that some of the monsters they face work for the
masterminds, whom they eventually discover to be the mind flay-
ers. Finally, the mind flayers make their move, and the PCs are
there to stop it. Thus, a series of unrelated adventures suddenly
feels like a coherent whole. This is the first step in refining the art
known as plot weaving.
PLOT WEAVING
Plot weaving is what a DM does when he or she runs multiple
adventures at the same time. For example: In one adventure, the
identity of a murderer leads the PCs into conflict with a powerful
assassins’ guild. In the second adventure, the PCs seek a magic
staff rumored to be in the hands of a troglodyte priest. Here’s one
way these adventures can be interwoven.
1. The PCs, in town seeking the magic staff, witness a murder.
When they look into it, they discover the culprit and track him
down. He fights to the death, and on his body they discover a mys-
terious tattoo.
2. They learn that the staff of healing they seek was stolen by
troglodytes years ago.
3. While they attempt to learn more about the troglodytes and
their lair, an assassin with the same mysterious tattoo attacks the PCs.
4. They head to the caves where the troglodytes live. They
encounter heavy resistance and withdraw.
5. Returning to town again, the PCs find themselves under sur-
veillance and eventually attack from the guild.
6. They go back to the caves and obtain the staff.
7. They return to town and, after learning the location of the
assassins’ guild, confront the assassins directly.
Plot weaving can make your campaign seem less like a series of
adventures and more like . . . well, like real life. This intermingling
of adventures can be difficult to manage, however, and once you
begin to weave more than two or three plots together, players may
feel somewhat dissatisfied with the number of loose ends that
always seem to be left behind relating to one adventure while they
find their characters embroiled in another. Some players don’t
want plots to be interwoven. They prefer to stick with one goal if
possible and don’t start anything new until they feel they have
achieved closure on what is before them. In the above example,
the PCs might ignore the troglodytes and the staff until they have
decisively dealt with the assassins. Ultimately, a good DM runs the
adventures that players want to play by paying attention to the
way they want to play.
BETWEEN ADVENTURES
When an adventure comes to an end, you should always handle a
few tasks before proceeding to the next one.
AWARD EXPERIENCE POINTS
Even if you award experience points at the end of each game ses-
sion, another XP award is called for at the end of the adventure—
which, presumably, is also the end of the current game session. At
the least, this will be an award commensurate with what the PCs
accomplished to successfully resolve the adventure. It may also
include story awards (see page 40). If a character earns enough XP
to attain a new level, work with that player (either before the game
session breaks up or before the next adventure begins) to modify
his or her character sheet properly.
UPDATE PC INFORMATION
Bring your notes on the PCs up to date, recording such accom-
plishments as new magic items gained, new levels earned, ene-
mies they have angered, friends they have made, and anything
else that’s pertinent. The amount and detail of this information
will vary depending on whether the adventure just concluded was
episodic (featuring characters and challenges the PCs are not
likely to encounter again) or continuing (featuring characters and
challenges that may be recurring or may lead to other, related
characters and challenges).
UPDATE YOUR RECORDS
If you and your players just finished an episodic adventure, you
may not need to spend a lot of time on this task, since little if any
of what the PCs have just gone through will have any bearing on
the future events of the campaign.
If the PCs have just concluded a part of a continuing adventure,
your records need to be more thorough. Be sure your notes on
what happened in the adventure are accurate and sufficiently
complete. Record new NPCs encountered, significant monsters
defeated, secrets learned, magic discovered, and so forth.
In either case, make notes about opportunities for further ad-
ventures based on what has happened in the one just concluded.
Remember what the players seemed to like and dislike, so you can
tailor future adventures accordingly.
THE DUNGEON
Dungeons are deep, dark pits filled with subterranean horrors and
lost, ancient treasures. Dungeons are labyrinths where evil villains
and carnivorous beasts hide from the light, waiting for a time to
strike out into the sunlit lands of good. Dungeons contain pits of
seething acid and magic traps that blast intruders with fire, as well
as dragons guarding their hoards and magic artifacts waiting to be
discovered.
In short, dungeons mean adventure.
THE DUNGEON AS ADVENTURE SETTING
The term “dungeon” is a loose one. A dungeon is usually under-
ground, but an aboveground site can be a dungeon as well. Some
DMs apply the term to virtually any adventure site. For this dis-
cussion, a dungeon is an enclosed, defined space made up of
encounter areas connected in some fashion.
The most common form of dungeon is an underground com-
plex built by intelligent creatures for some purpose. Physically,
such a place has rooms joined by corridors, stairs connecting it
with the surface, and doors and traps to keep out intruders. The
archetypal dungeon is abandoned, with creatures other than the
builders now occupying areas within it. Adventurers explore such
places with the hope of finding treasure either left behind by the
original inhabitants or in the hoards of such squatters.
TYPES OF DUNGEONS
The four basic dungeon types are defined by their current status.
Many dungeons are variations on these basic types or combina-
tions of more than one of them. Sometimes old dungeons are used
again and again by different inhabitants for different purposes.
Ruined Structure: Once occupied, this place is now aban-
doned (completely or in part) by its original creator or creators,
and other creatures have wandered in. Many subterranean crea-
tures look for abandoned underground constructions in which to
make their lairs. Any traps that might exist have probably been set
off, but wandering beasts might very well be common.
Areas within the ruined structure usually contain clues to their
original intended use. What is now the lair of a family of rust mon-
sters might once have been an old barracks, the rotting remains of
the beds and other furnishings now arranged to make nests for the
CHAPTER 3:
ADVENTURES
creatures. An ancient throne room, adorned with the tatters of
once-beautiful tapestries, might be empty and quiet—the ancient
curse that struck down the queen still hanging in the air before
the verdigris-encrusted bronze throne.
A ruined structure dungeon is a place that cries out to be ex-
plored. Adventurers might hear tales of treasure still lingering in
the abandoned labyrinth, leading them to brave the dangers to un-
cover it. This is the simplest and most straightforward of the dun-
geon types, and it usually balances danger (the inhabitants) with
reward (the treasure). The creatures dwelling in a ruined structure
aren’t necessarily organized, so PCs can usually come and go as
they please, making it easy to start and stop an adventure.
Occupied Structure: This type of dungeon is still in use. Crea-
tures (usually intelligent) live there, although they may not be the
dungeon’s creators. An occupied structure might be a home, a for-
tress, a temple, an active mine, a prison, or a headquarters. This
type of dungeon is less likely to have traps or wandering beasts,
and more likely to have organized guards—both on watch and on
patrol. Traps or wandering beasts that might be encountered are
usually under the control of the occupants. Occupied structures
have furnishings to suit the inhabitants, as well as decorations,
supplies, and the ability for occupants to move around (doors they
can open, hallways large enough for them to pass through, and so
on). The inhabitants might have a communication system, and
they almost certainly control an access to the outside.
Some dungeons are partially occupied and partially empty or
in ruins. In such cases, the occupants are typically not the origi-
nal builders but instead a group of intelligent creatures that
have set up their base, lair, or fortification within an abandoned
dungeon.
Use an occupied structure dungeon for the lair of a goblin tribe,
a secret underground fortress, or an occupied castle. This is one of
the most challenging types of dungeons for adventurers to enter
and explore, if the occupants are hostile. The challenge comes
from the organized nature of the inhabitants. It’s always harder to
fight a foe on his own terms in an area he knows well and is pre-
pared to defend.
Safe Storage: When people want to protect something, they
might bury it underground. Whether the item they want to pro-
tect is a fabulous treasure, a forbidden artifact, or the dead body of
an important figure, these valuable objects are placed within a
dungeon and surrounded by barriers, traps, and guardians.
The safe storage type of dungeon is the most likely to have traps
but the least likely to have wandering beasts. The crypt of an an-
cient lich may be filled with all manner of magic traps and guard-
ians, but it’s unlikely that any subterranean monsters have moved
in and made a part of the dungeon their lair—the traps and guard-
ians will have held them at bay. This type of dungeon normally is
built for function rather than appearance, but sometimes it has
ornamentation in the form of statuary or painted walls. This is par-
ticularly true of the tombs of important people.
Sometimes, however, a vault or a crypt is constructed in such a
way as to house living guardians. The problem with this strategy is
that something must be done to keep the creatures alive between
intrusion attempts. Magic is usually the best solution to provide
food and water for these creatures.
Even if there’s no way anything living can survive in a safe stor-
age dungeon, certain monsters can still serve as guardians.
Builders of vaults or tombs often place undead creatures or con-
structs, both of which which have no need for sustenance or rest,
to guard their dungeons. Magic traps can attack intruders by sum-
moning monsters into the dungeon. These guardians also need no
sustenance, since they appear only when they’re needed and dis-
appear when their task is done.
Natural Cavern Complex: Underground caves provide homes
for all sorts of subterranean monsters. Created naturally and con-
nected by a labyrinthine tunnel system, these caverns lack any
sort of pattern, order, or decoration. With no intelligent force
behind its construction, this type of dungeon is the least likely to
have traps or even doors.
Fungi of all sorts thrive in caves, sometimes growing in huge
forests of mushrooms and puffballs. Subterranean predators prowl
these forests, looking for those feeding upon the fungi. Some vari-
eties of fungus give off a phosphorescent glow, providing a natural
cavern complex with its own limited light source. In other areas, a
daylight spell or similar magical effect can provide enough light
for green plants to grow.
Often, a natural cavern complex connects with another type
of dungeons, the caves having been discovered when the manu-
factured dungeon was delved. A cavern complex can connect
two otherwise unrelated dungeons, sometimes creating a
strange mixed environment. A natural cavern complex joined
with another dungeon often provides a route by which subter-
ranean creatures find their way into a manufactured dungeon
CHAPTER 3:
ADVENTURES
BEHIND THE CURTAIN: WHY DUNGEONS?
Dungeons facilitate game play. Being underground, they set apart the
“adventure” from the rest of the world in a clean way. The idea of walk-
ing down a corridor, opening a door, and entering an encounter—while
a gross oversimplification and generalization of what can happen in a
dungeon—facilitates the flow of the game by reducing things down to
easily grasped and digestible concepts.
You have an easy way to control the adventure in a dungeon without
leading the characters by the nose. In a dungeon, the parameters are
clearly defined for the PCs—they can’t walk through walls (not at first,
anyway) or go into rooms that aren’t there. Aside from those limits,
they can go wherever they like in whatever order they like. The limited
environment of the dungeon grants players a feeling of control over
their characters’ destiny.
A dungeon is really nothing but an adventure flowchart. The rooms
are encounters, and the corridors are connections between the
encounters, showing which encounters should (or could) follow
which other ones. You could design a dungeonlike flowchart for an
adventure that didn’t take place in a dungeon and accomplish the
same thing. One encounter leads to two more, which in turn lead to
others, some of which double back on previous encounters. The
dungeon becomes a model, in this way, for all adventures.
Academic analysis aside, dungeons are fun. Deep, dark under-
ground places are mysterious and frightening. Dungeons have many
encounters crammed into one small space. Nothing is more exciting
than anticipating what’s on the other side of the next door. Dungeons
offer many kinds of challenges—combat, tactics, navigation, overcom-
ing obstacles, traps, and more. They encourage players to pay close
attention to their environment, since everything in a dungeon is a
potential danger.
In the DUNGEONS & DRAGONS game, the classes, spells, magic items,
and many other facets of the game have been designed with
dungeons in mind. That’s not to say that the dungeon is the only
possible adventuring environment, but it is the default setting. Many
of the tasks that characters can do well, such as a rogue’s Open Lock
skill or an elf’s ability to notice secret doors, are centered around
dungeon adventuring.
When in doubt while creating the setting for an adventure, use a
dungeon. However, despite opportunities for exploration and the
combat-intensive nature of dungeons, don’t neglect to include chances
for PCs to interact with NPCs such as dwarf strike teams, other adven-
turing parties, or weird denizens that are happier to talk than to fight.
pqqqqrs
pqqqqrs
and populate it. Rumors in some places speak of the Underdark, a
subterranean world that is one enormous natural cavern complex
running under the surface of entire continents.
Natural cavern complexes can be quite beautiful, with stalac-
tites, stalagmites, flowstone, columns, and other limestone forma-
tions. However, from an adventuring point of view they have a seri-
ous shortcoming: less treasure. Since the dungeon was not created
for a specific purpose, there’s little chance of happening upon a se-
cret room filled with gold left behind by the previous occupants.
DUNGEON TERRAIN
Practically all dungeons have walls, floors, doors, and other kinds
of common features. Adventurers quickly learn what the common
features of a dungeon are—and you can use this fact to your ad-
vantage. Common features create consistency (which helps sus-
pend disbelief) and allow you to create interesting surprises by
changing the features—sometimes only slightly. When the PCs
enter a dungeon, it’s often useful to establish some conventions so
that misunderstandings don’t crop up later.
Convention #1—Default Ele-
ments: Tell your players what the
floor is like, what the walls are
made of, and how high the ceilings
are. Say that you’ll let them know if
any of these default elements
change. That helps them imagine
the dungeon, and it keeps you from
having to repeat yourself. If most of
the doors or tombs in your dungeon
are identical, you can describe the first
one in detail and add, “Unless I say oth-
erwise, they’re all like this one.”
Convention #2—On the Grid, Each
Square Has One Feature: When you
draw something such as a pool of shallow
water on your map grid, any square that’s
more than half covered by the pool is con-
sidered to have water in it, but squares that
just have water in a small fraction of their
area are considered dry. Using this con-
vention means you don’t have to create
straight-edged, unnatural-looking terrain fea-
tures by forcing them to conform to a square grid that doesn’t exist
in the game world.
Convention #3—Establish Standard Procedures:
Once the characters fall into a predictable pattern when
confronted with some recurring kind of challenge such
as a closed door, it’s okay to assume that the characters
do that every time. For example, if the rogue always
searches a door for traps, then makes a Listen check to
hear what’s on the other side, then tries to pick the lock,
you can establish that as the standard procedure. This
convention saves time because you don’t have to wait for
players to declare their characters’ actions before calling
for the checks, and it helps the players because they won’t
accidentally overlook a step in their standard procedure.
WALLS
Sometimes, masonry walls—stones piled on top of
each other (usually but not always held in place with
mortar)—divide dungeons into corridors and chambers.
Dungeon walls can also be hewn from solid rock, leaving
them with a rough, chiseled look. Or, dungeon walls can
be the smooth, unblemished stone of a naturally occur-
ring cave. Dungeon walls are difficult to break down or
through, but they’re generally easy to climb.
Masonry Walls: The most common kind of dungeon wall,
masonry walls are usually at least 1 foot thick. Often these ancient
walls sport cracks and crevices, and sometimes dangerous slimes
or small monsters live in these areas and wait for prey. Masonry
walls stop all but the loudest noises. It takes a DC 20 Climb check
to travel along a masonry wall.
Superior Masonry Walls: Sometimes masonry walls are
better built (smoother, with tighter-fitting stones and less crack-
ing), and occasionally these superior
walls are covered with plaster or
stucco. Covered walls often bear
paintings, carved reliefs, or other
decoration. Superior masonry walls
are no more difficult to destroy than
regular masonry walls but are more dif-
ficult to climb (DC 25).
Hewn Stone Walls: Such walls usu-
ally result when a chamber or passage is
tunneled out from solid rock. The rough
surface of a hewn wall frequently pro-
vides minuscule ledges where fungus
grows and fissures where vermin, bats,
and subterranean snakes live. When such
a wall has an “other side” (it separates two
chambers in the dungeon), the wall is usu-
ally at least 3 feet thick; anything thinner
risks collapsing from the weight of all the
stone overhead. It takes a DC 25 Climb
check to climb a hewn stone wall.
Unworked Stone Walls: These
surfaces are uneven and rarely flat.
They are smooth to the touch but
filled with tiny holes, hidden alcoves, and ledges
at various heights. They’re also usually wet or at least damp, since
it’s water that most frequently creates natural caves. When such a
wall has an “other side,” the wall is usually at least 5 feet thick. It
takes a DC 15 Climb check to move along an unworked stone wall.
Special Walls: Sometimes you can place special walls in a dun-
geon. Expect players to react with curiosity and suspicion when
their characters encounter these unusual walls.
Reinforced Walls: These are masonry walls with iron bars on one
or both sides of the wall, or placed within the wall to strengthen it.
The hardness of a reinforced wall remains the same, but its hit
points are doubled and the Strength check DC to break through it
is increased by 10.
Iron Walls: These walls are placed within dun-
geons around important places such as vaults.
Paper Walls: Paper walls are the opposite of iron
walls, placed as screens to block line of sight but
nothing more.
Wooden Walls: Wooden walls often exist as recent
additions to older dungeons, used to create animal
pens, storage bins, or just to make a number of smaller
rooms out of a larger one.
Magically Treated Walls: These walls are stronger than
average, with a greater hardness, more hit points, and
a higher break DC. Magic can usually double the
hardness and hit points and can add up to 20 to the
break DC. A magically treated wall also gains a saving
throw against spells that could affect it, with the save
bonus equaling 2 + one-half the caster level of the magic
reinforcing the wall. Creating a magic wall requires the
Craft Wondrous Item feat and the expenditure of 1,500
gp for each 10 foot-by-10-foot wall section.
Walls with Arrow Slits: Walls with arrow slits can be
made of any durable material but are most commonly
masonry, hewn stone, or wood. Such a wall allows
CHAPTER 3:
ADVENTURES
Illus. by W. Reynolds
Unworked
stone
wall
Masonry wall
Hewn stone wall
defenders to fire arrows or crossbow bolts at intruders from
behind the safety of the wall. Archers behind arrow slits
have improved cover that gives them a +8 bonus to
Armor Class, a +4 bonus on Reflex saves, and the
benefits of the improved evasion class feature.
Floors
As with walls, dungeon floors come in many
types.
Flagstone: Like masonry walls, flagstone
floors are made of fitted stones. They are usually
cracked and only somewhat level. Slime and mold
grows in these cracks. Sometimes water runs in
rivulets between the stones or sits in stagnant pud-
dles. Flagstone is the most common dungeon floor.
Uneven Flagstone: Over time, some floors can
become so uneven that a DC 10 Balance check is
required to run or charge across the surface. Failure
means the character can’t move in this round.
Floors as treacherous as this should be the excep-
tion, not the rule.
Hewn Stone Floors: Rough and uneven, hewn
floors are usually covered with loose stones,
gravel, dirt, or other debris. A DC 10 Balance check is required to
run or charge across such a floor. Failure means the character can
still act, but can’t run or charge in this round.
Light Rubble: Small chunks of debris litter the ground. Light
rubble adds 2 to the DC of Balance and Tumble checks.
Dense Rubble: The ground is covered with debris of all sizes. It
costs 2 squares of movement to enter a square with dense rubble.
Dense rubble adds 5 to the DC of Balance and Tumble checks, and
it adds 2 to the DC of Move Silently checks.
Smooth Stone Floors: Finished and sometimes even polished,
smooth floors are found only in dungeons with capable and care-
ful builders. (They are a hallmark of dwarf-delved dungeons.)
Sometimes mosaics are set in the floor, some depicting interesting
images and others just smooth marble.
Natural Stone Floors: The floor of a natural cave is as uneven
as the walls. Caves rarely have flat surfaces of any great size.
Rather, their floors have many levels. Some adjacent floor surfaces
might vary in elevation by only a foot, so that moving from one to
the other is no more difficult than negotiating a stair step, but in
other places the floor might suddenly drop off or rise up several
feet or more, requiring Climb checks to get from one surface to
the other. Unless a path has been worn and well marked in the
floor of a natural cave, it takes 2 squares of movement to enter a
square with a natural stone floor, and the DC of Balance and
Tumble checks increases by 5. Running and charging are impos-
sible, except along paths.
Special Floors: A number of strange floorings and floor fea-
tures exist to make a dungeon more interesting.
Slippery: Water, ice, slime, or blood can make any of the dun-
geon floors described in this section more treacherous. Slippery
floors increase the DC of Balance and Tumble checks by 5.
Grate: A grate often covers a pit or an area lower than the main
floor. Grates are usually made from iron, but large ones can also be
made from iron-bound timbers. Many grates have hinges to allow
access to what lies below (such grates can be locked like any
door), while others are permanent and designed not to
move. A typical 1-inch-thick iron grate has 25 hit points,
hardness 10, and a DC of 27 for Strength checks to break
through it or tear it loose.
Ledge: Ledges allow creatures to walk above some lower
area. They often circle around pits, run along under-
ground streams, form balconies around large rooms, or
provide a place for archers to stand while firing upon
enemies below. Narrow ledges (12 inches wide or less)
require those moving along them to make Balance
checks (see the skill description on page 67 of the Player’s
Handbook for DCs). Failure results in the moving charac-
ter falling off the ledge.
Ledges sometimes have railings. In such a case, char-
acters gain a +5 circumstance bonus on Balance checks
to move along the ledge. A character who is next to a
railing gains a +2 circumstance bonus on his or her
opposed Strength check to avoid being bull rushed off
the edge.
Ledges can also have low walls 2 to 3 feet high along
their edges. Such walls provide cover against attackers
within 30 feet on the other side of the wall, as long as the
target is closer to the low wall than the attacker is.
Transparent Floor: Transparent floors, made of reinforced glass
or magic materials (even a wall of force), allow a dangerous setting
to be viewed safely from above. Transparent floors are sometimes
placed over lava pools, arenas, monster dens, and torture cham-
bers. They can be used by defenders to watch key areas for
intruders.
Sliding Floors: A sliding floor is a type of trapdoor, designed to
be moved and thus reveal something that lies beneath it. A typical
sliding floor moves so slowly that anyone standing on one can
avoid falling into the gap it creates, assuming there’s somewhere
else to go. If such a floor slides quickly enough that there’s a
chance of a character falling into whatever lies beneath—a spiked
pit, a vat of burning oil, or a pool filled with sharks—then it’s a
trap (see page 67).
Trap Floors: Some floors are designed to become suddenly
dangerous. With the application of just the right amount of
weight, or the pull of a lever somewhere nearby, spikes protrude
from the floor, gouts of steam or flame shoot up from hidden
holes, or the entire floor tilts. These strange floors are sometimes
found in an arena, designed to make combats more exciting and
deadly. Construct these floors as you would any other trap.
DOORS
Doors in dungeons are much more than mere entrances and
exits. Often they can be encounters all by themselves. After all,
anything that can trigger a nasty trap, offer you a clue, zap you
with a spell, or simply block your way deserves attention from the
CHAPTER 3:
ADVENTURES
WALLS, DOORS, AND
DETECT
SPELLS
Stone walls, iron walls, and iron doors are usually thick enough to
block most detect spells, such as detect thoughts. Wooden walls,
wooden doors, and stone doors are usually not thick enough to do so.
However, a secret stone door built into a wall and as thick as the wall
itself (at least 1 foot) does block most detect spells.
pqqrs
pqqrs
Reinforced wall
Table 3–9: Walls
Typical Break Hit Climb
Wall Type Thickness DC Hardness Points
1
DC
Masonry 1 ft. 35 8 90 hp 15
Superior masonry 1 ft. 35 8 90 hp 20
Reinforced masonry 1 ft. 45 8 180 hp 15
Hewn stone 3 ft. 50 8 540 hp 22
Unworked stone 5 ft. 65 8 900 hp 20
Iron 3 in. 30 10 90 hp 25
Paper Paper-thin 1 — 1 hp 30
Wood 6 in. 20 5 60 hp 21
Magically treated
2
—+20 ×2×2
3
—
1 Per 10-foot-by-10-foot section.
2 These modifiers can be applied to any of the other wall types.
3 Or an additional 50 hit points, whichever is greater.
dungeon explorer. The doorways that doors are set in may be
plain arches and lintels, or may be festooned with carvings—
often gargoyles or leering faces but sometimes carved words that
might reveal a clue to what lies beyond. Dungeon doors come in
three basic types: wooden, stone, and iron.
Wooden Doors: Constructed of thick planks nailed together,
sometimes bound with iron for strength (and to reduce swelling
from dungeon dampness), wooden doors are the most common
type. Wooden doors come in varying strengths: simple, good, and
strong doors. Simple doors (break DC 13) are not meant to keep
out motivated attackers. Good doors (break DC 16), while sturdy
and long-lasting, are still not meant to take much punishment.
Strong doors (break DC 23) are bound in iron and are a sturdy
barrier to those attempting to get past them.
Iron hinges fasten the door to its frame, and typically a circu-
lar pull-ring in the center is there to help open it. Sometimes,
instead of a pull-ring, a door has an iron pull-bar on one or both
sides of the door to serve as a handle. In inhabited dungeons,
these doors are usually well maintained (not stuck) and
unlocked, although important areas are locked up if possible.
Stone: Carved from solid blocks of stone, these heavy,
unwieldy doors are often built so that they pivot when
opened, although dwarves and other skilled craftsfolk
are able to fashion hinges strong enough to hold up a
stone door. Secret doors concealed within a stone wall
are usually stone doors. Otherwise, such doors stand as
tough barriers protecting something important
beyond. Thus, they are often locked or barred.
Iron: Rusted but sturdy, iron doors in a dungeon are
hinged like wooden doors. These doors are the tough-
est form of nonmagical door. They are usually locked or
barred.
Locks, Bars, and Seals: Dungeon doors may be
locked, trapped, reinforced, barred, magically sealed, or
sometimes just stuck. All but the weakest characters
can eventually knock down a door with a heavy tool
such as a sledgehammer, and a number of spells and
magic items give characters an easy way around a
locked door.
Attempts to literally chop a door down with a slashing
or bludgeoning weapon use the hardness and hit points
given in Table 3–10: Doors. Often the easiest way to overcome a
recalcitrant door is not by demolishing it but by breaking
its lock, bar, or hinges. When assigning a DC to
an attempt to knock a door down, use
the following as guidelines:
DC 10 or Lower: a door just about
anyone can break open.
DC 11–15: a door that a strong
person could break with one try and
an average person might be able to
break with one try.
DC 16–20: a door that almost
anyone could break, given time.
DC 21–25: a door that only a strong
or very strong person has a hope of
breaking, probably not on the first try.
DC 26 or Higher: a door that only an
exceptionally strong person has a
hope of breaking.
For specific examples in applying
these guidelines, see Table 3–17:
Random Door Types (page 78).
Locks: Dungeon doors are often
locked, and thus the Open Lock skill comes
in very handy. Locks are usually built into the door, either on the
edge opposite the hinges or right in the middle of the door. Built-
in locks either control an iron bar that juts out of the door and into
the wall of its frame, or else a sliding iron bar or heavy wooden bar
that rests behind the entire door. By contrast, padlocks are not
built-in but usually run through two rings, one on the door and
the other on the wall. More complex locks, such as combination
locks and puzzle locks, are usually built into the door itself.
Because such keyless locks are larger and more complex,
they are typically only found in sturdy doors (strong
wooden, stone, or iron doors).
The Open Lock DC to pick a lock often falls into the
range of 20 to 30, although locks with lower or higher
DCs can exist. A door can have more than one lock,
each of which must be unlocked separately. Locks are
often trapped, usually with poison needles that
extend out to prick a rogue’s finger.
Breaking a lock is sometimes quicker than break-
ing the whole door. If a PC wants to whack at a lock
with a weapon, treat the typical lock as having hard-
ness 15 and 30 hit points. A lock can only be
broken if it can be attacked separately from the
door, which means that a built-in lock is immune
to this sort of treatment.
Keep in mind that in an occupied dungeon,
every locked door should have a key somewhere.
If the adventurers are unable to pick a lock or
break down the door, finding whoever has the key and get-
ting it away from its possessor can be an interesting part of
the adventure.
A special door (see below for examples) might have a lock with
no key, instead requiring that the right combination of nearby
levers must be manipulated or the right symbols must be pressed
on a keypad in the correct sequence to
open the door. You’re perfectly justi-
fied in ruling that some puzzle doors
must be solved by the characters
rather than being bypassed with an
Open Lock check—for example,
if a door only unlocks when the
riddle carved on it is correctly
answered, then it’s up to the char-
acters to solve the riddle.
Stuck Doors: Dungeons are
often damp, and sometimes doors
get stuck, particularly wooden
doors. Assume that about 10% of
wooden doors and 5% of non-
wooden doors are stuck. These num-
bers can be doubled (to 20% and
10%, respectively) for long-aban-
doned or neglected dungeons.
Table 3–17 (page 78) gives Strength
check DCs to open various kinds of
stuck doors.
CHAPTER 3:
ADVENTURES
Table 3–10: Doors
Typical Hit Break DC
Door Type Thickness Hardness Points Stuck Locked
Simple wooden 1 in. 5 10 hp 13 15
Good wooden 1-1/2 in. 5 15 hp 16 18
Strong wooden 2 in. 5 20 hp 23 25
Stone 4 in. 8 60 hp 28 28
Iron 2 in. 10 60 hp 28 28
Portcullis, wooden 3 in 5 30 hp 25
1
25
1
Portcullis, iron 2 in. 10 60 hp 25
1
25
1
Lock — 15 30 hp
Hinge — 10 30 hp
1 DC to lift. Use appropriate door figure for breaking.
Wooden door
Stone door
Iron door
Barred Doors: When characters try to bash down a barred
door, it’s the quality of the bar that matters, not the material the
door is made of. It takes a DC 25 Strength check to break through
a door with a wooden bar, and a DC 30 Strength check if the bar is
made of iron. Characters can attack the door and destroy it
instead, leaving the bar hanging in the now-open doorway.
Magic Seals: In addition to magic traps (described in the traps
section below), spells such as arcane lock can discourage passage
through a door. A door with an arcane lock spell on it is considered
locked even if it doesn’t have a physical lock. It takes a knock spell,
a dispel magic spell, or a successful Strength check (DC equal to 10
+ the value given on Table 3–17: Random Door Types, page 78) to
get through such a door.
Hinges: Most doors have hinges. Obviously, sliding doors do
not. (They usually have tracks or grooves instead, allowing them
to slide easily to one side.)
Standard Hinges: These hinges are metal, joining one edge of the
door to the doorframe or wall. Remember that the door swings
open toward the side with the hinges. (So, if the hinges are on the
PCs’ side, the door opens toward them; otherwise it opens away
from them.) Adventurers can take the hinges apart one at a time
with successful Disable Device checks (assuming the hinges are
on their side of the door, of course). Such a task has a DC of 20
because most hinges are rusted or stuck. Breaking a hinge is diffi-
cult. Most have hardness 10 and 30 hit points. The break DC for a
hinge is the same as for breaking down the door (see Table 3–17:
Random Door Types, page 78).
Nested Hinges: These hinges are much more complex than ordi-
nary hinges, and are found only in areas of excellent construction,
such as an underground dwarven citadel. These hinges are built
into the wall and allow the door to swing open in either direction.
PCs can’t get at the hinges to fool with them unless they break
through the doorframe or wall. Nested hinges are typically found
on stone doors but sometimes on wooden or iron doors as well.
Pivots: Pivots aren’t really hinges at all, but simple knobs jutting
from the top and bottom of the door that fit into holes in the
doorframe, allowing the door to spin. The advantages of pivots is
that they can’t be dismantled like hinges and they’re simple to
make. The disadvantage is that since the door pivots on its center
of gravity (typically in the middle), nothing larger than half the
door’s width can fit through. Doors with pivots are usually stone
and are often quite wide to overcome this disadvantage. Another
solution is to place the pivot toward one side and have the door be
thicker at that end and thinner toward the other end so that it
opens more like a normal door. Secret doors in walls often turn
on pivots, since the lack of hinges makes it easier to hide the
door’s presence. Pivots also allow objects such as bookcases to be
used as secret doors.
Special Doors: An interesting facet of a dungeon might be a
sealed door too strong to break down. Such a door might be
opened only by operating secret switches, or hidden (and distant)
levers. Crafty builders make using the switches or levers more dif-
ficult by requiring that they be used in a special way. For example,
a particular door might only open if a series of four levers is moved
into a specific configuration—two pushed up and two pushed
down. If a lever in the series is put in the wrong position, a trap is
sprung. Now imagine how much more difficult it would be if
there were a dozen or more levers, with multiple settings, spread
out through the entire dungeon. Finding the method to open a
special door (perhaps leading into the vault, the vampire’s lair, or
the dragon’s secret temple) can be an adventure in itself.
Sometimes a door is special because of its construction. A lead-
lined door, for example, provides a barrier against many detection
spells. A heavy iron door might be built in a circular design,
rolling to one side on a track once it is opened. A mechanical door
linked with levers or winches might not open unless the proper
mechanism is activated. Such doors often sink into the floor, rise
up into the ceiling, lower like a drawbridge, or slide into the wall
rather than merely swinging open like a normal door.
Secret Doors: Disguised as a bare patch of wall (or floor, or ceil-
ing), a bookcase, a fireplace, or a fountain, a secret door leads to a
secret passage or room. Someone examining the area finds a secret
door, if one exists, on a successful Search check (DC 20 for a typi-
cal secret door to DC 30 for a well-hidden secret door). Remember
that elves have a chance to detect a secret door just by casually
looking at an area.
Many secret doors require a special method of opening, such as
a hidden button or pressure plate. Secret doors can open like nor-
mal doors, or they may pivot, slide, sink, rise, or even lower like a
drawbridge to permit access. Builders might put a secret door
down low near the floor or high up in a wall, making it difficult to
find or reach. Wizards and sorcerers have a spell, phase door, that
allows them to create a magic secret door that only they can use.
Magic Doors: Enchanted by the original builders, a door might
speak to explorers, warning them away. It might be protected from
harm, increasing its hardness or giving it more hit points as well as
an improved saving throw bonus against disintegrate and other
similar spells. A magic door might not lead into the space revealed
beyond, but instead it might be a portal to a faraway place or even
another plane of existence. Other magic doors might require pass-
words or special keys (ranging from the tail feather of an evil
eagle, to a note played upon a lute, to a certain frame of mind) to
open them. Effectively, the range and variety of magic doors is
limited only by your imagination.
Door Traps: More often than just about any other facet of a
dungeon, doors are protected by traps. The reason is pretty obvi-
ous—an opened door means an intruder. A mechanical trap can
be connected to a door by wires or springs so that it activates when
the door is opened—firing an arrow, releasing a cloud of gas,
opening a trapdoor, letting loose a monster, dropping a heavy
block on intruders, or whatever. Magic traps such as glyphs of ward-
ing typically are cast directly on the door, blasting intruders with
flame or some other magical attack.
Portcullises: These special doors consist of iron or thick, iron-
bound, wooden shafts that descend from a recess in the ceiling
above an archway. Sometimes a portcullis has crossbars that create
a grid, sometimes not. Typically raised by means of a winch or a
capstan, a portcullis can be dropped quickly, and the shafts end in
spikes to discourage anyone from standing underneath (or from
attempting to dive under it as it drops). Once it is dropped, a port-
cullis locks, unless it is so large that no normal person could lift it
anyway. In any event, lifting a typical portcullis requires a DC 25
Strength check.
ROOMS
Rooms in dungeons vary in shape and size. Although many are
simple in construction and appearance, particularly interesting
rooms have multiple levels joined by stairs, ramps, or ladders, as
well as statuary, altars, pits, chasms, bridges, and more.
Keep three things in mind when designing a dungeon room:
decoration, ceiling support, and exits.
Most kinds of intelligent creatures have a tendency to decorate
their lairs. It should be fairly commonplace to find carvings or
paintings on the walls of dungeon rooms. Exploring adventurers
also often encounter statues and bas reliefs, as well as scrawled
messages, marks, and maps left behind by others who have come
this way before. Some of these marks amount to little more than
graffiti (“Robilar was here”), while others may be useful to adven-
turers who examine them closely.
Underground chambers are prone to collapse, so many rooms—
particularly large ones—have arched ceilings or pillars to support
the weight of the rock overhead.
Pay close attention to the exits. Creatures that can’t open doors
can’t make a lair in a sealed room without some sort of external
CHAPTER 3:
ADVENTURES
assistance. Strong creatures without the ability to open doors
smash them down if necessary. Burrowing creatures might dig
their own exits.
In general, both the PCs and the monsters should be able to
move around a room without too much difficulty. Fighting a battle
in particularly tight quarters can make for an interesting change
of pace, however.
Common dungeon rooms fall into the following broad cate-
gories. Use them as a springboard for your own creations, not as a
limited list.
Guard Post: Intelligent, social denizens of the dungeon will
generally have a series of adjacent rooms they consider “theirs,”
and they’ll guard the entrances to that common area. A guard post
may just be a room with a table where bored gnolls play a dice
game. Or it might be a pair of iron golems backed up by two fire-
ball-casting drow wizards hiding in balconies overhead. When you
design a guard post, decide how many guards are on duty, note
their Listen and Spot modifiers, and decide what they do when
they notice intruders. Some will rush headlong into a fight, while
others will negotiate, sound an alarm, or retreat to get help.
Living Quarters: All but the most nomadic creatures have a
lair where they can rest, eat, and store their treasure. Living quar-
ters commonly include beds (if the creature sleeps), possessions
(both valuable and mundane), and some sort of food preparation
area (anything from a well-stocked kitchen to a fire pit to a hunk
of rotting venison). Noncombatant creatures such as juveniles and
the elderly are often found here.
Work Area: The bugbear fletcher has an alcove where she
makes new arrows for the tribe. The mind flayers have a grisly tor-
ture chamber where they bring their stunned victims for brain
extraction. Most intelligent creatures do more than just guard, eat,
and sleep, and many devote rooms to magic laboratories, work-
shops for weapons and armor, or studios for more esoteric tasks.
Shrine: The ogre in the cave keeps a candle lit next to the skull
of her child, which was killed by human hunters. The kuo-toas
have a series of underwater altars dedicated to their dread god
Blibdoolpoolp. Any creature that is particularly religious may have
some place dedicated to worship, and others may venerate some-
thing of great historical or personal value. Depending on the crea-
ture’s resources and piety, a shrine can be humble or extensive. A
shrine is where PCs will likely encounter NPC clerics, and it’s
common for wounded monsters to flee to a shrine friendly to
them when they seek healing.
Vault: Well protected, often by a locked iron
door, a vault is a special room that contains trea-
sure. There’s usually only one entrance—an
appropriate place for a trap.
Crypt: Although sometimes con-
structed like a vault, a crypt can also be a
series of individual rooms, each with its
own sarcophagus, or a long hall with
recesses on either side—shelves to hold
coffins or bodies. Wise adventurers expect
to encounter undead in a crypt, but are
often willing to risk it to look for the treasure
that’s often buried with the dead. Crypts of most
cultures are well appointed and highly decorated,
since the fact that the crypt was created at
all shows great reverence for the dead
entombed within.
Those who are worried about undead
rising from the grave take the precaution of
locking and trapping a crypt from the outside—
making the crypt easy to get into but difficult
to leave. Those worried about tomb robbers
make their crypts difficult to get into. Some
builders do both, just to be on the safe side.
CORRIDORS
Stretching into the darkness, a mysterious, cobweb-filled passage
deeper into the dungeon can be intriguing and a little frightening.
All dungeons have rooms, and most have corridors. While most
corridors simply connect rooms, sometimes they can be
encounter areas in their own right because of traps, guard patrols,
and wandering monsters out on the hunt.
When designing a dungeon, make sure the corridors are large
enough for the dungeon residents to use. (For example, a dragon
needs a pretty big tunnel to get in and out of its lair.) Wealthy,
powerful, or talented dungeon builders may favor wide corridors
to give a grand appearance to their residences. Otherwise, pas-
sages are no larger than they need to be. (Tunneling is expensive,
back-breaking, and time-consuming work.) Corridors narrower
than 10 feet can make it difficult for all the members of the PC
party to get involved in any fights that occur, so make them the
exception rather than the rule.
Corridor Traps: Because passageways in dungeons tend to be
narrow, offering few movement options, dungeon builders like to
place traps in them. In a cramped passageway, there’s no way for
intruders to move around concealed pits, falling stones, arrow
traps, tilting floors, and sliding or rolling rocks that fill the entire
passage. For the same reason, magic traps such as glyphs of warding
are effective in hallways as well.
Mazes: Usually, passages connect chambers in the simplest and
straightest manner possible. Some dungeon builders, however,
design a maze or a labyrinth within the dungeon. This sort of con-
struction is difficult to navigate (or at least to navigate quickly)
and, when filled with monsters or traps, can be an effective bar-
rier. A maze can be used to cut off one area of the dungeon, deflect-
ing intruders away from a protected spot. Generally, though, the
far side of a maze holds an important crypt or vault—someplace
that the dungeon’s regular inhabitants rarely need to get to.
MISCELLANEOUS FEATURES
Any dungeon is made more interesting by the inclusion of some
or all of the following features.
Stairs: The usual way to connect different levels of a dungeon
is with stairs. Straight stairways, spiral staircases, or stairwells
with multiple landings between flights of stairs are all common
in dungeons, as are ramps (sometimes with an incline so slight
that it can be difficult to notice; Spot DC 15). Stairs are important
accessways, and are sometimes guarded or trapped. Traps on
stairs often cause intruders to slide or fall down to the
bottom, where a pit, spikes, a pool of acid, or some other
danger awaits.
Gradual Stairs: Stairs that rise less than 5 feet for every 5
feet of horizontal distance they cover don’t affect move-
ment, but characters who attack a foe below them gain a +1
bonus on attack rolls from being on higher ground. Most stairs in
dungeons are gradual, except for spiral stairs (see below).
Steep Stairs: Characters moving up steep stairs (which rise at a 45-
degree angle or steeper) must spend 2 squares of movement to enter
each square of stairs. Characters running or charging
down steep stairs must succeed on a DC 10 Balance check
upon entering the first steep stairs square. Characters who
fail stumble and must end their movement 1d2×5 feet later.
Characters who fail by 5 or more take 1d6 points of damage
and fall prone in the square where they end their movement.
Steep stairs increase the DC of Tumble checks by 5.
Spiral Stairs: This form of steep stairs is designed to make
defending a fortress easier. Characters gain cover against foes
below them on spiral stairs because they can easily duck
around the staircase’s central support.
Railings and Low Walls: Stairs that are open to large rooms
often have railings or low walls. They function as described
for ledges (see Special Floors, page 60).
CHAPTER 3:
ADVENTURES
Illus. by W. Reynolds
Spiral staircase made of iron
Bridge: A bridge connects two higher areas separated by a lower
area, stretching across a chasm, over a river, or above a pit. A simple
bridge might be a single wooden plank, while an elaborate one
could be made of mortared stone with iron supports and side rails.
Narrow Bridge: If a bridge is particularly narrow, such as a series
of planks laid over lava fissures, treat it as a ledge (see Special
Floors, page 60). It requires a Balance check (DC dependent on
width) to cross such a bridge.
Rope Bridge: Constructed of wooden planks suspended from
ropes, a rope bridge is convenient because it’s portable and can be
easily removed. It takes two full-round actions to untie one end of
a rope bridge, but a DC 15 Use Rope check reduces the time to a
move action. If only one of the two supporting ropes is attached,
everyone on the bridge must succeed on a DC 15 Reflex save to
avoid falling off, and thereafter must make DC 15 Climb checks to
move along the remnants of the bridge.
Rope bridges are usually 5 feet wide. The two ropes that support
them have 8 hit points each.
Drawbridge: Some bridges have mechanisms that allow them to
be extended or retracted from the gap they cross. Typically, the
winch mechanism exists on only one side of the bridge. It takes a
move action to lower a drawbridge, but the bridge doesn’t come
down until the beginning of the lowering character’s next turn. It
takes a full-round action to raise a drawbridge; the drawbridge is
up at the end of the action.
Particularly long or wide drawbridges may take more time to
raise and lower, and some may require Strength checks to rotate
the winch.
Railings and Low Walls: Some bridges have railings or low walls
along the sides. If a bridge does, the railing or low walls affect Bal-
ance checks and bull rush attempts as described for ledges (see
Special Floors, page 60). Low walls likewise provide cover to
bridge occupants.
Chutes and Chimneys: Stairs aren’t the only way to move up
and down in a dungeon. Sometimes a vertical shaft connects
levels of a dungeon or links a dungeon with the surface. Chutes
are usually traps that dump characters into a lower area—often a
place featuring some dangerous situation with which they must
contend.
Pillar: A common sight in any dungeon, pillars and columns
give support to ceilings. The larger the room, the more likely it has
pillars. As a rule of thumb, the deeper in the dungeon a room is,
the thicker the pillars need to be to support the overhead weight.
Pillars tend to be polished and often have carvings,
paintings, or inscriptions upon them.
Slender Pillar: These pillars are only a foot or two
across, so they don’t occupy a whole square. Place a
dot in the center of each square that has a slender
pillar in it, and don’t worry about exactly how much
space it takes up. A creature standing in the same
square as a slender pillar gains a +2 cover bonus to
Armor Class and a +1 cover bonus on Reflex saves
(these bonuses don’t stack with cover bonuses from
other sources). The presence of a slender pillar does
not otherwise affect a creature’s fighting space,
because it’s assumed that the creature is using the
pillar to its advantage when it can. A typical slender
pillar has AC 4, hardness 8, and 250 hit points.
Wide Pillar: These pillars take up an entire square
and provide cover to anyone behind them. They
have AC 3, hardness 8, and 900 hit points.
A DC 20 Climb check is sufficient to climb
most pillars; the DC increases to 25 for polished
or unusually slick ones.
Stalagmite/Stalactite: These tapering
natural rock columns extend from the floor
(stalagmite) or the ceiling (stalactite). Stalagmites
and stalactites function as slender pillars,
although it is rumored that deep in the
Underdark, some wide stalagmites and stalac-
tites exist.
Statue: Reflections of bygone days, stat-
ues found in dungeons can be realistic depic-
tions of persons, creatures, or scenes, or they
can be less lifelike in their imagery. Statues
often serve as commemorative representations
of people from the past as well as idols of gods.
Statues may be either painted or left bare. Some
have inscriptions. Adventurers wisely distrust
statues in dungeons for fear that they may ani-
mate and attack, as a stone golem can do. Statues
in a dungeon could also be a sign indicating the
presence of a monster with a petrifying power
(such as a medusa or a cockatrice). Feel free to uti-
lize both of these ideas, but don’t forget that some-
times a statue is just a statue.
Most statues function as wide pillars, taking
up a square and providing cover. Some statues
are smaller and act as slender pillars. A DC 15
Climb check allows a character to climb a statue.
Tapestry: Elaborately embroidered patterns or scenes on cloth,
tapestries hang from the walls of well-appointed dungeon rooms or
corridors. They not only make chambers more comfortable as a resi-
dence but can add a ceremonial touch to shrines and throne rooms.
Crafty builders take advantage of tapestries to place alcoves, con-
cealed doors, or secret switches behind them. Sometimes the images
in a tapestry contain clues to the nature of the builders, the inhabi-
tants, or the dungeon itself.
Tapestries provide total concealment (50% miss chance) to char-
acters behind them if they’re hanging from the ceiling, or con-
cealment (20% miss chance) if they’re flush with the wall.
Climbing a big tapestry isn’t particularly difficult, requiring a
DC 15 Climb check (or DC 10 if a wall is within reach).
Pedestal: Anything important on display in a dungeon, from a
fabulous treasure to a coffin, tends to rest atop a pedestal or a dais.
Raising the object off the floor focuses attention on it (and, in
practical terms, keeps it safe from any water or other substance
that might seep onto the floor). A pedestal is often trapped to pro-
tect whatever sits atop it. It can conceal a secret trapdoor beneath
itself or provide a way to reach a door in the ceiling above itself.
Only the largest pedestals take up an entire square; most provide
no cover.
Pool: Pools of water collect naturally in low spots in dungeons (a
dry dungeon is rare). Pools can also be wells or natural under-
ground springs, or they can be intentionally created
basins, cisterns, and fountains. In any event,
water is fairly common in dungeons, harbor-
ing sightless fish and sometimes aquatic
monsters. Pools provide water for dun-
geon denizens, and thus are as important
an area for a predator to control as a water-
ing hole aboveground in the wild.
Shallow Pool: If a square contains a shallow
pool, it has roughly 1 foot of standing water.
It costs 2 squares of movement to move
into a square with a shallow pool, and the
DC of Tumble checks in such squares
increases by 2.
Deep Pool: These squares have at
least 4 feet of standing water. It costs
Medium or larger creatures 4 squares of
movement to move into a square with
a deep pool, or characters can swim if
they wish. Small or smaller creatures
CHAPTER 3:
ADVENTURES
Pillar
Statue of a warrior
A pedestal
displaying a grand gem
must swim to move through a square containing a deep pool.
Tumbling is impossible in a deep pool.
The water in a deep pool provides cover for
Medium or larger creatures. Smaller creatures
gain improved cover (+8 bonus to AC, +4 bonus on
Reflex saves). Medium or larger creatures can crouch
as a move action to gain this improved cover. Crea-
tures with this improved cover take a –10 penalty
on attacks against creatures that aren’t also under-
water.
Deep pool squares are usually clustered together
and surrounded by a ring of shallow pool squares.
Both shallow pools and deep pools impose a –2 cir-
cumstance penalty on Move Silently checks.
Special Pools: Through accident or design, a pool can
become magically enhanced. Rarely, a pool or a fountain
may be found that has the ability to bestow beneficial
magic on those who drink from it—healing, ability
score modification, transmutation magic, or even
something as amazing as a wish spell. However, magic
pools are just as likely to curse the drinker, causing a
loss of health, an unwanted polymorphing, or some
even greater affliction. Typically, water from a magic
pool loses its potency if removed from the pool for more than an
hour or so.
Some pools have fountains. Occasionally these are merely deco-
rative, but they often serve as the focus of a trap or the source of a
pool’s magic.
Most pools are made of water, but anything’s possible in a
dungeon. Pools can hold unsavory substances such as blood,
poison, oil, or magma. And even if a pool holds water, it can be
holy water, saltwater, or water tainted with disease (see page
292 for some possible diseases).
Elevator: In place of or in addition to stairs, an
elevator (essentially an oversized dumbwaiter) can
take inhabitants from one dungeon level to the next.
Such an elevator may be mechanical (using gears, pul-
leys, and winches) or magical (such as a levitate spell
cast on a movable flat surface). A mechanical elevator
might be as small as a platform that holds one charac-
ter at a time, or as large as an entire room that raises
and lowers. A clever builder might design an elevator
room that moves up or down without the occupants’
knowledge to catch them in a trap, or one that appears
to have moved when it actually remained still.
A typical elevator ascends or descends 10 feet per
round at the beginning of the operator’s turn (or on
initiative count 0 if it functions without regard to
whether creatures are on it. Elevators can be
enclosed, can have railings or low walls, or may
simply be treacherous floating platforms.
Ladders: Whether free-standing or rungs set
into a wall, a ladder requires a DC 0 Climb check to
ascend or descend.
Shifting Stone or Wall: These features can cut off access to a
passage or room, trapping adventurers in a dead end or preventing
escape out of the dungeon. Shifting walls can force explorers to go
down a dangerous path or prevent them from entering a special
area. Not all shifting walls need be traps. For example, stones con-
trolled by pressure plates, counterweights, or a secret lever can
shift out of a wall to become a staircase leading to a hidden upper
room or secret ledge.
CHAPTER 3:
ADVENTURES
A pool with a grim fountain
Table 3–11:
Major Features and Furnishings
d% Feature/Furnishing
01 Alcove
02 Altar
03 Arch
04 Arrow slit (wall)/murder hole (ceiling)
05 Balcony
06 Barrel
07 Bed
08 Bench
09 Bookcase
10 Brazier
11 Cage
12 Caldron
13 Carpet
14 Carving
15 Casket
16 Catwalk
17 Chair
18 Chandelier
19 Charcoal bin
20 Chasm
21 Chest
22 Chest of drawers
23 Chute
24 Coat rack
25 Collapsed wall
26 Crate
27 Cupboard
28 Curtain
29 Divan
30 Dome
31 Door (broken)
32 Dung heap
33 Evil symbol
34 Fallen stones
35 Firepit
36 Fireplace
37 Font
38 Forge
39 Fountain
40 Furniture (broken)
41 Gong
42 Hay (pile)
43 Hole
44 Hole (blasted)
45 Idol
46 Iron bars
47 Iron maiden
48 Kiln
49 Ladder
50 Ledge
51 Loom
52 Loose masonry
53 Manacles
54 Manger
55 Mirror
56 Mosaic
57 Mound of rubble
58 Oven
59 Overhang
60 Painting
61 Partially collapsed ceiling
62 Pedestal
63 Peephole
64 Pillar
65 Pillory
66 Pit (shallow)
67 Platform
68 Pool
69 Portcullis
70 Rack
71 Ramp
72 Recess
73 Relief
74 Sconce
75 Screen
76 Shaft
77 Shelf
78 Shrine
79 Spinning wheel
80 Stall or pen
81 Statue
82 Statue (toppled)
83 Steps
84 Stool
85 Stuffed beast
86 Sunken area
87 Table (large)
88 Table (small)
89 Tapestry
90 Throne
91 Trash (pile)
92 Tripod
93 Trough
94 Tub
95 Wall basin
96 Wardrobe
97 Weapon rack
98 Well
99 Winch and pulley
100 Workbench
Shifting stones and walls are generally constructed as traps (see
page 67), with triggers and Search and Disable Device DCs. How-
ever they don’t have Challenge Ratings because they’re inconven-
iences, not deadly in and of themselves.
Teleporters: Sometimes useful, sometimes devious, places in a
dungeon rigged with a teleportation effect (such as a teleportation
circle) transport characters to some other location in the dungeon
or someplace far away. They can be traps, teleporting the unwary
into dangerous situations, or they can be an easy mode of trans-
port for those who built or live in the dungeon, good for bypassing
barriers and traps or simply to get around
more quickly. Devious dungeon designers
might place a teleporter in a room that trans-
ports characters to another seemingly identi-
cal room so that they don’t even know
they’ve been teleported. A detect magic spell
will provide a clue to the presence of a tele-
porter, but direct experimentation or other
research is the only way to discover where
the teleporter leads.
Altars: Temples—particularly to dark
gods—often exist underground. Usu-
ally taking the form of a stone block, an
altar is the main fixture and central focus
of such a temple. Sometimes all the other
trappings of the temple are long gone,
lost to theft, age, and decay, but the altar
survives. Some altars have traps or pow-
erful magic within them. Most take up
one or two squares on the grid and provide cover to creatures
behind them.
CAVE-INS AND COLLAPSES (CR 8)
Cave-ins and collapsing tunnels are extremely dangerous. Not only
do dungeon explorers face the danger of being crushed by tons of
falling rock, even if they survive they may be buried beneath a pile
of rubble or cut off from the only known exit. A cave-in buries
anyone in the middle of the collapsing area, and then sliding debris
damages anyone in the periphery of the collapse. A typical corridor
subject to a cave-in might have a bury zone with a 15-foot radius
and a 10-foot-radius slide zone extending beyond the bury zone.
A weakened ceiling can be spotted with a DC 20 Knowledge
(architecture and engineering) or DC 20 Craft (stonemasonry)
check. Remember that Craft checks can be made untrained as In-
telligence checks. A dwarf can make such a check if he simply
passes within 10 feet of a weakened ceiling.
A weakened ceiling may collapse when subjected to a major
impact or concussion. A character can cause a cave-in by destroy-
ing half the pillars holding the ceiling up. If you want to create a
room where a collapse is a real possibility, include a number of
pillars that have already toppled before the PCs arrive. (The
presence of broken pillars is an obvious clue to a weakened
ceiling, even for characters with no particular knowledge.)
Characters in the bury zone of a cave-in take 8d6 points of
damage, or half that amount if they make a DC 15 Reflex
save. They are subsequently buried. Characters in the slide
zone take 3d6 points of damage, or no damage at all if they
make a DC 15 Reflex save. Characters in the slide zone who
fail their saves are buried.
Characters take 1d6 points of nonlethal damage per
minute while buried. If such a character falls unconscious, he
must make a DC 15 Constitution check. If it fails, he takes 1d6
points of lethal damage each minute thereafter until freed or dead.
CHAPTER 3:
ADVENTURES
An altar
dedicated to
an evil deity
Table 3–12:
Minor Features and Furnishings
d% Feature/Furnishing
01 Anvil
02 Ash
03 Backpack
04 Bale (straw)
05 Bellows
06 Belt
07 Bits of fur
08 Blanket
09 Bloodstain
10 Bones (humanoid)
11 Bones (nonhumanoid)
12 Books
13 Boots
14 Bottle
15 Box
16 Branding iron
17 Broken glass
18 Bucket
19 Candle
20 Candelabra
21 Cards (playing cards)
22 Chains
23 Claw marks
24 Cleaver
25 Clothing
26 Cobwebs
27 Cold spot
28 Corpse (adventurer)
29 Corpse (monster)
30 Cracks
31 Dice
32 Discarded weapons
33 Dishes
34 Dripping water
35 Drum
36 Dust
37 Engraving
38 Equipment (broken)
39 Equipment (usable)
40 Flask
41 Flint and tinder
42 Foodstuffs (spoiled)
43 Foodstuffs (edible)
44 Fungus
45 Grinder
46 Hook
47 Horn
48 Hourglass
49 Insects
50 Jar
51 Keg
52 Key
53 Lamp
54 Lantern
55 Markings
56 Mold
57 Mud
58 Mug
59 Musical instrument
60 Mysterious stain
61 Nest (animal)
62 Odor (unidentifiable)
63 Oil (fuel)
64 Oil (scented)
65 Paint
66 Paper
67 Pillows
68 Pipe (smoking pipe)
69 Pole
70 Pot
71 Pottery shard
72 Pouch
73 Puddle (water)
74 Rags
75 Razor
76 Rivulet
77 Ropes
78 Runes
79 Sack
80 Scattered stones
81 Scorch marks
82 Scroll (nonmagical)
83 Scroll case (empty)
84 Skull
85 Slime
86 Sound (unexplained)
87 Spices
88 Spike
89 Teeth
90 Tongs
91 Tools
92 Torch (stub)
93 Tray
94 Trophy
95 Twine
96 Urn
97 Utensils
98 Whetstone
99 Wood (scraps)
100 Words (scrawled)
Characters who aren’t buried can dig out their friends. In 1
minute, using only her hands, a character can clear rocks and
debris equal to five times her heavy load limit (see Table 9–1: Car-
rying Capacity, page 162 of the Player’s Handbook). The amount of
loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000
pounds). Therefore, the average adventurer (Str 10, heavy load
limit 100 lb.) takes 4 minutes to clear a 5-foot cube filled with
stone (100 lb. ×5 = 500 lb.; 500 lb. ×4 = 2,000 lb.). A half-orc with
20 Strength (heavy load limit 400 lb.) can accomplish the same
feat in 1 minute (400 lb. ×5 = 2,000 lb.). Armed with an appropri-
ate tool, such as a pick, crowbar, or shovel, a digger can clear loose
stone twice as quickly as by hand. You may allow a buried charac-
ter to free himself with a DC 25 Strength check.
ILLUMINATION
Some dungeons are well-lighted, while others are as dark as pitch.
The illumination in a dungeon you create should depend on two
factors: the monsters that inhabit it and your preference as a DM.
Obviously, monsters without any way to see in the dark will
carry light with them or keep the areas they frequent illuminated.
On the opposite end of the spectrum, creatures with blindsight
and tremorsense can often do without light. In general, smart
monsters will keep the lights off if they’re worried about attacks
from humans and other creatures that can’t see in the dark. And
less intelligent monsters may live in the dark simply because they
haven’t mastered the crafts of magic or making fire.
Creatures with 60-foot darkvision fall somewhere between the
two extremes. They have an advantage against creatures without
darkvision if they fight in the dark. On the other hand, few intelli-
gent creatures will willingly live their day-to-day lives in black and
white when a simple torch or 0-level spell would let them see colors.
Many underground civilizations keep “safe” areas lighted, but douse
their lanterns if they’re warned of intruders from the surface world.
Another aspect of darkvision to consider is its limited range.
Creatures who live in a vast underground cavern might have
torches to light the entrance, which otherwise they couldn’t see
because it’s more than 60 feet away from much of the cavern.
Because regular vision extends until it’s blocked, their guards can
see without being seen—a major tactical advantage.
You may want to have combat in the dark sparingly because it can
be frustrating for the players, who spend much of their time guessing
which squares their foes are in. A fight in the darkness is also harder
for you to keep track of, because you have to know where every
unseen foe is. It may be easier for you and the players to simply estab-
lish the convention that in this dungeon, torches are set in sconces
every 40 feet along the walls. But done sparingly and well, a fight in
the darkness can turn into an exciting cat-and-mouse game, in which
characters with good Listen scores really have a chance to shine.
Random Features and Furnishings
Table 3–11: Major Features and Furnishings is a list of large or pre-
dominant features commonly found in dungeons. Use this table
as a feature generator when creating a random dungeon or to
round out one you are creating.
Adventures can also come across small bits and contents of dun-
geon rooms while exploring. Use Table 3–12: Minor Features and
Furnishings to generate these contents randomly, or pick what
appeals to you from the list.
TRAPS
In a dungeon, adventurers can fall to their deaths, be burned alive,
or find themselves peppered with poisoned darts—all without ever
having encountered a single monster. Dungeons tend to be filled
with barriers or life-threatening traps of one kind or another. The
following section describes how traps work, provides a large selec-
tion of sample traps, and offers some basic rules for trap creation.
Types of Traps: A trap can be either mechanical or magic in
nature. Mechanical traps include pits, arrow traps, falling blocks,
water-filled rooms, whirling blades, and anything else that
depends on a mechanism to operate. A mechanical trap can be
constructed by a PC through successful use of the Craft (trapmak-
ing) skill (see Designing a Trap, page 74, and the skill description
on page 70 of the Player’s Handbook).
Magic traps are further divided into spell traps and magic
device traps. Magic device traps initiate spell effects when acti-
vated, just as wands, rods, rings, and other magic items do. Creat-
ing a magic device trap requires the Craft Wondrous Item feat (see
Designing a Trap, page 74, and the feat description on page 92 of
the Player’s Handbook).
Spell traps are simply spells that themselves function as traps,
such as fire trap or glyph of warding. Creating a spell trap requires
the services of a character who can cast the needed spell or spells,
who is usually either the character creating the trap or an NPC
spellcaster hired for the purpose.
MECHANICAL TRAPS
Dungeons are frequently equipped with deadly mechanical (non-
magical) traps, such as hidden crossbows that fire when the target
unwittingly steps on a trigger plate on the floor, or hallways rigged
to collapse in a deadly cave-in. A trap typically is defined by its loca-
tion and triggering conditions, how hard it is to spot before it goes
off, how much damage it deals, and whether or not the heroes
receive a saving throw to mitigate its effects. Traps that attack with
arrows, sweeping blades, and other types of weaponry make normal
attack rolls, with a specific attack bonus dictated by the trap’s design.
Creatures who succeed on a DC 20 Search check detect a simple
mechanical trap before it is triggered. (A simple trap is a snare, a
trap triggered by a tripwire, or a large trap such as a pit.)
A character with the trap sense class feature who succeeds on a
DC 21 (or higher) Search check detects a well-hidden or complex
mechanical trap before it is triggered. Complex traps are denoted
by their triggering mechanisms and involve pressure plates,
mechanisms linked to doors, changes in weight, disturbances in
the air, vibrations, and other sorts of unusual triggers.
MAGIC TRAPS
Many spells can be used to create dangerous traps. For example,
high-level clerics can create glyphs of warding or symbol spells to
prevent intruders from entering a particular area, while high-level
wizards can create fire traps or permanent images to conceal dangers
or confuse invaders. Unless the spell or item description states
otherwise, assume the following to be true.
•A successful Search check (DC 25 + spell level) made by a
rogue (and only a rogue) detects a magic trap before it goes off.
Other characters have no chance to find a magic trap with a
Search check.
CHAPTER 3:
ADVENTURES
BEHIND THE CURTAIN: TRAPS
Why use traps? Traps change the play of the game. If the adventurers
suspect traps or have encountered them frequently in the past, they’re
much more likely to be cautious on adventures and particularly in dun-
geons. While instilling a little fear and paranoia in players can be fun, you
should be aware that this also tends to slow down play, and searching
every square foot of a corridor can get tedious for players and DM alike.
The solution is to place traps only when appropriate. Characters and
creatures put traps on tombs and vaults to keep out intruders, but
traps can be annoying and inappropriate in well-traveled areas. An
intelligent creature is never going to build a trap that it might fall victim
to itself.
pqqqqrs
pqqqqrs
•Magic traps permit a saving throw in order to avoid the effect
(DC 10 + spell level ×1.5).
•Magic traps may be disarmed by a rogue (and only a rogue) with
a successful Disable Device check (DC 25 + spell level).
ELEMENTS OF A TRAP
All traps—mechanical or magic—have the following elements:
trigger, reset, Search DC, Disable Device DC, attack bonus (or
saving throw or onset delay), damage/effect, and Challenge
Rating. Some traps may also include optional elements, such as
poison or a bypass. These characteristics are described below.
Trigger
A trap’s trigger determines how it is sprung.
Location: A location trigger springs a trap when someone
stands in a particular square. For example, a covered pit trap typi-
cally activates when a creature steps on a certain spot.
Proximity: This trigger activates the trap when a creature ap-
proaches within a certain distance of it. A proximity trigger differs
from a location trigger in that the creature need not be standing in
a particular square. Creatures that are flying can spring a trap with
a proximity trigger but not one with a location trigger. Mechanical
proximity triggers are extremely sensitive to the slightest change
in the air. This makes them useful only in places such as crypts,
where the air is unusually still.
The proximity trigger used most often for magic device traps is
the alarm spell. Unlike when the spell is cast, an alarm spell used
as a trigger can have an area that’s no larger than the area the trap
is meant to protect.
Some magic device traps have special proximity triggers that
activate only when certain kinds of creatures approach. For
example, a detect good spell can serve as a proximity trigger on an
evil altar, springing the attached trap only when someone of good
alignment gets close enough to it.
Sound: This trigger springs a magic trap when it detects any
sound. A sound trigger functions like an ear and has a +15 bonus on
Listen checks. A successful Move Silently check, magical silence, and
other effects that would negate hearing defeat it. A trap with a
sound trigger requires the casting of clairaudience during its con-
struction.
Visual: This trigger for magic traps works like an actual eye,
springing the trap whenever it “sees” something. A trap with a
visual trigger requires the casting of arcane eye, clairvoyance, or true
seeing during its construction. Sight range and the Spot bonus con-
ferred on the trap depend on the spell chosen, as shown.
Spell Sight Range Spot Bonus
arcane eye Line of sight (unlimited range) +20
clairvoyance One preselected location +15
true seeing Line of sight (up to 120 ft.) +30
If you want the trap to “see” in the dark, you must either choose
the true seeing option or add darkvision to the trap as well. (Dark-
vision limits the trap’s sight range in the dark to 60 feet.) If invisi-
bility, disguises, or illusions can fool the spell being used, they can
fool the visual trigger as well.
Touch: A touch trigger, which springs the trap when touched,
is one of the simplest kinds of trigger to construct. This trigger
may be physically attached to the part of the mechanism that
deals the damage (such as a needle that springs out of a lock), or it
may not. You can make a magic touch trigger by adding alarm to
the trap and reducing the area of the effect to cover only the trig-
ger spot.
Timed: This trigger periodically springs the trap after a certain
duration has passed. A sharpened blade that thrusts out from a slit
in a corridor wall every 4 rounds is an example of a timed trigger.
Spell: All spell traps have this kind of trigger. The appropriate
spell descriptions in the Player’s Handbook explain the trigger con-
ditions for traps that contain spell triggers.
Reset
A reset element is the set of conditions under which a trap be-
comes ready to trigger again.
No Reset: Short of completely rebuilding the trap, there’s no
way to trigger it more than once. Spell traps have no reset element.
Repair: To get the trap functioning again, you must repair it.
Manual: Resetting the trap requires someone to move the parts
back into place. This is the kind of reset element most mechanical
traps have.
Automatic: The trap resets itself, either immediately or after a
timed interval.
Repairing and Resetting Mechanical Traps
Repairing a mechanical trap requires a Craft (trapmaking) check
against a DC equal to the one for building it. The cost for raw mate-
rials is one-fifth of the trap’s original market price. To calculate
how long it takes to fix a trap, use the same calculations you would
for building it, but use the cost of the raw materials required for
repair in place of the market price.
Resetting a trap usually takes only a minute or so—someone
just has to lever the trapdoor back into place, reload the crossbow
behind the wall, or push the poisoned needle back into the lock.
For a trap with a more difficult reset method, you should set the
time and labor required.
Bypass (Optional Element)
If the builder of a trap wants to be able to move past the trap after
it is created or placed, it’s a good idea to build in a bypass mecha-
nism—something that temporarily disarms the trap. Bypass ele-
ments are typically used only with mechanical traps; spell traps
usually have built-in allowances for the caster to bypass them.
Lock: A lock bypass requires a DC 30 Open Lock check to open.
Hidden Switch: A hidden switch requires a DC 25 Search
check to locate.
Hidden Lock: A hidden lock combines the features above,
requiring a DC 25 Search check to locate and a DC 30 Open Lock
check to open.
Search and Disable Device DCs
The builder sets the Search and Disable Device DCs for a mechan-
ical trap. For a magic trap, the values depend on the highest-level
spell used.
Mechanical Trap: The base DC for both Search and Disable
Device checks is 20. Raising or lowering either of these DCs
affects the base cost (Table 3–15) and possibly the CR (Table 3–13).
Magic Trap: The DC for both Search and Disable Device checks
is equal to 25 + the spell level of the highest-level spell used. Only
characters with the trap sense class feature can attempt a Search
check or a Disable Device check involving a magic trap. These
DCs do not affect the trap’s cost or CR.
Attack Bonus/Saving Throw DC
A trap usually either makes an attack roll or forces a saving throw
to avoid it. Occasionally a trap uses both of these options, or nei-
ther (see Never Miss, page 70).
Pits: These are holes (covered or not) that characters can fall
into and take damage. A pit needs no attack roll, but a successful
Reflex save (DC set by the builder) avoids it. Other save-depend-
ent mechanical traps also fall into this category.
Pits in dungeons come in three basic varieties: uncovered, cov-
ered, and chasms. Like a cliff or a wall, a pit or a chasm forces charac-
ters to either detour around it or take the time and trouble to figure
out a way across. Pits and chasms can be defeated by judicious appli-
cation of the Climb skill, the Jump skill, or various magical means.
CHAPTER 3:
ADVENTURES
Uncovered pits serve mainly to discourage intruders from
going a certain way, although they cause much grief to characters
who stumble into them in the dark, and they can greatly compli-
cate a melee taking place nearby.
Covered pits are much more dangerous. They can be detected
with a DC 20 Search check, but only if the character is
taking the time to carefully examine the area before
walking across it. A character who fails to detect
a covered pit is still entitled to a DC 20
Reflex save to avoid falling into it.
However, if she was running or
moving recklessly at the time,
she gets no saving throw and
falls automatically.
Trap coverings can be
as simple as piled refuse
(straw, leaves, sticks,
garbage), a large rug,
or an actual trapdoor
concealed to appear
as a normal part of the
floor. Such a trap-
door usually swings
open when enough
weight (usually
about 50 to 80
pounds) is placed
upon it. Devious trap
builders sometimes
design trapdoors so
that they spring back
shut after they open,
ready for the next
victim. The trapdoor
might lock once it’s
back in place, leaving
the stranded charac-
ter well and truly
trapped. Opening
such a trapdoor is
just as difficult as
opening a regular door
(assuming the trapped
character can reach it),
and a DC 13 Strength
check is needed to
keep a spring-loaded
door open.
Pit traps often have
something nastier than
just a hard floor at the
bottom. A trap designer
may put spikes, mon-
sters, or a pool of acid, lava,
or even water at the
bottom (since even a
victim proficient in
swimming will tire and
drown if trapped long
enough).
Spikes at the bottom
of a pit may impale un-
lucky characters. The
spikes deal damage as daggers
with a +10 attack bonus and a
+1 bonus on damage for every 10 feet of the fall (to a maximum
bonus on damage of +5). If the pit has multiple spikes, a falling
victim is attacked by 1d4 of them. This damage is in addition to
any damage from the fall itself.
Monsters sometimes live in pits—oozes and jellies find that
plenty of food comes to them if the trapped area is well traveled.
Any monster that can fit into the pit might have
been placed there by the dungeon’s designer, or
might simply have fallen in and not been able to
climb back out. In the latter case, either it
hasn’t been there long, or something has
been feeding it. If the pit has water,
the builder may have stocked it
with small carnivorous fish.
Monsters that need no suste-
nance, such as undead and
constructs, make the best
choices for creatures to
inhabit a pit.
A secondary trap,
mechanical or magi-
cal, at the bottom of a
pit can be particularly
deadly. Activated by a
falling victim, the sec-
ondary trap attacks the
already injured character
when she’s least ready for
it. Arrow traps, blasts of
flame, sprays of acid, symbol
spells or glyphs of warding,
or even magic monster
summoning devices can all
be found at the bottoms
of pits.
Ranged Attack Traps:
These traps fling darts,
arrows, spears, or the like at
whoever activated the trap. The
builder sets the attack bonus. A
ranged attack trap can be con-
figured to simulate the effect
of a composite bow with a high
strength rating (see page 119 of
the Player’s Handbook), which
provides the trap with a
bonus on damage equal to
its strength rating.
Melee Attack Traps:
These traps feature such ob-
stacles as sharp blades that
emerge from walls and stone
blocks that fall from ceilings.
Once again, the builder sets
the attack bonus.
Damage/Effect
The effect of a trap is what
happens to those who spring
it. Usually this takes the form
of either damage or a spell
effect, but some traps have spe-
cial effects.
Pits: Falling into a pit deals 1d6
points of damage per 10 feet of depth.
Ranged Attack Traps: These traps deal whatever dam-
age their ammunition normally would. A trap that fires long-
bow arrows, for example, deals 1d8 points of damage per hit. If a
trap is constructed with a high strength rating, it has a correspon-
CHAPTER 3:
ADVENTURES
ding bonus on damage. For example, a ranged attack trap (+4 Str
bonus) that fires shortspears could deal up to 1d8+4 points of
damage per successful hit.
Melee Attack Traps: These traps deal the same damage as the
melee weapons they “wield.” In the case of a falling stone block, you
can assign any amount of bludgeoning damage you like, but remem-
ber that whoever resets the trap has to lift that stone back into place.
A melee attack trap can be constructed with a built-in bonus on
damage rolls, just as if the trap itself had a high Strength score.
Spell Traps: Spell traps produce the spell’s effect, as described
in the appropriate entry in the Player’s Handbook. Like all spells, a
spell trap that allows a saving throw has a save DC of 10 + spell
level + caster’s relevant ability modifier.
Magic Device Traps: These traps produce the effects of any
spells included in their construction, as described in the appropri-
ate entries in the Player’s Handbook. If the spell in a magic device
trap allows a saving throw, its save DC is 10 + spell level × 1.5.
Some spells make attack rolls instead.
Special: Some traps have miscellaneous features that produce
special effects, such as drowning for a water trap or ability
damage for poison. Saving throws and damage depend on the
poison (see Table 8–3: Poisons, page 297) or are set by the builder,
as appropriate.
Miscellaneous Trap Features
Some traps include optional features that can make them consid-
erably more deadly. The most common such features are discussed
below.
Alchemical Item: Mechanical traps may incorporate alchemi-
cal devices or other special substances or items, such as tanglefoot
bags, alchemist’s fire, thunderstones, and the like. Some such
items mimic spell effects. For example, the effect of a tanglefoot
bag is similar to that of an entangle spell, and the effect of a thun-
derstone is similar to that of a deafness spell. If the item mimics a
spell effect, it increases the CR as shown on Table 3–13.
Gas: With a gas trap, the danger is in the inhaled poison it deliv-
ers. Traps employing gas usually have the never miss and onset
delay features (see below).
Liquid: Any trap that involves a danger of drowning (such as a
locked room filling with water or a patch of quicksand that char-
acters can fall into) is in this category. Traps employing liquid usu-
ally have the never miss and onset delay features (see below).
Multiple Target: Traps with this feature can affect more than
one character.
Never Miss: When the entire dungeon wall moves to crush
you, your quick reflexes won’t help, since the wall can’t possibly
miss. A trap with this feature has neither an attack bonus nor a
saving throw to avoid, but it does have an onset delay (see below).
Most traps involving liquid or gas are of the never miss variety.
Onset Delay: An onset delay is the amount of time between
when the trap is sprung and when it deals damage. A never miss
trap always has an onset delay.
Poison: Traps that employ poison are deadlier than their non-
poisonous counterparts, so they have correspondingly higher
CRs. To determine the CR modifier for a given poison, consult
Table 3–13 (page 74). Only injury, contact, and inhaled poisons are
suitable for traps; ingested types are not.
Some traps, such as a table covered with contact poison, simply
deal the poison’s damage. Others, such as a poisoned arrow or
sword blade, deal damage with ranged or melee attacks as well.
Pit Spikes: Treat spikes at the bottom of a pit as daggers, each
with a +10 attack bonus. The damage bonus for each spike is +1 per
10 feet of pit depth (to a maximum of +5). Each character who falls
into the pit is attacked by 1d4 spikes. Pit spikes do not add to the
average damage of the trap (see Average Damage, page 75).
Pit Bottom: If something other than spikes waits at the bottom
of a pit, it’s best to treat that as a separate trap (see Multiple Traps,
page 75) with a location trigger that activates on any significant
impact, such as a falling character. Possibilities for pit bottom traps
include acid, monsters, and water.
Touch Attack: This feature applies to any trap that needs only a
successful touch attack (melee or ranged) to hit.
SAMPLE TRAPS
The following traps are suitable for protecting a dungeon, mer-
chant guildhouse, or military complex. The costs listed for
mechanical traps are market prices; those for magic traps are raw
material costs. Caster level and class for the spells used to produce
the trap effects are provided in the entries for magic device traps
and spell traps. For all other spells used (in triggers, for example),
the caster level is assumed to be the minimum required.
CR 1 Traps
Basic Arrow Trap: CR 1; mechanical; proximity trigger;
manual reset; Atk +10 ranged (1d6/×3, arrow); Search DC 20; Dis-
able Device DC 20. Market Price: 2,000 gp.
Camouflaged Pit Trap: CR 1; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall);
Search DC 24; Disable Device DC 20. Market Price: 1,800 gp.
Deeper Pit Trap: CR 1; mechanical; location trigger; manual
reset; hidden switch bypass (Search DC 25); DC 15 Reflex save
avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each
of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23.
Market Price: 1,300 gp.
Doorknob Smeared with Contact Poison: CR 1; mechanical;
touch trigger (attached), manual reset; poison (carrion crawler
brain juice, DC 13 Fortitude save resists, paralysis/0); Search DC
19; Disable Device DC 19. Market Price: 900 gp.
Fusillade of Darts: CR 1; mechanical; location trigger; manual
reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4
darts at each target in two adjacent 5-ft. squares); Search DC 14;
Disable Device DC 20. Market Price: 500 gp.
Poison Dart Trap: CR 1; mechanical; location trigger; manual
reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC
CHAPTER 3:
ADVENTURES
VARIANT: WHAT DISABLING A DEVICE MEANS
So a character makes her Disable Device check against a trap. What does
that success do to the trap? With this variant rule, the answer to that
question depends on the amount by which the character beat the DC.
Check the paragraph below that corresponds to the margin of success.
Check Result = DC +0–3: The next time the trigger would spring the
trap, it doesn’t. After that, however, the trigger operates normally, and
another Disable Device check is required to disarm it again.
Check Result = DC +4–6: The character messed up the trap’s work-
ings. It won’t function again until it’s reset. If it’s a trap that resets
automatically, use the next result below.
Check Result = DC +7–9: The character really broke the trap. It won’t
go off again until someone repairs it using the Craft (trapmaking) skill.
This repair costs 1d8×10% of the trap’s total construction cost.
Check Result = DC +10 or more: The character either broke the
trap (as above) or succeeded in adding or discovering a bypass
element. This latter option enables characters to either get past the
trap without triggering it or avoid its effect, but the trap remains
active. For example, a character who achieves this degree of success
on a Disable Device check could manage to prop open a spring-
loaded trap so that it can’t fire, or could notice the niche in the wall
that provides refuge from the rolling boulder.
pqqqqrs
pqqqqrs
12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 20;
Disable Device DC 18. Market Price: 700 gp.
Poison Needle Trap: CR 1; mechanical; touch trigger; manual
reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC 22;
Disable Device DC 20. Market Price: 1,300 gp.
Portcullis Trap: CR 1; mechanical; location trigger; manual
reset; Atk +10 melee (3d6); Search DC 20; Disable Device DC 20.
Note: Damage applies only to those underneath the portcullis.
Portcullis blocks passageway. Market Price: 1,400 gp.
Razor-Wire across Hallway: CR 1; mechanical; location trig-
ger; no reset; Atk +10 melee (2d6, wire); multiple targets (first
target in each of two adjacent 5-ft. squares); Search DC 22; Disable
Device DC 15. Market Price: 400 gp.
Rolling Rock Trap: CR 1; mechanical; location trigger; manual
reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC
22. Market Price: 1,400 gp.
Scything Blade Trap: CR 1; mechanical; location trigger; auto-
matic reset; Atk +8 melee (1d8/×3); Search DC 21; Disable Device
DC 20. Market Price: 1,700 gp.
Spear Trap: CR 1; mechanical; location trigger; manual reset;
Atk +12 ranged (1d8/×3, spear); Search DC 20; Disable Device DC
20. Note: 200-ft. max range, target determined randomly from
those in its path. Market Price: 1,200 gp.
Swinging Block Trap: CR 1; mechanical; touch trigger;
manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Dis-
able Device DC 20. Market Price: 500 gp.
Wall Blade Trap: CR 1; mechanical; touch trigger; automatic
reset; hidden switch bypass (Search DC 25); Atk +10 melee
(2d4/×4, scythe); Search DC 22; Disable Device DC 22. Market
Price: 2,500 gp.
CR 2 Traps
Box of Brown Mold: CR 2; mechanical; touch trigger (open-
ing the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal);
Search DC 22; Disable Device DC 16. Market Price: 3,000 gp.
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair
reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in
two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20.
Market Price: 2,400 gp.
Burning Hands Trap: CR 2; magic device; proximity trigger
(alarm); automatic reset; spell effect (burning hands, 1st-level
wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26;
Disable Device DC 26. Cost: 500 gp, 40 XP.
Camouflaged Pit Trap: CR 2; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); mul-
tiple targets (first target in each of two adjacent 5-ft. squares);
Search DC 24; Disable Device DC 19. Market Price: 3,400 gp.
Inflict Light Wounds Trap: CR 2; magic device; touch trigger;
automatic reset; spell effect (inflict light wounds, 1st-level cleric,
1d8+1, DC 11 Will save half damage); Search DC 26; Disable
Device DC 26. Cost: 500 gp, 40 XP.
Javelin Trap: CR 2; mechanical; location trigger; manual reset;
Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC
18. Market Price: 4,800 gp.
Large Net Trap: CR 2; mechanical; location trigger; manual
reset; Atk +5 melee (see note); Search DC 20; Disable Device DC
25. Note: Characters in 10-ft. square are grappled by net (Str 18) if
they fail a DC 14 Reflex save. Market Price: 3,000 gp.
Pit Trap: CR 2; mechanical, location trigger; manual reset; DC
20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable
Device DC 20. Market Price: 2,000 gp.
Poison Needle Trap: CR 2; mechanical; touch trigger; repair
reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus
poison, needle); poison (blue whinnis, DC 14 Fortitude save resists
(poison only), 1 Con/unconsciousness); Search DC 22; Disable
Device DC 17. Market Price: 4,720 gp.
Spiked Pit Trap: CR 2; mechanical; location trigger; automatic
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple tar-
gets (first target in each of two adjacent 5-ft. squares); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC
18; Disable Device DC 15. Market Price: 1,600 gp.
Tripping Chain: CR 2; mechanical; location trigger; automatic
reset; multiple traps (tripping and melee attack); Atk +15 melee
touch (trip), Atk +15 melee (2d4+2, spiked chain); Search DC 15;
Disable Device DC 18. Market Price: 3,800 gp.
Note: This trap is really one CR 1 trap that trips and a second CR
1 trap that attacks with a spiked chain. If the tripping attack suc-
ceeds, a +4 bonus applies to the spiked chain attack because the
opponent is prone.
Well-Camouflaged Pit Trap: CR 2; mechanical; location trig-
ger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall);
Search DC 27; Disable Device DC 20. Market Price: 4,400 gp.
CR 3 Traps
Burning Hands Trap: CR 3; magic device; proximity trigger
(alarm); automatic reset; spell effect (burning hands, 5th-level
wizard, 5d4 fire, DC 11 Reflex save half damage); Search DC 26;
Disable Device DC 26. Cost: 2,500 gp, 200 XP.
Camouflaged Pit Trap: CR 3; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); mul-
tiple targets (first target in each of two adjacent squares); Search
DC 24; Disable Device DC 18. Market Price: 4,800 gp.
Ceiling Pendulum: CR 3; mechanical; timed trigger; auto-
matic reset; Atk +15 melee (1d12+8/×3, greataxe); Search DC 15;
Disable Device DC 27. Market Price: 14,100 gp.
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap,
3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search
DC 27; Disable Device DC 27. Cost: 85 gp to hire NPC spellcaster.
Extended Bane Trap: CR 3; magic device; proximity trigger
(detect good); automatic reset; spell effect (extended bane, 3rd-level
cleric, DC 13 Will save negates); Search DC 27; Disable Device DC
27. Cost: 3,500 gp, 280 XP.
Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic
reset; spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save
negates); Search DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
Hail of Needles: CR 3; mechanical; location trigger; manual
reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22.
Market Price: 5,400 gp.
Melf ’s Acid Arrow Trap: CR 3; magic device; proximity trigger
(alarm); automatic reset; Atk +2 ranged touch; spell effect (Melf ’s
acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search
DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
Pit Trap: CR 3; mechanical, location trigger; manual reset; DC
20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable
Device DC 20. Market Price: 3,000 gp.
Poisoned Arrow Trap: CR 3; mechanical; touch trigger;
manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged
(1d8 plus poison, arrow); poison (Large monstrous scorpion
venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); Search
DC 19; Disable Device DC 15. Market Price: 2,900 gp.
Spiked Pit Trap: CR 3; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple tar-
gets (first target in each of two adjacent 5-ft. squares); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC
21; Disable Device DC 20. Market Price: 3,600 gp.
Stone Blocks from Ceiling: CR 3; mechanical; location trig-
ger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25;
Disable Device DC 20. Market Price: 5,400 gp.
CR 4 Traps
Bestow Curse Trap: CR 4; magic device; touch trigger (detect
chaos); automatic reset; spell effect (bestow curse, 5th-level cleric,
DC 14 Will save negates); Search DC 28; Disable Device DC 28.
Cost: 8,000 gp, 640 XP.
CHAPTER 3:
ADVENTURES
Camouflaged Pit Trap: CR 4; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); mul-
tiple targets (first target in each of two adjacent 5-ft. squares);
Search DC 25; Disable Device DC 17. Market Price: 6,800 gp.
Collapsing Column: CR 4; mechanical; touch trigger
(attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC
20; Disable Device DC 24. Market Price: 8,800 gp.
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell
effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex
save half damage); multiple targets (all targets within 5 ft.); Search
DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster.
Lightning Bolt Trap: CR 4; magic device; proximity trigger
(alarm); automatic reset; spell effect (lightning bolt, 5th-level
wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC
28; Disable Device DC 28. Cost: 7,500 gp, 600 XP.
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable
Device DC 20. Market Price: 4,000 gp.
Poisoned Dart Trap: CR 4; mechanical; location trigger; manual
reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1
dart per target in a 10-ft.-by-10-ft. area); poison (Small monstrous
centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex);
Search DC 21; Disable Device DC 22. Market Price: 12,090 gp.
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell
effect (sepia snake sigil, 5th-level wizard, DC 14 Reflex save
negates); Search DC 28; Disable Device DC 28. Cost: 650 gp to hire
NPC spellcaster.
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic
reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC
20; Disable Device DC 20. Market Price: 4,000 gp.
Wall Scythe Trap: CR 4; mechanical; location trigger; auto-
matic reset; Atk +20 melee (2d4+8/×4, scythe); Search DC 21; Dis-
able Device DC 18. Market Price: 17,200 gp.
Water-Filled Room Trap: CR 4; mechanical; location trigger;
automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (5 rounds); liquid; Search DC 17;
Disable Device DC 23. Market Price: 11,200 gp.
Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6,
fall); multiple targets (first target in each of two adjacent 5-ft.
squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2
each); Search DC 18; Disable Device DC 25. Market Price: 7,200 gp.
CR 5 Traps
Camouflaged Pit Trap: CR 5; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); mul-
tiple targets (first target in each of two adjacent 5-ft. squares);
Search DC 25; Disable Device DC 17. Market Price: 8,500 gp.
Doorknob Smeared with Contact Poison: CR 5; mechanical;
touch trigger (attached); manual reset; poison (nitharit, DC 13 For-
titude save resists, 0/3d6 Con); Search DC 25; Disable Device DC
19. Market Price: 9,650 gp.
Falling Block Trap: CR 5; mechanical; location trigger; manual
reset; Atk +15 melee (6d6); multiple targets (can strike all charac-
ters in two adjacent specified squares); Search DC 20; Disable
Device DC 25. Market Price: 15,000 gp.
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap,
7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage);
Search DC 29; Disable Device DC 29. Cost: 305 gp to hire NPC
spellcaster.
Fireball Trap: CR 5; magic device; touch trigger; automatic reset;
spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save
half damage); Search DC 28; Disable Device DC 28. Cost: 12,000 gp,
960 XP.
Flooding Room Trap: CR 5; mechanical; proximity trigger;
automatic reset; no attack roll necessary (see note below); Search
DC 20; Disable Device DC 25. Note: Room floods in 4 rounds (see
Drowning, page 304). Market Price: 17,500 gp.
Fusillade of Darts: CR 5; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per
target in a 10-ft.-by-10-ft. area); Search DC 19; Disable Device DC
25. Market Price: 18,000 gp.
Moving Executioner Statue: CR 5; mechanical; location trig-
ger; automatic reset; hidden switch bypass (Search DC 25); Atk +16
melee (1d12+8/×3, greataxe); multiple targets (both arms attack);
Search DC 25; Disable Device DC 18. Market Price: 22,500 gp.
Phantasmal Killer Trap: CR 5; magic device; proximity trigger
(alarm covering the entire room); automatic reset; spell effect
(phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief
and DC 16 Fort save for partial effect); Search DC 29; Disable
Device DC 29. Cost: 14,000 gp, 1,120 XP.
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 20; Dis-
able Device DC 20. Market Price: 5,000 gp.
Poison Wall Spikes: CR 5; mechanical; location trigger;
manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple
targets (closest target in each of two adjacent 5-ft. squares); poison
(Medium monstrous spider venom, DC 12 Fortitude save resists,
1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21. Market
Price: 12,650 gp.
Spiked Pit Trap: CR 5; mechanical; location trigger; manual
reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple tar-
gets (first target in each of two adjacent 5-ft. squares); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+4 each); Search DC
21; Disable Device DC 20. Market Price: 13,500 gp.
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trig-
ger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall),
pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Search DC
20; Disable Device DC 20. Market Price: 5,000 gp.
Ungol Dust Vapor Trap: CR 5; mechanical; location trigger;
manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (2 rounds); poison (ungol dust, DC
15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search
DC 20; Disable Device DC 16. Market Price: 9,000 gp.
CR 6 Traps
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger;
no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all
targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device DC
16. Market Price: 15,000 gp.
Compacting Room: CR 6; mechanical; timed trigger; auto-
matic reset; hidden switch bypass (Search DC 25); walls move
together (12d6, crush); multiple targets (all targets in a 10-ft.-by-
10-ft. room); never miss; onset delay (4 rounds); Search DC 20;
Disable Device DC 22. Market Price: 25,200 gp.
Flame Strike Trap: CR 6; magic device; proximity trigger (detect
magic); automatic reset; spell effect (flame strike, 9th-level cleric,
9d6 fire, DC 17 Reflex save half damage); Search DC 30; Disable
Device DC 30. Cost: 22,750 gp, 1,820 XP.
Fusillade of Spears: CR 6; mechanical; proximity trigger;
repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6
spears per target in a 10 ft.-by-10-ft. area); Search DC 26; Disable
Device DC 20. Market Price: 31,200 gp.
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell
effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14
Reflex save half damage); multiple targets (all targets within 5 ft.);
Search DC 28; Disable Device DC 28. Cost: 680 gp to hire NPC
spellcaster.
Lightning Bolt Trap: CR 6; magic device; proximity trigger
(alarm); automatic reset; spell effect (lightning bolt, 10th-level
wizard, 10d6 electricity, DC 14 Reflex save half damage); Search
DC 28; Disable Device DC 28. Cost: 15,000 gp, 1,200 XP.
Spiked Blocks from Ceiling: CR 6; mechanical; location trig-
CHAPTER 3:
ADVENTURES
ger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all
targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC
20. Market Price: 21,600 gp.
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location
trigger, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6,
fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5
each); Search DC 20; Disable Device DC 20. Market Price: 6,000 gp.
Whirling Poison Blades: CR 6; mechanical; timed trigger; auto-
matic reset; hidden lock bypass (Search DC 25, Open Lock DC 30);
Atk +10 melee (1d4+4/19–20 plus poison, dagger); poison (purple
worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multi-
ple targets (one target in each of three preselected 5-ft. squares);
Search DC 20; Disable Device DC 20. Market Price: 30,200 gp.
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger,
manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); mul-
tiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC
26; Disable Device DC 25. Market Price: 28,200 gp.
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger;
manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison
(wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con);
Search DC 20; Disable Device DC 16. Market Price: 17,400 gp.
CR 7 Traps
Acid Fog Trap: CR 7; magic device; proximity trigger (alarm);
automatic reset; spell effect (acid fog, 11th-level wizard, 2d6/round
acid for 11 rounds); Search DC 31; Disable Device DC 31. Cost:
33,000 gp, 2,640 XP.
Blade Barrier Trap: CR 7; magic device; proximity trigger
(alarm); automatic reset; spell effect (blade barrier, 11th-level cleric,
11d6 slashing, DC 19 Reflex save half damage); Search DC 31; Dis-
able Device DC 31. Cost: 33,000 gp, 2,640 XP.
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger;
repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (3 rounds); poison (burnt othur
fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search
DC 21; Disable Device DC 21. Market Price: 17,500 gp.
Chain Lightning Trap: CR 7; magic device; proximity trigger
(alarm); automatic reset; spell effect (chain lightning, 11th-level
wizard, 11d6 electricity to target nearest center of trigger area plus
5d6 electricity to each of up to eleven secondary targets, DC 19
Reflex save half damage); Search DC 31; Disable Device DC 31.
Cost: 33,000 gp, 2,640 XP.
Evard’s Black Tentacles Trap: CR 7; magic device; proximity trigger
(alarm); no reset; spell effect (Evard’s black tentacles, 7th-level wizard,
1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets
(up to six tentacles per target in each of two adjacent 5-ft. squares);
Search DC 29; Disable Device DC 29. Cost: 1,400 gp, 112 XP.
Fusillade of Greenblood Oil Darts: CR 7; mechanical; loca-
tion trigger; manual reset; Atk +18 ranged (1d4+1 plus poison,
dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/
1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft.
area); Search DC 25; Disable Device DC 25. Market Price: 33,000 gp.
Lock Covered in Dragon Bile: CR 7; mechanical; touch trig-
ger (attached); no reset; poison (dragon bile, DC 26 Fortitude save
resists, 3d6 Str/0); Search DC 27; Disable Device DC 16. Market
Price: 11,300 gp.
Summon Monster VI Trap: CR 7; magic device; proximity trigger
(alarm); no reset; spell effect (summon monster VI, 11th-level wizard),
Search DC 31; Disable Device DC 31. Cost: 3,300 gp, 264 XP.
Water-Filled Room: CR 7; mechanical; location trigger;
manual reset; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (3 rounds); water; Search DC 20;
Disable Device DC 25. Market Price: 21,000 gp.
Well-Camouflaged Pit Trap: CR 7; mechanical; location trig-
ger; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (first target in each of two adjacent 5-ft. squares);
Search DC 27; Disable Device DC 18. Market Price: 24,500 gp.
CR 8 Traps
Deathblade Wall Scythe: CR 8; mechanical; touch trigger;
manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison
(deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con);
Search DC 24; Disable Device DC 19. Market Price: 31,400 gp.
Destruction Trap: CR 8; magic device; touch trigger (alarm);
automatic reset; spell effect (destruction, 13th-level cleric, DC 20
Fortitude save for 10d6 damage); Search DC 32; Disable Device
DC 32. Cost: 45,500 gp, 3,640 XP.
Earthquake Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (earthquake, 13th-level cleric, 65-ft.
radius, DC 15 or 20 Reflex save, depending on terrain); Search DC
32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger;
repair reset; gas; never miss; onset delay (1 round); poison (insan-
ity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple
targets (all targets in a 10-ft.-by-10-ft. room); Search DC 25; Disable
Device DC 20. Market Price: 23,900 gp.
Melf ’s Acid Arrow Trap: CR 8; magic device; visual trigger (true
seeing); automatic reset; multiple traps (two simultaneous Melf ’s
acid arrow traps); Atk +9 ranged touch and +9 ranged touch; spell
effect (Melf ’s acid arrow, 18th-level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27. Cost: 83,500 gp,
4,680 XP.
Note: This trap is really two CR 6 Melf ’s acid arrow traps that fire
simultaneously, using the same trigger and reset.
Power Word Stun Trap: CR 8; magic device; touch trigger; no
reset; spell effect (power word stun, 13th-level wizard), Search DC
32; Disable Device DC 32. Cost: 4,550 gp, 364 XP.
Prismatic Spray Trap: CR 8; magic device; proximity trigger
(alarm); automatic reset; spell effect (prismatic spray, 13th-level
wizard, DC 20 Reflex, Fortitude, or Will save, depending on
effect); Search DC 32; Disable Device DC 32. Cost: 45,500 gp,
3,640 XP.
Reverse Gravity Trap: CR 8; magic device; proximity trigger
(alarm, 10-ft. area); automatic reset; spell effect (reverse gravity,
13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.-
high room], then 6d6 fall [upon falling 60 ft. to the floor when the
spell ends], DC 20 Reflex save avoids damage); Search DC 32; Dis-
able Device DC 32. Cost: 45,500 gp, 3,640 XP.
Well-Camouflaged Pit Trap: CR 8; mechanical; location trig-
ger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall);
Search DC 27; Disable Device DC 18. Market Price: 16,000 gp.
Word of Chaos Trap: CR 8; magic device; proximity trigger
(detect law); automatic reset; spell effect (word of chaos, 13th-level
cleric); Search DC 32; Disable Device DC 32. Cost: 46,000 gp,
3,680 XP.
CR 9 Traps
Drawer Handle Smeared with Contact Poison: CR 9;
mechanical; touch trigger (attached); manual reset; poison (black
lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con);
Search DC 18; Disable Device DC 26. Market Price: 21,600 gp.
Dropping Ceiling: CR 9; mechanical; location trigger; repair
reset; ceiling moves down (12d6, crush); multiple targets (all tar-
gets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round);
Search DC 20; Disable Device DC 16. Market Price: 12,600 gp.
Incendiary Cloud Trap: CR 9; magic device; proximity trigger
(alarm); automatic reset; spell effect (incendiary cloud, 15th-level
wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage);
Search DC 33; Disable Device DC 33. Cost: 60,000 gp, 4,800 XP.
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger;
manual reset; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a 10-ft.-by-10-ft. area); Search
DC 25; Disable Device DC 25. Market Price: 40,500 gp.
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9;
mechanical; location trigger; manual reset; hidden lock bypass
CHAPTER 3:
ADVENTURES
(Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft.
deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft.
area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5
plus poison each); poison (giant wasp poison, DC 14 Fortitude save
resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20.
Market Price: 11,910 gp.
CR 10 Traps
Crushing Room: CR 10; mechanical; location trigger; auto-
matic reset; walls move together (16d6, crush); multiple targets
(all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2
rounds); Search DC 22; Disable Device DC 20. Market Price:
29,000 gp.
Crushing Wall Trap: CR 10; mechanical; location trigger; auto-
matic reset; no attack roll required (18d6, crush); Search DC 20;
Disable Device DC 25. Market Price: 25,000 gp.
Energy Drain Trap: CR 10; magic device; visual trigger (true
seeing); automatic reset; Atk +8 ranged touch; spell effect (energy
drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23
Fortitude save negates); Search DC 34; Disable Device DC 34. Cost:
124,000 gp, 7,920 XP.
Forcecage and Summon Monster VII trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap that summons a
hamatula); spell effect (forcecage, 13th-level wizard), spell effect
(summon monster VII, 13th-level wizard, hamatula); Search DC 32;
Disable Device DC 32. Cost: 241,000 gp, 7,280 XP.
Note: This trap is really one CR 8 trap that creates a forcecage and
a second CR 8 trap that summons a hamatula in the same area. If
both succeed, the hamatula appears inside the forcecage. These
effects are independent of each other.
Poisoned Spiked Pit Trap: CR 10; mechanical; location trig-
ger; manual reset; hidden lock bypass (Search DC 25, Open Lock
DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple
targets (first target in each of two adjacent 5-ft. squares); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);
poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price:
19,700 gp.
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (wail of the banshee, 17th-level
wizard, DC 23 Fortitude save negates); multiple targets (up to 17
creatures); Search DC 34; Disable Device DC 34. Cost: 76,500 gp,
6,120 XP.
DESIGNING A TRAP
Traps have long been part of the DM’s arsenal, but by using the
Craft (trapmaking) skill, player characters can design unique traps
to improve the defenses of their hideouts and fortresses. If one of
your players wants to have his character design and build a partic-
ular trap (and you want to go along with the idea), you can take the
player through the process described in this section.
You can also make use of these trapmaking rules to develop
your own special traps to spring on unwary PCs.
Mechanical Traps: Designing a mechanical trap is somewhat
simpler for a DM than it is for a player character, because you don’t
have to worry about constraints such as making Craft (trapmak-
ing) checks and having the necessary amount of cash on hand.
Simply select the elements you want the trap to have and add up
the adjustments to the trap’s Challenge Rating that those elements
require (see Table 3–13) to arrive at the trap’s final CR.
PC-Designed Mechanical Traps: If a player character wants to
design and build a mechanical trap (and if you go along with the
idea), the first step is for the player to describe his idea. Assign the
appropriate characteristics, making whatever adjustments to the
cost of the trap those elements require, and tell the player how
much it will cost to craft the trap. (He may subsequently decide to
remove or change some elements to raise or lower the cost.) When
you and the player have agreed on what elements the trap con-
tains, you can determine the CR of the trap, and from that number
you can derive the DC of the Craft (trapmaking) checks the char-
acter must make to construct the trap.
Magic Traps: As with mechanical traps, you don’t have to do
anything other than decide what elements you want and then
determine the CR of the resulting trap (see Table 3–14).
PC-Designed Magic Traps: If a player character wants to design
and construct a magic trap, he must have the Craft Wondrous Item
feat. In addition, he must be able to cast the spell or spells that the
trap requires—or, failing that, he must be able to hire an NPC to
cast the spells for him (see NPC Spellcasting, page 107). When
you and the player have agreed on what spells and other elements
the trap contains, you can determine the cost of the raw materials
for the trap and the CR of the trap.
CHAPTER 3:
ADVENTURES
Table 3–13: CR Modifiers for Mechanical Traps
Feature CR Modifier
Search DC
15 or lower –1
25–29 +1
30 or higher +2
Disable Device DC
15 or lower –1
25–29 +1
30 or higher +2
Reflex Save DC (Pit or Other Save-Dependent Trap)
15 or lower –1
16–24 —
25–29 +1
30 or higher +2
Attack Bonus (Melee or Ranged Attack Trap)
+0 or lower –2
+1 to +5 –1
+6 to +14 —
+15 to +19 +1
+20 to +24 +2
Damage/Effect
Average damage +1/7 points*
Miscellaneous Features
Alchemical device Level of spell mimicked
Liquid +5
Multiple target +1 (or 0 if never miss)
Onset delay 1 round +3
Onset delay 2 rounds +2
Onset delay 3 rounds +1
Onset delay 4+ rounds –1
Poison CR of poison (see below)
Black adder venom +1 Large scorpion venom +3
Black lotus extract +8 Malyss root paste +3
Bloodroot +1 Medium spider venom +2
Blue whinnis +1 Nitharit +4
Burnt othur fumes +6 Purple worm poison +4
Carrion crawler brain juice +1 Sassone leaf residue +3
Deathblade +5 Shadow essence +3
Dragon bile +6 Small centipede poison +1
Giant wasp poison +3 Terinav root +5
Greenblood oil +1 Ungol dust +3
Insanity mist +4 Wyvern poison +5
Pit spikes +1
Touch attack +1
* Rounded to the nearest multiple of 7 (round up for an average that
lies exactly between two numbers). For example, a trap that deals
2d8 points of damage (an average of 9 points) rounds down to 7,
while one that does 3d6 points of damage (an average of 10.5)
rounds up to 14.
Challenge Rating of a Trap
To calculate the Challenge Rating of a trap, add all the CR modi-
fiers (see Table 3–13 for mechanical traps, Table 3–14 for magic
traps) to the base CR for the trap type.
Mechanical Trap: The base CR for a mechanical trap is 0. If
your final CR is 0 or lower, add features until you get a CR of 1 or
higher.
Magic Trap: For a spell trap or magic device trap, the base CR is
1. The highest-level spell used modifies the CR (see Table 3–14).
Average Damage: If a trap (either mechanical or magic) does
hit point damage, calculate the average damage for a successful hit
and round that value to the nearest multiple of 7. Use this value to
adjust the Challenge Rating of the trap, as indicated on Table 3–13
or Table 3–14. Damage from poisons and pit spikes does not count
toward this value, but damage from a high strength rating and
extra damage from multiple attacks does. For example, if a trap
fires 1d4 darts at each target, the average damage is the average
number of darts ×the average damage per dart, rounded to the
nearest multiple of 7, or 2.5 darts ×2.5 points of damage = 6.25
points, which rounds to 7.
For a magic trap, only one modifier applies to the CR—either
the level of the highest-level spell used in the trap, or the average
damage figure, whichever is larger.
Multiple Traps: If a trap is really two or more connected traps
that affect approximately the same area, determine the CR of each
one separately.
Multiple Dependent Traps: If one trap depends on the success of
the other (that is, you can avoid the second trap altogether by not
falling victim to the first), they must be treated as separate traps.
Multiple Independent Traps: If two or more traps act independ-
ently (that is, none depends on the success of another to activate),
use their CRs to determine their combined Encounter Level as
though they were monsters, according to Table 3–1 (page 49).The
resulting Encounter Level is the CR for the combined traps.
Table 3–14: CR Modifiers for Magic Traps
Feature CR Modifier
Highest-level spell + Spell level OR
+1 per 7 points of average
damage per round*
*See the note following Table 3–13.
Mechanical Trap Cost
The base cost of a mechanical trap is 1,000 gp. Apply all the modi-
fiers from Table 3–15 for the various features you’ve added to the
trap to get the modified base cost.
The final cost is equal to (modified base cost ×Challenge
Rating) + extra costs. The minimum cost for a mechanical trap is
(CR × 100) gp.
After you’ve multiplied the modified base cost by the Challenge
Rating, add the price of any alchemical items or poison you incor-
porated into the trap. If the trap uses one of these elements and
has an automatic reset, multiply the poison or alchemical item
cost by 20 to provide an adequate supply of doses.
Multiple Traps: If a trap is really two or more connected traps,
determine the final cost of each separately, then add those values
together. This holds for both multiple dependent and multiple
independent traps (see the previous section).
Magic Device Trap Cost
Building a magic device trap involves the expenditure of experi-
ence points as well as gold pieces, and requires the services of a
spellcaster. Table 3–16 summarizes the cost information for magic
device traps. If the trap uses more than one spell (for instance, a
sound or visual trigger spell in addition to the main spell effect),
the builder must pay for them all (except alarm, which is free
unless it must be cast by an NPC; see below).
The costs derived from Table 3–16 assume that the builder is
casting the necessary spells himself (or perhaps some other PC
is providing the spells for free). If an NPC spellcaster must be
hired to cast them, see Table 7–8: Goods and Services, page 128 of
the Player’s Handbook, for these costs.
A magic device trap takes one day to construct per 500 gp of
its cost.
Table 3–16: Cost Modifiers for Magic Device Traps
Feature Cost Modifier
Alarm spell used in trigger —
One-Shot Trap
Each spell used in trap +50 gp ×caster level ×spell level,
+4 XP ×caster level ×spell level
Material components + Cost of all material components
XP components + Total of XP components ×5 gp
Automatic Reset Trap
Each spell used in trap +500 gp ×caster level ×spell level,
+40 XP ×caster level ×spell level
Material components + Cost of all material components
×100 gp
XP components + Total of XP components ×500 gp
CHAPTER 3:
ADVENTURES
Table 3–15: Cost Modifiers for Mechanical Traps
Feature Cost Modifier
Trigger Type
Location —
Proximity +1,000 gp
Touch —
Touch (attached) –100 gp
Timed +1,000 gp
Reset Type
No reset –500 gp
Repair –200 gp
Manual —
Automatic +500 gp (or 0 if trap has timed trigger)
Bypass Type
Lock +100 gp (Open Lock DC 30)
Hidden switch +200 gp (Search DC 25)
Hidden lock +300 gp (Open Lock DC 30, Search DC 25)
Search DC
19 or lower –100 gp ×(20 – DC)
20 —
21 or higher +200 gp ×(DC – 20)
Disable Device DC
19 or lower –100 gp ×(20 – DC)
20 —
21 or higher +200 gp ×(DC – 20)
Reflex Save DC (Pit or Other Save-Dependent Trap)
19 or lower –100 gp ×(20 – DC)
20 —
21 or higher +300 gp ×(DC – 20)
Attack Bonus (Melee or Ranged Attack Trap)
+9 or lower –100 gp ×(10 – bonus)
+10 —
+11 or higher +200 gp ×(bonus – 10)
Damage Bonus
High strength rating +100 gp ×bonus (max +4)
(ranged attack trap)
High Strength bonus +100 gp ×bonus (max +8)
(melee attack trap)
Miscellaneous Features
Never miss +1,000 gp
Poison Cost of poison* (see Table 8–3, page 297)
Alchemical item Cost of item* (see Table 7–8, page 128 of the
Player’s Handbook)
* Multiply cost by 20 if trap features automatic reset.
Spell Trap Cost
A spell trap has a cost only if the builder must hire an NPC spell-
caster to cast it. See Table 7–8: Goods and Services, page 128 of the
Player’s Handbook, for these costs.
Craft DCs for Mechanical Traps
Once you know the Challenge Rating of a trap that a PC wants to
design and build, determine the Craft (trapmaking) DC by refer-
ring to the table and the modifiers given below.
Trap CR Base Craft (Trapmaking) DC
1–3 20
4–6 25
7–10 30
Modifier to Craft
Additional Components (Trapmaking) DC
Proximity trigger +5
Automatic reset +5
Making the Checks: To determine how much progress a char-
acter makes on building a trap each week, that character makes a
Craft (trapmaking) check. Page 70 of the Player’s Handbook contains
details on Craft checks and the circumstances that can affect them.
DUNGEON ECOLOGY
An inhabited dungeon is an environment in and of itself. The crea-
tures that live there need to eat, drink, breathe, and sleep just as
the creatures of the forest or the plains do. Predators need prey.
Creatures living in the dungeon need to be able to get around.
Locked doors, or even doors that require hands to open, can pre-
vent creatures from getting to food or water.
Consider these factors when designing a dungeon you want the
players to believe in. If the environment doesn’t have some logic
behind it, the PCs can’t make decisions based on reasoning while
adventuring there. For example, upon finding a pool of fresh
water in the dungeon, a character should be able to make the
assumption that many of the creatures inhabiting the place come
to that spot often. Thus, the PCs could wait in ambush for a partic-
ular creature that they’re after. Bits of faulty dungeon logic, such as
all the doors in a dungeon being locked when the dungeon is
home to many creatures, destroy any chance of verisimilitude.
DUNGEON ANIMALS
Not everything that lives in a dungeon is a monster. Other crea-
tures inhabit these unlit labyrinths as well.
Creepy Crawlers: Insects, spiders, grubs, and worms of all
kinds live in the dark recesses of dungeons. They don’t present a
real threat, but they do provide food for predators and scavengers
in the dungeon—which in turn pose a threat to adventurers.
Rats: Rats make up an important part of any dungeon ecology.
These omnivorous rodents serve as the staple for most dungeon
predators and scavengers. In huge swarms, they become a threat
themselves.
Bats: Like rats, bats are found throughout any dungeon with
access to outside air. Although normal bats aren’t dangerous, a
swarm of bats can obscure vision and hamper the actions of dun-
geon delvers—particularly spellcasting.
Other Animals: Small creatures such as badgers and ferrets or
large omnivores such as bears and apes may take to a full-time (or
almost full-time) subterranean existence in a world filled with
dungeons and caverns. Predatory animals such as tigers, wolves,
and snakes follow their prey down into the dungeons and remain,
becoming a part of the ecology. Deep dungeon delvers have
brought back stories of colossal caverns far underground with
flocks of birds flying about. And of course underground streams,
lakes, and even seas teem with all sorts of fish, water mammals,
and aquatic reptiles.
Over the generations, dungeon animals have developed dark-
vision in order to survive. They have adapted to their environ-
ment, and now they thrive in the dark confines of caves and pas-
sages. They feed on mold, fungi, or each other. Because of the lack
of sunlight, many species have become entirely white, while
others have evolved a black coloration to hide in the darkness.
Slimes, Molds, and Fungi
In a dungeon’s damp, dark recesses, molds and fungi thrive. While
some plants and fungi are monsters (see the Monster Manual), and
other slime, mold, and fungus is just normal, innocuous stuff, a
few varieties are dangerous dungeon encounters. For purposes of
spells and other special effects, all slimes, molds, and fungi are
treated as plants. Like traps, dangerous slimes and molds have
CRs, and characters earn XP for encountering them.
A form of glistening organic sludge coats almost anything that
remains in the damp and dark for too long. This kind of slime,
though it might be repulsive, is not dangerous.
Molds and fungi flourish in dark, cool, damp places. While some
are as inoffensive as the normal dungeon slime, others are quite
dangerous. Mushrooms, puffballs, yeasts, mildew, and other sorts
of bulbous, fibrous, or flat patches of fungi can be found through-
out most dungeons. They are usually inoffensive, and some are
even edible (though most are unappealing or odd-tasting).
Green Slime (CR 4): This dungeon peril is a dangerous variety
of normal slime. Green slime devours flesh and organic materials
on contact and is even capable of dissolving metal. Bright green,
wet, and sticky, it clings to walls, floors, and ceilings in patches,
reproducing as it consumes organic matter. It drops from walls
and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Con-
stitution damage per round while it devours flesh. On the first
round of contact, the slime can be scraped off a creature (most
likely destroying the scraping device), but after that it must be
frozen, burned, or cut away (dealing damage to the victim as
well). Anything that deals cold or fire damage, sunlight, or a
remove disease spell destroys a patch of green slime. Against
wood or metal, green slime deals 2d6 points of damage per
round, ignoring metal’s hardness but not that of wood. It does
not harm stone.
Dwarves consider green slime to be one of the worst hazards
of mining and underground construction. They have their own
ways of burning it out of infested areas, methods that they say are
thorough. “If you don’t do it proper, the stuff comes right back,”
they claim.
Yellow Mold (CR 6): If disturbed, a 5-foot square of this mold
bursts forth with a cloud of poisonous spores. All within 10 feet of
the mold must make a DC 15 Fortitude save or take 1d6 points of
Constitution damage. Another DC 15 Fortitude save is required 1
minute later—even by those who succeeded on the first save—to
avoid taking 2d6 points of Constitution damage. Fire destroys
yellow mold, and sunlight renders it dormant.
Brown Mold (CR 2): Brown mold feeds on warmth, drawing
heat from anything around it. It normally comes in patches 5 feet
in diameter, and the temperature is always cold in a 30-foot radius
around it. Living creatures within 5 feet of it take 3d6 points of
nonlethal cold damage. Fire brought within 5 feet of brown mold
causes it to instantly double in size. Cold damage, such as from a
cone of cold, instantly destroys it.
Phosphorescent Fungus (No CR): This strange underground
fungus grows in clumps that look almost like stunted shrubbery.
Drow elves cultivate it for food and light. It gives off a soft violet
glow that illuminates underground caverns and passages as well
as a candle does. Rare patches of fungus illuminate as well as a
torch does.
CHAPTER 3:
ADVENTURES
WANDERING MONSTERS
While the adventurers are exploring the dungeon, the light of
their lanterns attracts the attention of hungry dire weasels, who
come to see if they can catch some soft and juicy things to eat. On
another delve, a carrion crawler finds them and follows them, out
of sight. When it hears a fight, it scrambles up from behind and
tries to make off with a character who has fallen in combat. On yet
another expedition, the party meets another party of adventurers.
If the two groups can work together, they can exchange vital
information, trade valuable items, and possibly even work
together. The meeting, however, could just as easily turn into a
nasty fight. Wandering monsters such as these add unpredictabil-
ity and action to dungeon adventures.
Wandering Monster Rolls
As the adventurers explore a dungeon, make rolls to see if they
encounter wandering monsters. Use wandering monster rolls to
add an unpredictable element to a dungeon delve, to encourage
characters to keep moving, and to put a price on being noisy. The
exact formula for when you roll for wandering monsters is up to
you. Generally, the chance is 10% for a wandering monster to
show up when certain conditions are met.
When a Certain Amount of Time Has Passed: Making one roll per
hour is typical. You can roll more often in heavily populated areas,
up to as often as once every 10 minutes. If you’re not already track-
ing time in the dungeon and you don’t want to start, roll for wan-
dering monsters when the characters are doing anything that
takes a long time (such as taking 20 while searching a room for
secret doors) instead of keeping track of the clock.
When Characters Make Noise: Breaking a door or having a typical
fight counts as making noise. Breaking a door and then having a
fight right away counts as one instance of noise, so it’s one roll.
Getting into a loud argument, knocking over a statue, and running
up and down stairs in full kit at top speed are other actions that
might call for a wandering monster roll.
In High-Traffic Areas: Deciding what constitutes a high-traffic
area is up to you. You can roll every time the characters enter a
new corridor, provided such a corridor makes it easy for creatures
to get to and fro and thus sees a lot of traffic. Other areas, such as
pools of fresh water, might also attract many creatures.
In Cleared-Out Areas: If the PCs have cleared out part of the dun-
geon, then you can roll for wandering monsters as they travel
through a previously cleared area to an uncleared area. After all,
creatures spread out to fill a vacuum, claiming abandoned terri-
tory as their own.
When Leaving the Dungeon: While you have every right to roll
for wandering monsters as the party is leaving the dungeon, you
might decide not to. The characters generally make good time as
they head for the surface, and they’re usually taking a route they
have used on their way in, so it’s reasonable for the chance for
wandering monsters to go down. Also, if the players know that the
characters might face an extra encounter on the way home, they
tend to break off their exploration when they feel they can still
handle another encounter, causing them to act more cautiously
than they want to or than you may want them to.
Monsters Encountered
In a sprawling, random dungeon, you can simply use the random
dungeon encounter tables (pages 79–81) to determine which
monsters wander by. Reroll if the result would be a stationary crea-
ture or one unlikely to wander. In a smaller or special dungeon,
make your own random encounter tables.
The entries on a customized wandering monster table can indi-
cate individual monsters or groups of monsters rather than kinds
of monsters. For example, the entry “Large monstrous scorpion”
could mean a particular scorpion that lives in this dungeon rather
than a random scorpion from an indefinitely large population of
similar scorpions. That way, once the characters have killed that
scorpion, they can’t encounter it again. Creatures on a customized
table could also have lairs keyed on the dungeon map, so that
adventurers who kill a creature while it’s wandering would later
find its lair empty. Similarly, those who kill it in its lair would
never encounter it wandering.
In the same way that you can invent the denizens of specific
dungeon rooms rather than determining them randomly, you can
invent specific wandering monsters. These could include mon-
sters that escaped from the PCs before (or that the PCs escaped
from). Indeed, you can replace the idea of the wandering monster
with a random event instead. The characters could hear fighting in
the distance, stumble across random clues to the dungeon’s past,
or become subject to strange, fluctuating magical auras in place of
encountering a wandering monster.
Wandering Monsters’ Treasure
Overall, wandering monsters don’t have as much treasure as mon-
sters encountered in their lairs. When NPCs are encountered as
wandering monsters, their gear is their treasure. Intelligent wan-
dering monsters might (50% chance) have a treasure whose level
is equal to the dungeon level. Unintelligent monsters don’t have
treasure. A dire weasel’s den might be littered with the valuables of
creatures it has killed, but it doesn’t carry that stuff around with it.
Since wandering monsters have less treasure than monsters in
their lairs or homes, characters typically try to minimize their
encounters with wandering monsters.
RANDOM DUNGEONS
This section tells you how to generate dungeons randomly, from
the first door to the great red dragon and its massive treasure
hoard on the lowest, most dangerous level.
DUNGEON LEVEL
Some dungeons are a series of levels or floors, each beneath the
one above, with more dangerous levels found lower down and
safer ones nearer the surface. For such dungeons, the floor nearest
the surface can be 1st level (EL 1) and each successively deeper
level can be one dungeon level higher. (The second one down
would be 2nd level, the third one 3rd level, and so forth.)
The term “level” as it pertains to dungeons measures how dan-
gerous the dungeon (or any other adventure area) is at a particular
location. Generally, a party of characters should adventure in areas
whose level matches their party level (though large groups can handle
tougher areas and small groups might need to stay in easier areas).
THE MAP AND THE KEY
Once you have decided the level of your dungeon (or the part of it
you’re creating, if it has multiple levels), draw a map on graph
paper (or any other paper that suits you). Determine the general
wall and floor types—masonry, hewn stone, natural caves, and so
on, as you draw the map. The map should show rooms, corridors,
and doors. If you plan to make a sprawling dungeon of enormous
size, you don’t need to map it all at once.
You also need a separate sheet of paper for the map’s key. The
key describes the dungeon.
CHAPTER 3:
ADVENTURES
Wandering Monster Summary
Wandering Monster Chance = 10%
Make a roll on d% in the following circumstances.
• Every hour the characters are in the dungeon.
• When the characters make noise.
• In high-traffic areas.
You may decide to add or omit rolls in the following circumstances.
• In cleared-out areas of the dungeon.
• While the characters are leaving the dungeon.
First, create the special parts of your dungeon. These could be
rooms with your favorite monsters and treasures, devious traps,
strange rooms with magic pools or enchanted statues, mysteries
and enigmas, or anything unusual you want to include. When
you invent the contents of a room, describe it in the key, give it a
number, and then put that number on the map to indicate where
those features are found. To determine what sort of door (or
doors) a room will have, you can roll d% and refer to Table 3–17:
Random Door Types or simply select a type from that list.
Next, you can fill out the rest of the dungeon, either by deciding
what goes in each room or determining it randomly. If you deter-
mine it randomly, roll on Table 3–18: Random Room Contents for
each room. The results you get will lead you to other random
tables here and in other chapters.
You can roll for each door ahead of time and record the
results on your key, or just roll for each door randomly as you
play. If you like, you can even start with a blank map and roll
door types and room contents as the player characters explore,
one room at a time.
RANDOM DUNGEON ENCOUNTERS
This section provides you with a way to generate dungeon
encounters randomly. You can also use the tables in this section
simply as lists from which you choose the encounters you want to
put in your dungeon.
The dungeon encounters tables given here offer a wide range of
possibilities, but even so they represent only a small fraction of the
creatures (and combinations of creatures) that would make an
appropriate encounter at a certain level within the dungeon. By
using the rules about Challenge Ratings and Encounter Levels
(see page 48), you could design your own encounters to supple-
ment or replace the ones on these tables.
Using the Tables
To generate a random dungeon encounter, follow these steps:
1. Determine the dungeon level (see above) that you want to
generate the encounter for.
2. Roll d% and refer to the appropriate dungeon encounters
table (1st-Level through 20th-Level) to see what creature or
creatures make up the encounter. In some cases, this roll may
direct you to roll again on the table for the next lower or next
higher level.
3. When applicable, roll the indicated die to see how many crea-
tures are in the encounter.
4. Refer to the Monster Manual (or in some cases Chapter 4 of
this book if the encounter is with one or more NPCs) for sta-
tistics and other information about the creature or creatures in
the encounter. Use the Treasure entry in the monster’s descrip-
tion to determine how much treasure (if any) the encounter
promises.
A SAMPLE ADVENTURE
This section provides a few examples of how to compose descrip-
tions of encounter areas. These descriptions may be more (or less)
detailed than the notes you use, but they give you an idea of what you
CHAPTER 3:
ADVENTURES
Table 3–17: Random Door Types
d% Type (DC to break)
01–08 Wooden, simple, unlocked
09 Wooden, simple, unlocked and trapped
10–23 Wooden, simple, stuck (13)
24 Wooden, simple, stuck (13) and trapped
25–29 Wooden, simple, locked (15)
30 Wooden, simple, locked (15) and trapped
31–35 Wooden, good, unlocked
36 Wooden, good, unlocked and trapped
37–44 Wooden, good, stuck (18)
45 Wooden, good, stuck (18) and trapped
46–49 Wooden, good, locked (18)
50 Wooden, good, locked (18) and trapped
51–55 Wooden, strong, unlocked
56 Wooden, strong, unlocked and trapped
57–64 Wooden, strong, stuck (23)
65 Wooden, strong, stuck (23) and trapped
66–69 Wooden, strong, locked (25)
70 Wooden, strong, locked (25) and trapped
71 Stone, unlocked
72 Stone, unlocked and trapped
73–75 Stone, stuck (28)
76 Stone, stuck (28) and trapped
77–79 Stone, locked (28)
80 Stone, locked (28) and trapped
81 Iron, unlocked
82 Iron, unlocked and trapped
83–85 Iron, stuck (28)
86 Iron, stuck (28) and trapped
87–89 Iron, locked (28)
90 Iron, locked (28) and trapped
91–93 Door slides to one side rather than opening normally.
Reroll type (ignoring rolls of 91+). Add +1 to break DC.
94–96 Door slides down rather than opening normally.
Reroll type (ignoring rolls of 91+). Add +1 to break DC.
97–99 Door slides up rather than opening normally.
Reroll type (ignoring rolls of 91+). Add +2 to break DC.
100 Door magically reinforced.
Reroll type (ignoring rolls of 91+). Break DC is 30 for
wooden and 40 for stone or iron doors.
Trapped: Roll on Table 3–19: Random Traps CR 1–3, or Table 3–20:
Random Traps CR 4–6, or Table 3–21: Random Traps CR 7–10 to
determine the nature of the trap, then refer to the trap descriptions on
pages 70–74.
Table 3–18: Random Room Contents
d% Room Contents
01–18 Monster only
19–44 Monster and features
45 Monster and hidden treasure
46 Monster and trap
47 Monster, features, and hidden treasure
48 Monster, features, and trap
49 Monster, hidden treasure, and trap
50 Monster, features, hidden treasure, and trap
51–76 Features only
77 Features and hidden treasure
78 Features and trap
79 Features, hidden treasure, and trap
80 Hidden treasure only
81 Hidden treasure and trap
82 Trap only
83–100 Nothing
Features: Roll 1d4 minor features on Table 3–12: Minor Features and
Furnishings (01–40), 1d4 major features on Table 3–11: Major
Features and Furnishings (41–80), or both (81–100).
Hidden Treasure: Roll a random treasure of the dungeon’s level on
Table 3–5: Treasure. Typically, the treasure is hidden in such a way that
it takes a Search check (DC 20 + dungeon level) to find it.
Monster: Roll on the dungeon encounter table (see below) for the
appropriate dungeon level. Creatures in rooms with traps or hidden
treasures may or may not know about them.
Trap: Roll on Table 3–19: Random Traps CR 1–3, Table 3–20: Random
Traps CR 4–6, or Table 3–21: Random Traps CR 7–10, or invent a trap
that suits the other contents of the room.
CHAPTER 3:
ADVENTURES
1st-Level Dungeon Encounters
d% Encounter
01–03 1d3 Medium monstrous
centipedes (vermin)
04–08 1d4 dire rats
09–10 1d4 giant fire beetles (vermin)
11–13 1d3 Small monstrous scorpions
(vermin)
14–16 1d3 Small monstrous spiders (vermin)
17–20 1d3 dwarf warriors
21–22 1d3 elf warriors
23–25 1 darkmantle
26–28 1 krenshar
29–30 1 lemure (devil)
31–40 1d3+1 goblin warriors
41–50 1d4+2 kobold warriors
51–56 1d4 human warrior skeletons
57–62 1d3 human commoner zombies
63–71 1d4+1 Tiny viper snakes (animal)
72–80 1d3 orc warriors
81–85 1d3 stirges
86–90 1 spider swarm
91–100 Roll on 2nd-level table
2nd-Level Dungeon Encounters
d% Encounter
01–10 Roll on 1st-level table
11–12 1 lantern archon
13–19 1 hobgoblin warrior and 1d4 goblin
warriors
20–23 1 bugbear
24–26 1 choker
27–28 1 dretch (demon)
29–30 1 quasit (demon)
31–32 1 imp (devil)
33–35 1 dire bat
36–38 1d4+1 fiendish dire rats
39–40 1d3+1 formian workers
41–43 1d3+1 halfling warriors
44–50 2d4+1 kobold warriors
51–55 1 wererat (lycanthrope)
56–62 1d3+1 orc warriors
63–65 1 shocker lizard
66–68 1 owlbear skeleton
69–70 1 bat swarm
71–72 1 rat swarm
73–74 1 thoqqua
75–79 1 worg
80–83 1 constrictor snake (animal)
84–87 1d4+2 Small viper snakes (animal)
88–90 1 Huge monstrous centipede
(vermin)
91–100 Roll on 3rd-level table
3rd-Level Dungeon Encounters
d% Encounter
01–10 Roll on 2nd-level table
11–13 1 allip
14–16 1 cockatrice
17–19 2d4+1 dire rats
20–21 1 doppelganger
22–23 1 wyrmling brass dragon
24–27 1d3 drow elves
28–29 1 ethereal filcher
30–31 1 ethereal marauder
32–33 1 ettercap
34–35 1 violet fungus (fungus)
36–38 1 ghast (ghoul)
39–43 1d3 gnolls
44–45 1 grick
46–48 1 hell hound
49–50 1 howler
51–52 1d3 krenshars
53–55 1d3 lizardfolk
56–57 1 werewolf (lycanthrope)
58–62 1 ogre
63–65 1 gelatinous cube (ooze)
66–67 1 phantom fungus
68–69 1 rust monster
70–72 1 shadow
73–75 2d4 stirges
76–77 1 locust swarm
78–80 1 wight
81–82 1 yuan-ti pureblood
83–84 1d3 troglodyte zombies
85–86 1d3 Medium viper snakes (animal)
87–88 1 giant praying mantis (vermin)
89–90 1d3 Medium monstrous scorpions
(vermin)
91–100 Roll on 4th-level table
4th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 3rd-level table
11–12 1 barghest
13–14 1d3 lantern archons
15–16 1 hound archon
17–20 1 carrion crawler
21–22 1d4+1 darkmantles
23–27 1 displacer beast
28–30 1 young white dragon
31–33 1d3+1 duergar dwarves
34–38 1 gargoyle
39–40 1 janni (genie)
41–44 1d3+1 ghouls
45–47 1d3+1 svirfneblin gnomes
48–50 1d3+1 grimlocks
51–52 1 harpy
53–54 1 five-headed hydra
55–56 1 wereboar (lycanthrope)
57–59 1 mimic
60–62 1 minotaur
63–64 1 gray ooze (ooze)
65–67 1 otyugh
68–69 1 owlbear
70–71 1 centipede swarm
72–73 1d3+1 spider swarms
74–76 1d4+1 troglodytes
77–78 1 vampire spawn
79–80 1d3 worgs
81–83 1 minotaur zombie
84–85 1d3 Large viper snakes (animal)
86–88 1d4+1 Large monstrous centipedes
(vermin)
89–90 1d3 Large monstrous spiders
(vermin)
91–100 Roll on 5th-level table
5th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 4th-level table
11–12 1 basilisk
13–14 1 greater barghest
15–17 1d3+1 bugbears
18–19 1d3 celestial lions
20–21 1 cloaker
22–23 1 bearded devil
24–26 1d4+4 dire bats
27–28 1d3 doppelgangers
29–33 1d4+2 drow elves
34–35 1 ettercap and 1d3+1 Medium
monstrous spiders (vermin)
36–37 1 djinni (genie)
38–39 1 gibbering mouther
40–41 1 green hag (hag)
42–43 1d3 hell hounds
44–45 1 six-headed hydra
46–47 1 werebear (lycanthrope)
48–49 1d3 wererats (lycanthrope) and 2d4
dire rats
50–51 1 manticore
52–53 1 mummy
54–56 1d3 ogres
57–58 1 ochre jelly (ooze)
59–60 1 phase spider
61–62 1d3 rust monsters
63–64 1 shadow mastiff
65–66 1d4+1 skum
67–68 1d3+1 rat swarms
69–71 1 troll
72–73 1d4+1 vargouilles
74–76 1 wraith
77–78 1 yuan-ti halfblood
79–80 1 giant constrictor snake (animal)
81–82 1d3 Huge viper snakes (animal)
83–84 1d3 giant worker ants (vermin)
85–86 1d3+1 Large monstrous scorpions
(vermin)
87–88 5th-level human monk NPC
89–90 5th-level kobold sorcerer NPC
91–100 Roll on 6th-level table
6th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 5th-level table
11–12 1d4+2 lantern archons
13–14 1 gauth (beholder)
15–16 1d3+1 cockatrices
17–18 1 babau (demon)
19–21 1d3+1 derros
22–23 1 chain devil
24–25 1 digester
26–30 1d3 displacer beasts
31–32 1 bralani (eladrin)
33–36 1 ettin
37–38 1d3+1 formian workers
39–42 1d3 gargoyles
43–45 1d3+1 ghasts (ghoul)
46–48 1d4+1 gnolls and 1d3 hyenas
49–50 1d3+1 gricks
51–52 1 annis (hag)
53–54 1 half-dragon 4th-level fighter
55–56 1d3 harpies
57–58 1d3+1 howlers
59–60 1 five-headed hydra (pyro- or cryo-)
CHAPTER 3:
ADVENTURES
61–63 1 wereboar (lycanthrope) and 1d3
boars
64–65 1d3+1 mephits (mixed types)
66–67 1 average salamander
68–71 1d4+1 shadows
72–73 1d3+2 shocker lizards
74–75 1d3+1 locust swarms
76–78 1d3+1 troglodytes and 1d3
monitor lizards
79–80 1 will-o’-wisp
81–82 1 xill
83–84 1d3+1 minor xorns
85–86 1d3+1 yuan-ti purebloods
87–88 1d4+2 giant bombardier beetles
(vermin)
89–90 5th-level lizardfolk druid NPC (with
crocodile)
91–100 Roll on 7th-level table
7th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 6th-level table
11–12 1 aboleth
13–14 1d4+1 carrion crawlers
15–16 1 chaos beast
17–19 1 chuul
20–21 1 succubus (demon)
22–23 1 hellcat (devil)
24–25 1 dire bear
26–28 1 young copper dragon
29–31 1 drider
32–33 1d3+1 violet fungi and 1d3+2
shriekers (fungus)
34–35 1d3+1 jann (genie)
36–38 1 ghost, 5th-level fighter
39–42 1 hill giant
43–45 1 flesh golem
46–47 1 eight-headed hydra
48–49 1 invisible stalker
50–51 1d3 weretigers (lycanthrope)
52–53 1d3 manticores
54–56 1 medusa
57–59 1d3+1 minotaurs
60–61 1 ogre barbarian, 4th level
62–63 1 black pudding (ooze)
64–65 1 phasm
66–67 1d3+2 flamebrother salamanders
68–69 1d3 shadow mastiffs
70–71 1 red slaad
72–74 1 spectre
75–76 1d3+1 centipede swarms
77–80 1 umber hulk
81–82 1 vampire, 5th-level fighter
83–84 1d4+1 wights
85–86 1 yuan-ti abomination
87–88 1 Gargantuan monstrous centipede
89–90 5th-level hobgoblin fighter NPC and
5th-level goblin rogue NPC
91–100 Roll on 8th-level table
8th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 7th-level table
11–12 1d4+2 hound archons
13–14 1d4+2 barghests
15–17 1 behir
18–19 1d3 gauths (beholder)
20–21 1 bodak
22–23 1 destrachan
24–25 1d3+1 bearded devils
26–28 1 erinyes (devil)
29–31 1d3 bralanis (eladrin)
32–35 1 ettin and 1d3 brown bears (animal)
36–37 1 formian taskmaster and 1
dominated 5th-level human
barbarian NPC
38–39 1 noble djinni (genie)
40–42 1 efreeti (genie)
43–44 1d3+1 ghasts (ghoul) and 2d4+1
ghouls
45–46 1 stone giant
47–48 1 gorgon
49–51 1 seven-headed hydra (pyro- or cryo-)
52–54 1 mind flayer
55–56 1 mohrg
57–58 1d3+1 mummies
59–60 1 dark naga
61–64 1 ogre mage
65–66 1d4+1 phase spiders
67–69 1 greater shadow
70–71 1d3 advanced megaraptor
skeletons
72–73 1 blue slaad
74–75 1 hellwasp swarm
76–78 1d3+1 trolls
79–81 1d4+1 vampire spawns
82–83 1d3 average xorns
84–86 1d3+1 yuan-ti halfbloods
87–88 1d4+1 giant stag beetles (vermin)
89–90 1d3 5th-level troglodyte cleric NPCs
91–100 Roll on 9th-level table
9th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 8th-level table
11–13 1d4+2 greater barghests
14–16 1d4+2 basilisks
17–19 1d4+2 cloakers
20–21 1 delver
22–24 1 vrock (demon)
25–27 1 bone devil
28–30 1d3 devils, hellcat
31–33 1d3+1 chain devils
34–36 1d3 dire bears
37–38 1 young adult black dragon
39 1 juvenile bronze dragon
40–42 1 drider and 2d4+3 Medium
monstrous spiders (vermin)
43–44 1 formian myrmarch and 2d4+1
formian warriors
45–48 1 frost giant
49–52 1 hill giant and 1d4+2 dire wolves
53–55 1 avoral (guardinal)
56–58 1 half-fiend 7th-level cleric
59–61 1 ten-headed hydra
62–63 1 zelekhut (inevitable)
64–66 1 spirit naga
67–69 1 night hag
70–72 1 ogre barbarian, 4th level, and
1d4+3 ogres
73–75 1 green slaad
76–77 1d3+1 will-o’-wisps
78–81 1d4+1 wraiths
82–84 1d3 yuan-ti abominations
85–87 1d3+1 gray render zombies
88–90 1d4+2 5th-level human paladin
NPCs
91–100 Roll on 10th-level table
10th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 9th-level table
11–12 1d3+1 aboleths
13–15 1d3 behirs
16–17 1d4+2 gauths (beholder)
18–20 1d4+1 chuuls
21–23 1d4+2 babaus (demon)
24–26 1 bebilith (demon)
27–29 1d4+2 digesters
30–33 1d3+1 ghosts, 5th-level fighters
34–39 1 fire giant
40–43 1 clay golem
44–46 1d3+1 flesh golems
47–49 1 nine-headed hydra (pyro- or cryo-)
50–52 1d3+1 medusas
53–54 1 guardian naga
55–57 1d3 ogre mages
58–60 1d3+2 average salamanders
61–62 1 noble salamander
63–64 1d3 young adult red dragon
skeletons
65–67 1d4+1 red slaadi
68–70 1 gray slaad
71–73 1d3+1 spectres
74–76 1d3+1 umber hulks
77–80 1d4+1 xills
81–83 1d3 elder xorns
84–86 Yuan-ti troupe: 1 abomination,
1d3 halfbloods, and 1d4+1
purebloods
87–88 1d3+1 Huge monstrous scorpions
(vermin)
89–90 5th-level drow wizard NPC, 1
hellcat (devil), and 1 mind flayer
91–100 Roll on 11th-level table
11th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 10th-level table
11–13 1d3+1 aboleths and 2d4+3 skums
14–18 1 hezrou (demon)
19–22 1 retriever (demon)
23–26 1 barbed devil
27–30 1 devourer
31–35 1d3+1 efreet (genie)
36–41 1d4+1 hill giants
42–45 1 stone golem
46–49 1d3 avorals (guardinal)
50–52 1 half-celestial paladin
53–56 1 twelve-headed hydra
57–60 1 hill giant dire wereboar
(lycanthrope)
61–64 1d3+1 mohrgs
65–67 1d3+1 dark nagas
CHAPTER 3:
ADVENTURES
68–71 1 elder black pudding (ooze)
72–75 1d4+1 blue slaadi
76–78 1d3+1 hellwasp swarms
79–82 1 troll hunter
83–86 1 dread wraith
87–90 5th-level gnoll ranger NPC, 1d3
invisible stalkers, and 1 greater
shadow
91–100 Roll on 12th-level table
12th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 11th-level table
11–14 1d3+1 bodaks
15–17 1 abyssal greater basilisk
18–24 1d3+1 vrocks (demon)
25–27 1d3+3 destrachans
28–34 1d3+1 bone devils
35–38 1 displacer beast pack lord
39–45 1d4+1 frost giants
46–48 1 leonal (guardinal)
49–52 1 eleven-headed hydra (pyro- or cryo-)
53–55 1 kolyarut (inevitable)
55–58 1d3+2 mind flayers
59–62 10th-level half-orc barbarian NPC
and 10th-level human cleric NPC
63–66 1d3+1 spirit nagas
67–72 1 purple worm
73–77 1 roper
78–84 1d3 noble salamanders
85–90 1d4+1 green slaadi
91–100 Roll on 13th-level table
13th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 12th-level table
11–18 1 beholder
19–24 1 glabrezu (demon)
25–31 1 ice devil
32–33 1 adult green dragon
34–35 1 young adult silver dragon
36–41 1 ghaele (eladrin)
42–48 1d3 fire giants and 1 Nessian war
hound (hell hound)
49–54 1d3+1 clay golems
55–61 1 iron golem
62–66 1 twelve-headed hydra (pyro- or cryo-)
67–70 1 lich, 11th-level wizard
71–73 10th-level drow wizard NPC and
10th-level goblin rogue NPC
74–79 1 mummy lord
80–84 1d3+1 guardian nagas
85–90 1 death slaad
91–100 Roll on 14th-level table
14th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 13th-level table
11–15 1 astral deva (angel)
16–20 1 trumpet archon
21–27 1d3+1 hezrous (demon)
28–35 1 nalfeshnee (demon)
36–45 1d3+1 barbed devils
46–52 2 displacer beast pack lords
53–63 2d4+2 stone giants and 1 elder
stone giant
64–69 1d3+1 stone golems
70–78 1 werewolf lord (lycanthrope)
79–80 1 nightwing (nightshade)
81–83 1d4+2 10th-level goblin rogue NPCs
84–90 1 truly horrid umber hulk
91–100 Roll on 15th-level table
15th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 14th-level table
11–17 1 abyssal greater basilisk
18–26 1d3 beholders
27–37 Demon troupe: 1 glabrezu, 1
succubus, and 1d4+1 vrocks
38–48 Devil troupe: 1 ice devil, 2d4+3
bearded devils, and 1d3 bone
devils
49–58 1d3 ghaeles (eladrin)
59–65 1 marut (inevitable)
66–74 1 vampire, elite
75–82 15th-level hobgoblin fighter NPC
83–90 15th-level kobold sorcerer NPC
91–100 Roll on 16th-level table
16th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 15th-level table
11–15 1 planetar (angel)
16–21 1 hound archon hero
22–28 1d3 trumpet archons
29–36 Demon troupe: 1 nalfeshnee, 1
hezrou, and 2d4+1 vrocks
37–47 1 horned devil
48–50 1 mature adult blue dragon
51–52 1 adult gold dragon
53–60 1d3+1 golems, iron
61–67 1 golem, greater stone
68–74 1 nightshade, nightwalker
75–82 1d4+2 ropers
83–90 15th-level lizardfolk druid NPC
91–100 Roll on 17th-level table
17th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 16th-level table
11–20 1 aboleth mage
21–30 1d4+2 beholders
31–43 1 marilith (demon)
44–45 1 very old white dragon
46–47 1 old brass dragon
48–49 1 mature adult bronze dragon
50–62 1 frost giant jarl
63–73 9th-level mind flayer sorcerer
74–82 15th-level human paladin NPC and
15th-level human monk NPC
83–90 1d3 15th-level hobgoblin fighter
NPCs
91–100 Roll on 18th-level table
18th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 17th-level table
11–25 1d4+2 astral devas (angel)
26–35 1d3 planetars (angel)
36–38 1 very old black dragon
39–41 1 old dragon (blue or green)
42–44 1 mature adult dragon (red or
silver)
45–47 1 ancient white dragon
48–62 1 nightcrawler (nightshade)
63–72 1d3 15th-level half-orc barbarian
NPCs and 15th-level human bard
NPC
73–90 15th-level kobold sorcerer NPC and
1 werewolf lord (lycanthrope)
91–100 Roll on 19th-level table
19th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 18th-level table
11–21 2d4+5 abyssal greater basilisks
22–36 1d3 mariliths (demon)
37–49 1d3+1 horned devils
50–52 1 ancient black dragon
53–55 1 very old dragon (blue, green, or
brass)
56–58 1 wyrm white dragon
59–61 1 old dragon (bronze or copper)
62–64 1 mature adult gold dragon
65–79 1d3+1 greater stone golems
80–90 1d3+1 15th-level gnoll ranger
NPCs
91–100 Roll on 20th-level table
20th-Level Dungeon Encounters
d% Encounter
01–10 Roll on 19th-level table
11–45 1 balor (demon)
46–80 1 pit fiend (devil)
81–85 1 wyrm black dragon
86–90 1 old dragon (red or silver)
91–95 1 ancient brass dragon
96–100 1 very old copper dragon
need to record in order to have a ready-to-play adventure planned
out. The notes in italic type relate to the use of the dungeon map and
cutouts in this book to play out the adventure with miniature figures.
When you create an adventure, identify each encounter area
with a number (and label your map accordingly). These numbers
don’t necessarily correspond to the order in which the characters
will visit the encounter areas, but they serve as a way for you to
keep track of where the characters are and where they’re headed.
Each of the encounter areas in this sample adventure can be simu-
lated using a portion of the sample dungeon on the back of the
battle grid that came with this book.
Shaded Text: The following sample entries include shaded text
meant to be paraphrased or read aloud to your players. Shaded text
mentions those features that would be apparent to the PCs upon
first entering that area (and is thus very helpful to the player who’s
making a map for the characters). It does not mention hidden fea-
tures such as traps, nor monsters and items out of the PCs’ imme-
diate line of sight.
CHAPTER 3:
ADVENTURES
Table 3–19: Random Traps CR 1–3
d% Trap CR
01–03 Basic arrow trap 1
04–06 Camouflaged pit trap 1
07–09 Deeper pit trap 1
10–11 Doorknob smeared with contact poison 1
12–14 Fusillade of darts 1
15–16 Poison dart trap 1
17–19 Poison needle trap 1
20–22 Portcullis trap 1
23–24 Razor-wire across hallway 1
25–27 Rolling rock trap 1
28–30 Scything blade trap 1
31–33 Spear trap 1
34–35 Swinging block trap 1
36–38 Wall blade trap 1
39–41 Box of brown mold 2
42–44 Bricks from ceiling 2
45–47 Burning hands trap 2
48–50 Camouflaged pit trap 2
51–53 Inflict light wounds trap 2
54–56 Javelin trap 2
57–58 Large net trap 2
59–61 Pit trap 2
62–64 Poison needle trap 2
65–67 Spiked pit trap 2
68–69 Tripping chain 2
70–72 Well-camouflaged pit trap 2
73–75 Burning hands trap 3
76–78 Camouflaged pit trap 3
79–80 Ceiling pendulum 3
81–83 Fire trap 3
84–85 Extended bane trap 3
86–87 Ghoul touch trap 3
88–90 Hail of needles 3
91–92 Melf’s acid arrow trap 3
93–95 Pit trap 3
96–98 Spiked pit trap 3
99–100 Stone blocks from ceiling 3
Table 3–20: Random Traps CR 4–6
d% Trap CR
01–02 Bestow curse trap 4
03–05 Camouflaged pit trap 4
06–07 Collapsing column 4
08–10 Glyph of warding (blast) 4
11–12 Lightning bolt trap 4
13–15 Pit trap 4
16–18 Poisoned dart trap 4
19–21 Sepia snake sigil trap 4
22–24 Spiked pit trap 4
25–26 Wall scythe trap 4
27–29 Water-filled room trap 4
30–32 Wide-mouth spiked pit trap 4
33–35 Camouflaged pit trap 5
36–37 Doorknob smeared with contact poison 5
38–40 Falling block trap 5
d% Trap CR
41–43 Fire trap 5
44–46 Fireball trap 5
47–48 Flooding room trap 5
49–51 Fusillade of darts 5
52–53 Moving executioner statue 5
54–55 Phantasmal killer trap 5
56–58 Pit trap 5
59–61 Poison wall spikes 5
62–64 Spiked pit trap 5
65–67 Spiked pit trap (80 ft.) 5
68–69 Ungol dust vapor trap 5
70–71 Built-to-collapse wall 6
72–74 Compacting room 6
75–77 Flame strike trap 6
78–80 Fusillade of spears 6
81–83 Glyph of warding (blast) 6
84–85 Lightning bolt trap 6
86–88 Spiked blocks from ceiling 6
89–91 Spiked pit trap (100 ft.) 6
92–94 Whirling poison blades 6
95–97 Wide-mouth pit trap 6
98–100 Wyvern arrow trap 6
Table 3–21: Random Traps CR 7–10
d% Trap CR
01–04 Acid fog trap 7
05–07 Blade barrier trap 7
08–10 Burnt othur vapor trap 7
11–14 Chain lightning trap 7
15–17 Evard’s black tentacles trap 7
18–20 Fusillade of greenblood oil darts 7
21–23 Lock covered in dragon bile 7
24–26 Summon monster VI trap 7
27–30 Water-filled room 7
31–33 Well-camouflaged pit trap 7
34–36 Deathblade wall scythe 8
37–39 Destruction trap 8
40–42 Earthquake trap 8
43–46 Insanity mist vapor trap 8
47–49 Melf’s acid arrow trap 8
50–52 Power word stun trap 8
53–55 Prismatic spray trap 8
56–59 Reverse gravity trap 8
60–62 Well-camouflaged pit trap 8
63–65 Word of chaos trap 8
66–68 Drawer handle smeared with contact poison 9
69–71 Dropping ceiling 9
72–74 Incendiary cloud trap 9
75–77 Wide-mouth pit trap 9
78–80 Wide-mouth spiked pit with poisoned spikes 9
81–84 Crushing room 10
85–88 Crushing wall trap 10
89–91 Energy drain trap 10
92–94 Forcecage and summon monster VII trap 10
95–97 Poisoned spiked pit trap 10
98–100 Wail of the banshee trap 10
You don’t have to literally make shaded text for your own notes,
but be sure to highlight material in your notes that you want to
use to quickly describe the area in an interesting way. Be sure not
to include information that could not be known to the characters,
and do not describe PC actions or emotions (such as “As you cower
in fear . . .”). Be fair about providing the players with clues, such as
the webs in the shaded text for area 1 below, but don’t draw atten-
tion to them. The best way to write shaded text or note what the
characters entering a location would sense is to imagine what you
could see, hear, smell, or feel if you were entering that area, then
set down the pertinent information as succinctly as possible.
THE MONASTERY CELLAR
The abandoned monastery is a burned-out ruin, destroyed when
the place was attacked years ago by gnolls. The interesting part lies
belowground, in the cellars and crypts underneath the ruins. The
characters have traveled to the monastery and, after some search-
ing, discovered a stairway leading down into the darkness. When
they descend, they find themselves in encounter area 1.
1. Entry Chamber (EL 3)
To represent this chamber, use the 4-by-4-square room on the left side of
the dungeon map (the room that’s adjacent to the 4-by-5-square room).
You can use the cutouts provided at the back of this book to identify the
locations of specific features, such as doors and treasure. To begin, place
one of the staircase cutouts in the 2-square-wide corridor that extends
from this room’s north wall (and ignore the wall between the room and
the corridor). The adventure gets under way when the characters descend
this staircase and find themselves inside the room. In addition to what
the players learned from the shaded text, the room has other features that
will become apparent to the PCs as they investigate the place. One of the
first things they see is a door in the east wall—place a door cutout over
any square along the wall between this room and the one to the east. They
will also quickly notice a pile of rubbish in the center of the room and
another pile of trash in the northwest corner; you can use cutouts repre-
senting rubble to show the location of these features.
A litter of husks, skin, bones, spider castings, and filth lies in a dis-
gusting pile in the middle of the room. A DC 22 Spot check is
required to notice the creatures (a spider and its young; see below)
hiding in the webs above. The refuse pile in the middle of the
room contains treasure.
The Spot DC for the lurking spider is intentionally difficult, but
not out of the reach of the intended PCs (in this case, all 1st-level
characters).
Ten moldy sacks of flour and grain are stacked in the northwest
corner. The cloth tears easily, revealing the ruined contents. One
of the sacks contains a trap.
There is a solid oak door on the east wall. The door is not locked,
but it is stuck (DC 16 to open). Anyone listening at the door who
makes a DC 12 Listen check hears a moaning sound, rising and then
fading. This is merely a strong breeze that blows in area 2. As soon as
the door opens, the breeze rushes out the opening in a gust, extin-
guishing torches and possibly (50% chance) blowing out lanterns as
well. Torches can’t be relit in the area while the door is open.
(The low DC for the Listen check is intentional—you want the
PCs to hear the moaning and get spooked, thinking it’s a ghost or
something similarly horrible. Also, always remember to make a
note of the DC to open a stuck or locked door.)
Creatures: A Small monstrous spider and six Tiny young spi-
ders hide in the upper part of the webs in the center of the room.
If the characters fail to spot the Small spider, it drops down on any
character in the center of the room (a move action). A successful
touch attack roll indicates that the spider lands on a character. The
Tiny spiders remain in the web and eat small meals trapped by the
web. They only move down from the web when all is still to eat a
meal pacified by the larger spider.
If the PCs burn the webs, the six young spiders are killed and
the adult spider (if still in the web) takes 1d6 points of damage.
The webs burn for 8 rounds.
Small Monstrous Spider (1): hp 7.
Tiny Monstrous Spiders (6): hp 2 each.
Treasure: Scattered amid the pile in the middle of the room are
19 sp and a goblin skull with a 50 gp garnet inside. Characters only
notice the gem with a DC 15 Search check.
Trap: One of the sacks in the southwest corner has yellow mold
inside it. If disturbed, it bursts—all within 10 feet must make a
DC 15 Fortitude save or take 1d6 points of Constitution damage.
One minute later, everyone exposed to the initial burst must save
again (same DC) or take 2d6 points of Constitution damage,
whether or not they took damage in the initial exposure.
(It’s not always necessary to write out complete rules, as has
been done here for yellow mold. You can add this level of descrip-
tion to your notes if you need it, or you can simply jot down the
page number and book where it’s found.)
2. Water Room
A good example of what not to include in shaded text is the fact that
the water is icy cold—there’s no way the characters could know this
just by looking at the water from the doorway. Characters who
simply turn around and leave after a glance inside may never dis-
cover the sunken skeleton, much less the helpful items beside it.
This chamber is represented by the 4-by-5-square room adjacent to the area
where the adventure began. The pool occupies the 2-by-2-square area in
the southeast corner of the chamber.
The only way out of this room, aside from the door the PCs
entered through, is a secret door on the south wall in the south-
west corner of the chamber. Locating it requires a DC 18 Search
check. (Don’t put a cutout on the map to represent this door until the PCs
discover it.)
The monks who once lived here worked this natural cavern in
order to enlarge it. A strong, damp breeze makes it impossible to
keep torches lit here. Eight rotting barrels remain lined up along
the west wall from when the room was used to gather water for the
monastery. A few buckets also lie scattered about.
(In a ruin, it’s always handy to know what a room or area was
formerly used for, even if it now serves a different purpose, or no
purpose at all. Your descriptions can often convey that former pur-
pose, reminding the players that this place has its own history—
it’s not just a backdrop for adventures.)
Lying at the bottom of the pool is the limed-over skeleton of the
abbot. Without a DC 15 Spot check, this appears to be just an
unusual mineral formation. In its bony fingers, the skeleton holds
a tube of the sort designed to contain a rolled-up piece of vellum
or parchment. If the remains are disturbed, the act dislodges the
tube from the skeleton’s grasp. The stream’s current carries away
the tube unless a character dives into the icy water immediately to
get it. This requires a DC 13 Swim check and an attack roll against
the tube’s AC of 14 (modified for size and, in this special case,
A fast-flowing stream 3 to 5 feet deep enters this chamber at
the north end and exits to the south. Toward the south end of
the chamber, some of the water collects in a depression, form-
ing a pool about 4 feet deep at its edge and about 7 feet deep at
the center. You can see a few blind, white crayfish crawling
among the rocks on the bottom.
This damp chamber has an arched, vaulted ceiling 20 feet high
in the center. The walls are made of cut stone blocks, the floor
rough flagstones. Thick webs cover the ceiling.
CHAPTER 3:
ADVENTURES
speed). If the PCs do not act quickly, the tube is swept away and
lost in a single round. The tube contains treasure.
Getting the map will be hard for characters unless they act fast
and roll well. However, the reward is great, because they are
shown a secret passage that they probably would otherwise miss.
Treasure: Inside this not-quite-watertight ivory tube is a
vellum map, smeared due to water seepage.
Depending on how you want to proceed, this map might depict
other rooms deeper inside the monastery cellar (if you want to
develop them and continue this adventure) or some other site that
you want to use as a springboard for further adventuring.
3. Empty Ceremonial Chamber (EL 4)
This area can be represented by the 3-by-5-square room to the south of the
area the PCs are coming from (disregard the walls that block off the two
squares in the southeast corner).
The monks brought the faithful here after death, consecrated each
corpse, and then carried it to its final resting place in the crypts. A
wooden platform against the west wall served as both a dais upon
which to hold the ceremony and as a means to reach the secret
door leading into the crypts to the west. The platform has been
gone from this site for many years; when it was here, it rose 9 feet
off the ground, with the bottom of the secret door being 1 foot
above that. Two knobs just above the level of the vanished plat-
form look like mere bumps in the wall, but when they are pushed
simultaneously, a 5-foot-by-5-foot portion of the wall swings out-
ward with a grinding noise.
To move any farther into the monastery cellar, the PCs will have
to solve the puzzle of how to open this secret passage. The two
knobs that need to be pushed simultaneously are 10 feet off the
ground in adjacent squares in the southwest corner of the room.
Before the characters can begin to figure this out, they must con-
tend with the other occupants of the room.
Creatures: Three ghouls lurk in the east end of this chamber on
the other side of the 5-foot-wide stream. They rush forward to
attack the PCs as soon as all of them have moved into this chamber.
Ghouls (3): hp 13, 13, 18.
Going on from Here
If you use these three encounter areas as the start of an adventure
in the corridors and chambers beneath the monastery, you can
take the adventure in any direction you like after the PCs dispose
of the ghouls and figure out how to open the secret door. That
door might lead to a long corridor riddled with traps (to discour-
age looters from entering the crypts), or it might provide egress
into an enormous chamber with a number of different corridors
leading away from it . . . or anything else you can think of.
MONSTER STATISTICS
Here are the statistics blocks (a form of condensed creature statis-
tics) for the creatures briefly mentioned above. These sample sta-
tistics blocks present all the information needed to run an
encounter with the spiders and one with the ghouls. For informa-
tion on how to read a statistics block, see the following page.
For your own notes, you can write out this information in as
much or as little detail as you like. It’s best to include all the infor-
mation you may need at first, then gradually make the entries
more abbreviated (for example: 3 ghouls, hp 13 each, ghoul fever,
paralysis, undead type) as you become familiar with various crea-
tures’ abilities through repeated encounters.
Small Monstrous Spider (1): CR 1/2; Small vermin; HD 1d8;
hp 7; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 14, flat-footed 11;
Base Atk +0; Grp –6; Atk +4 melee (1d4–2 plus poison, bite); Full
Atk +4 melee (1d4–2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA
poison, web; SQ_tremorsense, vermin traits; AL N; SV Fort +2, Ref
+3, Will +0; Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +11*, Jump +4, Spot +12*;
Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 10, initial and secondary
damage 1d3 Str.
Web (Ex): This spider produces silk. Spiders can wait in their
webs, then lower themselves silently on silk strands and leap onto
prey passing beneath. A single strand is strong enough to support
the spider and one creature of the same size. *Monstrous spiders
gain a +8 competence bonus on Hide and Move Silently checks
when using their webs.
Web-spinning spiders can throw a web eight times per day. This
attack is similar to an attack with a net but maximum range of 50
feet, range increment 10 feet, and effective against targets up to
one size category larger than the spider. The web anchors the
target in place, allowing no movement. An entangled creature can
escape with a DC 15 Escape Artist check or burst it with a DC 14
Strength check. Both are standard actions.
Web-spinning spiders often create sheets of sticky webbing.
Approaching creatures must succeed on a DC 20 Spot check to
notice a web; otherwise, they stumble into it and become trapped
as though by a successful thrown web attack. Attempts to escape
or burst the webbing gain a +5 bonus if the trapped creature has
something to walk on or grab while pulling free. Each 5-foot sec-
tion has 4 hit points, and sheet webs have damage reduction
5/fire.
A monstrous spider can move across its own sheet web at its
climb speed and can determine the exact location of any creature
touching the web.
Tremorsense (Ex): A monstrous spider can detect and locate any
creature or object in contact with the ground within 60 feet, or
any creature or object in contact with the spider’s webs at an
unlimited range.
Vermin Traits: Darkvision out to 60 feet. Mindless; no Intelli-
gence score, and immunity to mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects).
Tiny Monstrous Spiders (6): CR 1/4; Tiny vermin; HD 1/2 d8;
hp 2 each; Init +3; Spd 20 ft., climb 10 ft.; AC 15, touch 15, flat-footed
12; Base Atk +0; Grp –12; Atk +5 melee (1d3–4 plus poison, bite);
Full Atk +5 melee (1d3–4 plus poison, bite); Space/Reach 2-1/2 ft./0
ft.; SA poison, web; SQ tremorsense, vermin traits; AL N; SV Fort +2,
Ref +3, Will +0; Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +15*, Jump +0, Spot +12*;
Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 10, initial and secondary
damage 1d2 Str.
Web (Ex): The webs in this encounter were all produced by the
mother spider; see the Small monstrous spider entry, above, for
details. *Monstrous spiders gain a +8 competence bonus on Hide
and Move Silently checks when using their webs.
These monstrous spiders can move across their mother’s sheet
web at their climb speed and can determine the exact location of
any creature touching the web.
Tremorsense (Ex): A monstrous spider can detect and locate any
creature or object in contact with the ground within 60 feet, or
any creature or object in contact with the spider’s webs at an
unlimited range.
Vermin Traits: Darkvision out to 60 feet. Mindless; no Intelli-
gence score, and immunity to mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects).
This room appears to be a dead end. Its domed ceiling arches
up to 25 feet high in the center. On the east side of the cham-
ber, a fast-flowing stream of water 5 feet wide runs from north
to south.
CHAPTER 3:
ADVENTURES
Ghouls (3): CR 1; Medium undead; HD 2d12; hp 13, 13, 18;
Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee
(1d6+1 plus paralysis, bite) and +0/+0 melee (1d3 plus paralysis, 2
claws); Space/Reach 5 ft./5 ft.; SA ghoul fever, paralysis; SQ +2
turn resistance, undead traits; AL CE; SV Fort +0, Ref +2, Will +5;
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12.
Skills and Feats: Balance +6,
Climb +5, Hide +6, Jump +5,
Move Silently +6, Spot +7;
Multiattack (see page 304 of
the Monster Manual).
Ghoul Fever (Su): Those hit
by a ghoul’s bite must succeed
on a DC 12 Fortitude save or
succumb to ghoul fever (incu-
bation period 1 day, damage
1d3 Con and 1d3 Dex). A
humanoid who dies of ghoul
fever rises as a ghoul at mid-
night of the next day (see page
118 of the Monster Manual for
more information).
Paralysis (Ex): Those hit by a
ghoul’s bite or claw attack
must succeed on a DC 12 For-
titude save or be paralyzed for
1d4+1 minutes. Elves are
immune to this paralysis.
Undead Traits: Darkvision
out to 60 feet. Immunity to
poison, magic sleep effects,
paralysis, stunning, disease,
and death effects. Not subject
to critical hits, nonlethal
damage, ability drain, or
energy drain. Immunity to
any effect that requires a Forti-
tude save (unless the effect
also works on objects or is
harmless). Not at risk of death from massive damage, but
destroyed when reduced to 0 hit points or lower. Not affected by
raise dead or reincarnate spells or abilities.
STATISTICS BLOCKS
Every character and creature in the D&D game has a number of
different abilities and characteristics. A creature’s statistics block
(“stat block” for short) summarizes those attributes.
At the end of the sample adventure above, statistics blocks are
provided for the spiders and the ghouls that the PCs encounter.
This information is taken from the Monster Manual entries for
those creatures and presented here in an abbreviated form. Many
published adventures contain stat blocks for the creatures therein
as a convenience, preventing you from needing to look up infor-
mation from one of the core rulebooks (usually the Monster
Manual) in order to run the adventure.
Some stat blocks are less detailed than others, sometimes
because those characters or creatures are only “bit players” (com-
moners or other unimportant NPCs) and sometimes because only
certain aspects of a creature’s abilities are relevant to the adventure.
For instance, the stat block for a gold dragon would only need
to mention that the dragon can breathe underwater if the place
where it’s encountered includes a body of water large enough for
this ability to be potentially useful.
Following is a summary of the main elements of a statistics
block. All the terms used in this summary are discussed in more
detail elsewhere in the rules. For examples of various types of
character stat blocks, see the sample NPCs in Chapter 4. For exam-
ples of stat blocks describing various kinds of creatures, see Famil-
iars on pages 200–204.
Name: The word or phrase that identifies the creature.
Race and Class: Provided only for characters with levels.
CR: The Challenge Rating of an individual creature of this kind.
Size and Type: The creature’s
size category and its type (and
subtype or subtypes, if appli-
cable).
HD: The creature’s Hit Dice
(and any hit points it gains or
loses because of its Constitu-
tion modifier).
hp: The creature’s full
normal hit point total (usually
average rolls on each Hit Die).
Init: The creature’s modifier
on initiative checks.
Spd: The creature’s base land
speed, followed by speeds for
other modes of movement if
applicable.
AC: The creature’s Armor
Class against most regular
attacks, followed by its AC
against touch attacks (which
disregard armor) and its AC
when flat-footed (or at any
other time when denied its
Dexterity bonus to AC).
Base Atk: The creature’s base
attack bonus without any modi-
fiers.
Grp: The creature’s grapple
bonus (base attack + size modi-
fier + Str bonus).
Atk: The single attack the
creature makes when taking
an attack action (modified attack bonus, whether the attack is
melee or ranged, how much damage the attack deals, and the
weapon used for the attack).
Full Atk: All the physical attacks the creature can make when
taking a full attack action (often the same as the Atk entry).
Space/Reach: How large a square the creature takes up on the
battle grid and how far its natural reach extends. The vast majority
of creatures have a space/reach of 5 ft./5 ft.; as such, a stat block
might omit this entry unless it’s different from the “default.”
SA: The creature’s special attacks (some of which may be de-
scribed in more detail beneath the Skills and Feats paragraph).
SQ: The creature’s special qualities (some of which may be de-
scribed in more detail beneath the Skills and Feats paragraph).
AL: The one- or two-letter abbreviation denoting the creature’s
alignment.
SV: The creature’s saving throw bonuses.
Ability Scores: The creature’s ability scores in the customary
order (Str, Dex, Con, Int, Wis, Cha).
Skills and Feats: In a new paragraph, a list of all the creature’s skill
modifiers and feats.
Details: Special attacks and special qualities that need further
explanation are covered next.
Spells Known: For sorcerers and members of other classes that do
not prepare spells.
Spells Prepared: For wizards, clerics, and members of other classes
that prepare spells. A cleric’s stat block also includes the domains
he has access to (with domain spells asterisked in the list of pre-
CHAPTER 3:
ADVENTURES
pared spells), his deity (if applicable), and the granted powers of
his domains.
Spellbook: Optionally (in addition to Spells Prepared), you may
wish to provide the contents of a caster’s spellbook in her stat
block. (See the sample NPC wizards on page 125 for what this
looks like.) This information can be important for an NPC whom
the characters might encounter repeatedly over the course of sev-
eral days (so that she could choose to prepare different spells on
different days).
Possessions: A list of items the creature or character is wearing or
carrying.
Obviously, any stat block you create for your own use can be as
sparse or as detailed as you need it to be. If all that really matters
for an encounter is a creature’s hit points, AC, and attack bonus,
then those are the only characteristics you need to make note of.
Use your own stat blocks to streamline the action during play by
enabling you to have what you need at your fingertips—but don’t
feel that your stat blocks have to provide every conceivable statistic
for every creature (unless that’s what you want them to do, of course).
WILDERNESS ADVENTURES
In the great outdoors, dragons cross the sky, looking for prey on
the ground, while tribes of hobgoblins stalk their own victims. An
ankheg bursts forth from the earth, and monstrous spiders drop
from the trees.
Adventures and encounters outdoors can be as interesting as
those underground, but they’re different in many ways. Charac-
ters have greater freedom to roam. In a dungeon, characters are
constrained by the doors and hallways available to them, but in a
forest, they can travel in any direction they please.
The open wilderness can be liberating for the players, and it
demands that the DM be flexible. You don’t have to have every
5-foot square of the Abbor-Alz Mountains mapped before the
adventure begins, but you should be able to draw the terrain in
the immediate area when the red dragon roars out of the sky.
Furthermore, you should know—in general terms, at least—what
the characters will find if they cross that ridge or ford that stream.
A second difference between wilderness adventures and dun-
geon adventures is the possibility of retreat. In a dungeon, the PCs
can generally retreat and recuperate without too much difficulty.
But the wilderness is by definition far from the comforts of civi-
lization, so the characters have to rely more on their own
resources. There probably isn’t a friendly temple full of healers in
the middle of the trackless swamp the characters are fighting their
way through, so the PC cleric will have to handle all the party’s
healing. There’s no inn, so some characters will have to stay awake
and keep watch while the other characters sleep. And if the char-
acters are beset by foes, they have no safe place to run to—or at
least no safe place nearby.
Finally, wilderness adventures differ from dungeon ones be-
cause the wilderness is often ancillary to the characters’ larger pur-
pose. Wilderness adventures usually involve travel through the
wild to a specific destination, not exploration of the wilderness for
its own sake. A dungeon is a place you travel to, but the wilderness
is a place you travel through. Characters are less inclined to linger
without a good reason, because they’re usually on their way to
someplace else.
For obvious reasons, doors, floors, and walls are few and far be-
tween in the wilderness. Instead the characters will have to con-
tend with everything from towering trees to quicksand as they
make their way through the wilderness. The kinds of dangers
they’ll face depend on the terrain (forest, mountain, and so on)
and climate (hot, temperate, or cold).
GETTING LOST
There are many ways to get lost in the wilderness. Following an
obvious road, trail, or feature such as a stream or shoreline pre-
vents any possibility of becoming lost, but travelers striking off
cross-country may become disoriented—especially in conditions
of poor visibility or in difficult terrain.
Poor Visibility: Any time characters cannot see at least 60
feet in the prevailing conditions of visibility, they may become
lost. Characters traveling through fog, snow, or a downpour
might easily lose the ability to see any landmarks not in their
immediate vicinity. Similarly, characters traveling at night may
be at risk, too, depending on the quality of their light sources, the
amount of moonlight, and whether they have darkvision or low-
light vision.
Difficult Terrain: Any character in forest, moor, hill, or moun-
tain terrain may become lost if he or she moves away from a trail,
road, stream, or other obvious path or track. Forests are especially
dangerous because they obscure far-off landmarks and make it
hard to see the sun or stars.
Chance to Get Lost: If conditions exist that make getting lost
a possibility, the character leading the way must succeed on a Sur-
vival check or become lost. The difficulty of this check varies
based on the terrain, the visibility conditions, and whether or not
the character has a map of the area being traveled through. Refer
to the table below and use the highest DC that applies.
Survival DC Survival DC
Moor or hill, map 6 Poor visibility 12
Mountain, map 8 Mountain, no map 12
Moor or hill, no map 10 Forest 15
A character with at least 5 ranks in Knowledge (geography) or
Knowledge (local) pertaining to the area being traveled through
gains a +2 bonus on this check.
Check once per hour (or portion of an hour) spent in local or
overland movement to see if travelers have become lost. In the
case of a party moving together, only the character leading the
way makes the check. (Tip: Make this check in secret, since the
characters may not realize that they’re lost right away.)
Effects of Being Lost: If a party becomes lost, it is no longer
certain of moving in the direction it intended to travel. Randomly
determine the direction in which the party actually travels during
each hour of local or overland movement. The characters’ move-
ment continues to be random until they blunder into a landmark
they can’t miss, or until they recognize that they are lost and make
an effort to regain their bearings.
Recognizing that You’re Lost: Once per hour of random travel, each
character in the party may attempt a Survival check (DC 20, –1 per
hour of random travel) to recognize that they are no longer certain
of their direction of travel. Some circumstances may make it obvi-
ous that the characters are lost; if they expected to reach a certain
spot within an hour but three or four hours pass by with no sign of
their destination, that’s a bad sign.
Setting a New Course: A lost party is also uncertain of determin-
ing in which direction it should travel in order to reach a desired
objective—even an objective such as “the point where we left the
road and went off into these dratted woods.” Determining the cor-
rect direction of travel once a party has become lost requires a Sur-
vival check (DC 15, +2 per hour of random travel). If a character
fails this check, he chooses a random direction as the “correct”
direction for resuming travel. (Tip: Again, this is a check you
should make in secret. The lost characters may think they know
the way to travel after regaining their bearings, but could be
entirely wrong again.)
Once the characters are traveling along their new course, cor-
rect or incorrect, they may get lost again. If the conditions still
make it possible for travelers to become lost, check once per hour
CHAPTER 3:
ADVENTURES
of travel as described in Chance to Get Lost, above, to see if the
party maintains its new course or begins to move at random again.
Conflicting Directions: It’s possible that several characters may
attempt to determine the right direction to proceed after becom-
ing lost. That’s just fine. You make a Survival check for each char-
acter in secret, then tell the players whose characters succeeded
the correct direction in which to travel, and tell the players whose
characters failed a random direction they think is right. (Tip: A few
extraneous die rolls behind your screen might make it less appar-
ent which characters are right and which characters are wrong.)
Regaining Your Bearings: There are several ways to become
un-lost. First, if the characters successfully set a new course and
follow it to the destination they’re trying to reach, they’re not lost
anymore. Second, the characters through random movement
might run into an unmistakable landmark. Third, if conditions
suddenly improve—the fog lifts or the sun comes up—lost char-
acters may attempt to set a new course, as described above, with a
+4 bonus on the Survival check. Finally, magic such as find the path
may make their course clear.
FOREST TERRAIN
Forest terrain can be divided into three categories: sparse,
medium, and dense. An immense forest could have all three cate-
gories within its borders, with more sparse terrain at the outer
edge of the forest and dense forest at its heart.
The table below describes in general terms how likely it is that
a given square has a terrain element in it. You shouldn’t roll for
each square. Instead, use the percentages in the table below to
guide the maps you create.
Forest Terrain Features
———— Category of Forest ————
Sparse Medium Dense
Typical trees 50% 70% 80%
Massive trees — 10% 20%
Light undergrowth 50% 70% 50%
Heavy undergrowth — 20% 50%
Trees: The most important terrain element in a forest is the trees,
obviously. Place a dot in the center of each square that you decide
has a tree in it, and don’t worry about the tree’s exact location within
the square. A creature standing in the same square as a tree gains a
+2 bonus to Armor Class and a +1 bonus on Reflex saves (these
bonuses don’t stack with cover bonuses from other sources). The
presence of a tree doesn’t otherwise affect a creature’s fighting space,
because it’s assumed that the creature is using the tree to its advan-
tage when it can. The trunk of a typical tree has AC 4, hardness 5,
and 150 hp. A DC 15 Climb check is sufficient to climb a tree.
Medium and dense forests have massive trees as well. These
trees take up an entire square and provide cover to anyone behind
them. They have AC 3, hardness 5, and 600 hp. Like their smaller
counterparts, it takes a DC 15 Climb check to climb them.
Undergrowth: Vines, roots, and short bushes cover much of the
ground in a forest. A space covered with light undergrowth costs 2
squares of movement to move into, and it provides concealment.
Undergrowth increases the DC of Tumble and Move Silently
checks by 2 because the leaves and branches get in the way.
Heavy undergrowth costs 4 squares of movement to move into,
and it provides concealment with a 30% miss chance (instead of the
usual 20%). It increases the DC of Tumble and Move Silently checks
by 5. Heavy undergrowth is easy to hide in, granting a +5 circum-
stance bonus on Hide checks. Running and charging are impossible.
Squares with undergrowth are often clustered together. Under-
growth and trees aren’t mutually exclusive; it’s common for a
5-foot square to have both a tree and undergrowth.
Forest Canopy: It’s common for elves and other forest
dwellers to live on raised platforms far above the surface floor.
These wooden platforms generally have rope bridges (described
on page 64) between them. To get to the treehouses, characters
generally ascend the trees’ branches (Climb DC 15), use rope lad-
ders (Climb DC 0), or take pulley elevators (which can be made to
rise a number of feet equal to a Strength check, made each round
as a full-round action). Creatures on platforms or branches in a
forest canopy are considered to have cover when fighting crea-
tures on the ground, and in medium or dense forests they have
concealment as well.
Other Forest Terrain Elements: Fallen logs generally stand
about 3 feet high and provide cover just as low walls do. They
cost 5 feet of movement to cross. Forest streams are generally 5
to 10 feet wide and no more than 5 feet deep. Pathways wind
through most forests, allowing normal movement and providing
neither cover nor concealment. These paths are less common in
dense forests, but even unexplored forests will have occasional
game trails.
Stealth and Detection in a Forest: In a sparse forest, the max-
imum distance at which a Spot check for detecting the nearby
presence of others can succeed is 3d6×10 feet. In a medium
forest, this distance is 2d8×10 feet, and in a dense forest it is
2d6×10 feet.
Because any square with undergrowth provides concealment,
it’s usually easy for a creature to use the Hide skill in the forest.
Logs and massive trees provide cover, which also makes hiding
possible.
The background noise in the forest makes Listen checks more
difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but
note that Move Silently is also more difficult in undergrowth).
Forest Fires (CR 6)
Most campfire sparks ignite nothing, but if conditions are dry,
winds are strong, or the forest floor is dried out and flammable, a
forest fire can result. Lightning strikes often set trees afire and
start forest fires in this way. Whatever the cause of the fire, travel-
ers can get caught in the conflagration.
A forest fire can be spotted from as far away as 2d6×100 feet by
a character who makes a Spot check, treating the fire as a Colossal
creature (reducing the DC by 16). If all characters fail their Spot
checks, the fire moves closer to them. They automatically see it
when it closes to half the original distance.
Characters who are blinded or otherwise unable to make Spot
checks can feel the heat of the fire (and thus automatically “spot”
it) when it is 100 feet away.
CHAPTER 3:
ADVENTURES
Sample Temperate Forest Encounter Table (EL 6)
d% Encounter Average EL
01–04 1d4+3 dryads 8
05–10 1 treant 8
11–16 5th-level lizardfolk druid NPC 7
and 2 centaurs
17–19 1 nymph 7
20–25 1d4 unicorns 7
26–33 1d6+1 wolves 7
34–43 1d4 centaurs 6
44–51 1d4 dire wolves 6
52–61 1d3 owlbears 6
62–69 1d3 pixies 6
70–73 1 ghast (ghoul) and 2 ghouls 5
74–79 5th-level gnoll ranger NPC 5
80–85 1d4+1 satyrs 5
86–88 1d4+1 owlbear skeletons 5
89–93 1 wraith 5
94–97 2 black bears (animal) 4
98–100 1 wereboar (lycanthrope) 4
For information on how to build your own wilderness encounter
tables, see page 95.
The leading edge of a fire (the downwind side) can advance
faster than a human can run (assume 120 feet per round for winds
of moderate strength). Once a particular portion of the forest is
ablaze, it remains so for 2d4×10 minutes before dying to a smok-
ing smolder. Characters overtaken by a forest fire may find the
leading edge of the fire advancing away from them faster than
they can keep up, trapping them deeper and deeper in its grasp.
Within the bounds of a forest fire, a character faces three dan-
gers: heat damage, catching on fire, and smoke inhalation.
Heat Damage: Getting caught within a forest fire is even worse
than being exposed to extreme heat (see Heat Dangers, page 303).
Breathing the air causes a character to take 1d6 points of damage
per round (no save). In addition, a character must make a Forti-
tude save every 5 rounds (DC 15, +1 per previous check) or take
1d4 points of nonlethal damage. A character who holds his breath
can avoid the lethal damage, but not the nonlethal damage. Those
wearing heavy clothing or any sort of armor take a –4 penalty on
their saving throws. In addition, those wearing metal armor or
coming into contact with very hot metal are affected as if by a heat
metal spell (see page 239 of the Player’s Handbook).
Catching on Fire: Characters engulfed in a forest fire are at
risk of catching on fire when the leading edge of the fire overtakes
them, and are then at risk once per minute thereafter (see Catch-
ing on Fire, page 303).
Smoke Inhalation: Forest fires naturally produce a great deal
of smoke. A character who breathes heavy smoke must make a
Fortitude save each round (DC 15, +1 per previous check) or spend
that round choking and coughing. A character who chokes for 2
consecutive rounds takes 1d6 points of nonlethal damage. Also,
smoke obscures vision, providing concealment to characters
within it.
MARSH TERRAIN
Two categories of marsh exist: relatively dry moors and watery
swamps. Both are often bordered by lakes (described in Aquatic
Terrain, below), which effectively are a third category of terrain
found in marshes.
The table below describes terrain features found in marshes.
The percentages are indicative of typical marsh terrain and don’t
represent the exact chance that a given square will contain the ter-
rain element.
Marsh Terrain Features
— Marsh Category —
Moor Swamp
Shallow bog 20% 40%
Deep bog 5% 20%
Light undergrowth 30% 20%
Heavy undergrowth 10% 20%
Bogs: If a square is part of a shallow bog, it has deep mud or
standing water of about 1 foot in depth. It costs 2 squares of move-
ment to move into a square with a shallow bog, and the DC of
Tumble checks in such a square increases by 2.
A square that is part of a deep bog has roughly 4 feet of standing
water. It costs Medium or larger creatures 4 squares of movement
to move into a square with a deep bog, or characters can swim if
they wish. Small or smaller creatures must swim to move through
a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger
creatures. Smaller creatures gain improved cover (+8 bonus to AC,
+4 bonus on Reflex saves). Medium or larger creatures can crouch
as a move action to gain this improved cover. Creatures with this
improved cover take a –10 penalty on attacks against creatures
that aren’t underwater.
Deep bog squares are usually clustered together and sur-
rounded by an irregular ring of shallow bog squares.
Both shallow and deep bogs increase the DC of Move Silently
checks by 2.
Undergrowth: The bushes, rushes, and other tall grasses in
marshes function as undergrowth does in a forest (see above). A
square that is part of a bog does not also have undergrowth.
Quicksand: Patches of quicksand present a deceptively solid
appearance (appearing as undergrowth or open land) that may
trap careless characters. A character approaching a patch of quick-
sand at a normal pace is entitled to a DC 8 Survival check to spot
the danger before stepping in, but charging or running characters
don’t have a chance to detect a hidden bog before blundering in. A
typical patch of quicksand is 20 feet in diameter; the momentum
of a charging or running character carries him or her 1d2×5 feet
into the quicksand.
Effects of Quicksand: Characters in quicksand must make a DC 10
Swim check every round to simply tread water in place, or a DC 15
Swim check to move 5 feet in whatever direction is desired. If a
trapped character fails this check by 5 or more, he sinks below the
surface and begins to drown whenever he can no longer hold his
breath (see the Swim skill description, page 84 of the Player’s Hand-
book, and Drowning, page 304 of this book).
Characters below the surface of a bog may swim back to the sur-
face with a successful Swim check (DC 15, +1 per consecutive
round of being under the surface).
Rescue: Pulling out a character trapped in quicksand can be dif-
ficult. A rescuer needs a branch, spear haft, rope, or similar tool
that enables him to reach the victim with one end of it. Then he
must make a DC 15 Strength check to successfully pull the
victim, and the victim must make a DC 10 Strength check to hold
onto the branch, pole, or rope. If the victim fails to hold on, he
must make a DC 15 Swim check immediately to stay above the
surface. If both checks succeed, the victim is pulled 5 feet closer
to safety.
Hedgerows: Common in moors, hedgerows are tangles of
stones, soil, and thorny bushes.
Narrow hedgerows function as low walls, and it takes 15 feet of
movement to cross them.
Wide hedgerows are more than 5 feet tall and take up entire
squares. They provide total cover, just as a wall does. It takes 4
squares of movement to move through a square with a wide
hedgerow; creatures that succeed on a DC 10 Climb check need
only 2 squares of movement to move through the square.
Sample Temperate Marsh Encounter Table (EL 9)
d% Encounter Average EL
01–07 1 eleven-headed hydra 10
08–11 1d3 mohrgs 10
12–15 1 young adult black dragon 9
16–19 1d4+2 5th-level kobold sorcerer NPCs 9
20–30 1d3 chuuls 9
31–38 1d3 medusas 9
39–45 1d4+2 5th-level goblin rogue NPCs 9
46–53 1d3 spectres 9
54–63 1d4 will-o’-wisps 9
64–70 1d4 gray render zombies 9
71–81 1 gray render 8
82–91 1 hag covey (sea hag, annis, green hag) 8
92–97 2d4 harpies 8
98–100 1 shambling mound 6
Other Marsh Terrain Elements: Some marshes, particularly
swamps, have trees just as forests do, usually clustered in small
stands. Paths lead across many marshes, winding to avoid bog
areas. As in forests, paths allow normal movement and don’t pro-
vide the concealment that undergrowth does.
Stealth and Detection in a Marsh: In a moor, the maximum
distance at which a Spot check for detecting the nearby presence
CHAPTER 3:
ADVENTURES
of others can succeed is 6d6×10 feet. In a swamp, this distance is
2d8×10 feet.
Undergrowth and deep bogs provide plentiful concealment, so
it’s easy to hide in a marsh.
A marsh imposes no penalties on Listen checks, and using the
Move Silently skill is more difficult in both undergrowth and bogs.
HILLS TERRAIN
A hill can exist in most other types of terrain, but hills can also
dominate the landscape. Hills terrain is divided into two cate-
gories: gentle hills and rugged hills. Hills terrain often serves as a
transition zone between rugged terrain such as mountains and flat
terrain such as plains.
Hills terrain requires extra forethought on your part because play-
ers will naturally want to know which direction is uphill. The table
below indicates typical percentages of gradual and steep slopes in
hills terrain, but you’ll want to draw your map carefully so uphill and
downhill are clear and logical. The percentages below include no
provision for flat space, but you may want the tops of your hills and
the bottoms of your valleys to have at least a few squares of flat space.
Hills Terrain Features
——Hills Category——
Gentle Hill Rugged Hill
Gradual slope 75% 40%
Steep slope 20% 50%
Cliff 5% 10%
Light undergrowth 15% 15%
To draw hills terrain quickly, decide where you want your hill-
tops and valleys to be, then surround them with rings of gradual
slope and steep slope squares. If you use cliffs, put them next to or
within steep slope squares. Finally, draw arrows pointing downhill.
Gradual Slope: This incline isn’t steep enough to affect move-
ment, but characters gain a +1 bonus on melee attacks against foes
downhill from them.
Steep Slope: Characters moving uphill (to an adjacent square
of higher elevation) must spend 2 squares of movement to enter
each square of steep slope. Characters running or charging down-
hill (moving to an adjacent square of lower elevation) must suc-
ceed on a DC 10 Balance check upon entering the first steep slope
square. Mounted characters make a DC 10 Ride check instead.
Characters who fail this check stumble and must end their move-
ment 1d2×5 feet later. Characters who fail by 5 or more fall prone
in the square where they end their movement.
A steep slope increases the DC of Tumble checks by 2.
Cliff: A cliff typically requires a DC 15 Climb check to scale and
is 1d4×10 feet tall, although the needs of your map may mandate a
taller cliff. A cliff isn’t perfectly vertical, taking up 5-foot squares if
it’s less than 30 feet tall and 10-foot squares if it’s 30 feet or taller.
Light Undergrowth: Sagebrush and other scrubby bushes
grow on hills, athough they rarely cover the landscape as they do
in forests and marshes. Light undergrowth provides concealment
and increases the DC of Tumble and Move Silently checks by 2.
Other Hills Terrain Elements: Trees aren’t out of place in hills
terrain, and valleys often have active streams (5 to 10 feet wide and
no more than 5 feet deep) or dry streambeds (treat as a trench 5 to
10 feet across) in them. If you add a stream or streambed, remem-
ber that water always flows downhill.
Stealth and Detection in Hills: In gentle hills, the maximum
distance at which a Spot check for detecting the nearby presence
of others can succeed is 2d10×10 feet. In rugged hills, this dis-
tance is 2d6×10 feet.
Hiding in hills terrain can be difficult if there isn’t undergrowth
around. A hilltop or ridge provides enough cover to hide from
anyone below the hilltop or ridge.
Hills don’t affect Listen or Move Silently checks.
Sample Temperate Hills Encounter Table (EL 5)
d% Encounter Average EL
01–02 1 young copper dragon 7
03–05 1 bulette 7
06–09 1 hill giant 7
10–17 1d3 displacer beasts 6
18–27 1d3 griffons 6
28–34 1 wyvern 6
35–44 5th-level human bard NPC 5
45–58 1 ogre and 1d4+2 hobgoblin warriors 5
59–68 1d3 ogre zombies 5
69–77 1 rast 5
78–85 1d3 wights 5
86–95 1d3 hippogriffs 4
96–100 1 doppelganger 3
MOUNTAIN TERRAIN
The three mountain terrain categories are alpine meadows,
rugged mountains, and forbidding mountains. As characters
ascend into a mountainous area, they’re likely to face each terrain
category in turn, beginning with alpine meadows, extending
through rugged mountains, and reaching forbidding mountains
near the summit.
To draw a map for mountain terrain, use the percentages in
the table below to arrange the terrain elements. As with hills
terrain, you’ll want to pay close attention to uphill and downhill,
identifying the direction of descent on slopes. Gentle slopes,
steep slopes, cliffs, and chasms are mutually exclusive. Either of
the slope types may have undergrowth, scree, or dense rubble
on it.
Mountains have an important terrain element, the rock wall,
that is marked on the border between squares rather than taking
up squares itself. After you draw the other terrain elements on the
map, add rock walls, placing them within or adjacent to steep
slopes and cliffs.
Mountain Terrain Features
———— Mountain Category ————
Alpine Meadow Rugged Forbidding
Gradual slope 50% 25% 15%
Steep slope 40% 55% 55%
Cliff 10% 15% 20%
Chasm — 5% 10%
Light undergrowth 20% 10% —
Scree — 20% 30%
Dense rubble — 20% 30%
Gradual and Steep Slopes: These function as described in
Hills Terrain, above.
Cliff: These terrain elements also function like their hills ter-
rain counterparts, but they’re typically 2d6×10 feet tall. Cliffs
taller than 80 feet take up 20 feet of horizontal space.
Chasm: Usually formed by natural geological processes,
chasms function like pits in a dungeon setting. Chasms aren’t
hidden, so characters won’t fall into them by accident (although
bull rushes are another story). A typical chasm is 2d4×10 feet deep,
at least 20 feet long, and anywhere from 5 feet to 20 feet wide. It
takes a DC 15 Climb check to climb out of a chasm.
In forbidding mountain terrain, chasms are typically 2d8×10
feet deep.
Light Undergrowth: This functions as described in Forest Ter-
rain, above.
Scree: A field of shifting gravel, scree doesn’t affect speed, but it
can be treacherous on a slope. The DC of Balance and Tumble
checks increases by 2 if there’s scree on a gradual slope and by 5 if
there’s scree on a steep slope. The DC of Move silently checks in-
creases by 2 if the scree is on a slope of any kind.
CHAPTER 3:
ADVENTURES
Dense Rubble: The ground is covered with rocks of all sizes. It
costs 2 squares of movement to enter a square with dense rubble.
The DC of Balance and Tumble checks on dense rubble increases
by 5, and the DC of Move Silently checks increases by +2.
Rock Wall: A vertical plane of stone, rock walls require DC 25
Climb checks to ascend. A typical rock wall is 2d4×10 feet tall in
rugged mountains and 2d8×10 feet tall in forbidding mountains.
Rock walls are drawn on the edges of squares, not in the squares
themselves.
Cave Entrance: Found in cliff and steep slope squares and next
to rock walls, cave entrances are typically between 5 and 20 feet
wide and 5 feet deep. Beyond the entrance, a cave could be any-
thing from a simple chamber to the entrance to an elaborate dun-
geon. Caves used as monster lairs typically have 1d3 rooms that
are 1d4×10 feet across.
Other Mountain Terrain Features: Most alpine meadows
begin above the tree line, so trees and other forest elements are
rare in the mountains. Mountain terrain can include active
streams (5 to 10 feet wide and no more than 5 feet deep) and dry
streambeds (treat as a trench 5 to 10 feet across). Particularly
high-altitude areas tend to be colder than the lowland areas that
surround them, so they may be covered in ice sheets (described
below).
Stealth and Detection in Mountains: As a guideline, the
maximum distance in mountain terrain at which a Spot check for
detecting the nearby presence of others can succeed is 4d10×10
feet. Certain peaks and ridgelines afford much better vantage
points, of course, and twisting valleys and canyons have much
shorter spotting distances. Because there’s little vegetation to
obstruct line of sight, the specifics on your map are your best
guide for the range at which an encounter could begin.
As in hills terrain, a ridge or peak provides enough cover to hide
from anyone below the high point.
It’s easier to hear faraway sounds in the mountains. The DC of
Listen checks increases by 1 per 20 feet between listener and
source, not per 10 feet.
Sample Cold Mountains Encounter Table (EL 11)
d% Encounter Average EL
01–04 1 beholder 13
05–07 1 young adult silver dragon 13
08–19 1d3 10th-level half-orc barbarian NPCs 12
20–29 1 devourer 11
30–47 1d3 frost giants 11
48–58 1d4 greater shadows 11
59–75 1 troll hunter 11
76–88 10th-level drow wizard NPC 11
and 1 shield guardian
89–100 2d4 trolls 9
Avalanches (CR 7)
The combination of high peaks and heavy snowfalls means that
avalanches are a deadly peril in many mountainous areas. While
avalanches of snow and ice are common, it’s also possible to have
an avalanche of rock and soil.
An avalanche can be spotted from as far away as 1d10×500 feet
downslope by a character who makes a DC 20 Spot check, treat-
ing the avalanche as a Colossal creature. If all characters fail their
Spot checks to determine the encounter distance, the avalanche
moves closer to them, and they automatically become aware of it
when it closes to half the original distance.
It’s possible to hear an avalanche coming even if you can’t see it.
Under optimum conditions (no other loud noises occurring), a
character who makes a DC 15 Listen check can hear the avalanche
or landslide when it is 1d6×500 feet away. This check might have a
DC of 20, 25, or higher in conditions where hearing is difficult
(such as in the middle of a thunderstorm).
A landslide or avalanche consists of two distinct areas: the bury
zone (in the direct path of the falling debris) and the slide zone
(the area the debris spreads out to encompass). Characters in the
bury zone always take damage from the avalanche; characters in
the slide zone may be able to get out of the way.
Characters in the bury zone take 8d6 points of damage, or half
that amount if they make a DC 15 Reflex save. They are subse-
quently buried (see below).
Characters in the slide zone take 3d6 points of damage, or no damage
if they make a DC 15 Reflex save. Those who fail their saves are buried.
Buried characters take 1d6 points of nonlethal damage per
minute. If a buried character falls unconscious, he or she must
make a DC 15 Constitution check or take 1d6 points of lethal
damage each minute thereafter until freed or dead.
The typical avalanche has a width of 1d6×100 feet, from one
edge of the slide zone to the opposite edge. The bury zone in the
center of the avalanche is half as wide as the avalanche’s full width.
To determine the precise location of characters in the path of an
avalanche, roll 1d6×20; the result is the number of feet from the
center of the path taken by the bury zone to the center of the
party’s location. Avalanches of snow and ice advance at a speed of
500 feet per round, and rock avalanches travel at a speed of 250
feet per round.
Mountain Travel
High altitude can be extremely fatiguing—or sometimes
deadly—to creatures that aren’t used to it. Cold becomes extreme,
and the lack of oxygen in the air can wear down even the most
hardy of warriors.
Acclimated Characters: Creatures accustomed to high alti-
tude generally fare better than lowlanders. Any creature with an
Environment entry that includes mountains is considered native
to the area, and acclimated to the high altitude. Characters can also
acclimate themselves by living at high altitude for a month. Char-
acters who spend more than two months away from the moun-
tains must reacclimate themselves when they return.
Undead, constructs, and other creatures that do not breathe are
immune to altitude effects.
Altitude Zones: In general, mountains present three possible
altitude bands: low pass, low peak/high pass, and high peak.
Low Pass (lower than 5,000 feet): Most travel in low mountains
takes place in low passes, a zone consisting largely of alpine mead-
ows and forests. Travelers may find the going difficult (which is
reflected in the movement modifiers for traveling through moun-
tains), but the altitude itself has no game effect.
Low Peak or High Pass (5,000 to 15,000 feet): Ascending to the high-
est slopes of low mountains, or most normal travel through high
mountains, falls into this category. All nonacclimated creatures
labor to breathe in the thin air at this altitude. Characters must
succeed on a Fortitude save each hour (DC 15, +1 per previous
check) or be fatigued. The fatigue ends when the character de-
scends to an altitude with more air.
Acclimated characters do not have to attempt the Fortitude save.
High Peak (more than 15,000 feet): The highest mountains exceed
20,000 feet in height. At these elevations, creatures are subject to
both high altitude fatigue (as described above) and altitude sick-
ness, whether or not they’re acclimated to high altitudes.
Altitude sickness represents long-term oxygen deprivation, and
it affects mental and physical ability scores. After each 6-hour
period a character spends at an altitude of over 15,000 feet, he
must succeed on a Fortitude save (DC 15, +1 per previous check)
or take 1 point of damage to all ability scores.
Creatures acclimated to high altitude receive a +4 competence
bonus on their saving throws to resist high altitude effects and
altitude sickness, but eventually even seasoned mountaineers
must abandon these dangerous elevations.
CHAPTER 3:
ADVENTURES
DESERT TERRAIN
Desert terrain exists in warm, temperate, and cold climates, but all
deserts share one common trait: little rain. The three categories of
desert terrain are tundra (cold deserts), rocky desert (often tem-
perate), and sandy desert (often warm).
Desert Terrain Features
——— Desert Category ———
Tundra Rocky Sandy
Light undergrowth 15% 5% 5%
Ice sheet 25% — —
Light rubble 5% 30% 10%
Dense rubble — 30% 5%
Sand dunes — — 50%
Sample Warm Desert Encounter Table (EL 7)
d% Encounter Average EL
01–07 1 androsphinx 9
08–15 1 gynosphinx 8
16–23 1d3 lamias 8
24–31 1d3 basilisks 7
32–41 1 criosphinx 7
42–49 5th-level human monk NPC 7
and 5th-level human bard NPC
50–57 1 flesh golem 7
58–69 1d3 hieracosphinxes 7
70–80 1 Huge monstrous scorpion (vermin) 7
81–88 1d3 jann (genie) 6
89–96 1d4+2 Large monstrous scorpions (vermin) 6
97–100 1 mummy 5
Tundra differs from the other desert categories in two impor-
tant ways. Because snow and ice cover much of the landscape, it’s
easy to find water. And during the height of summer, the per-
mafrost thaws to a depth of a foot or so, turning the landscape into
a vast field of mud. The muddy tundra affects movement and skill
use as the shallow bogs described in marsh terrain, although
there’s little standing water.
The table above describes terrain elements found in each of the
three desert categories. The percentages are intended to guide
your map-drawing; don’t roll for each square. The terrain ele-
ments on this table are mutually exclusive; for instance, a square
of tundra may contain either light undergrowth or an ice sheet,
but not both.
Light Undergrowth: Consisting of scrubby, hardy bushes
and cacti, light undergrowth functions as described for other ter-
rain types.
Ice Sheet: The ground is covered with slippery ice. It costs 2
squares of movement to enter a square covered by an ice sheet, and
the DC of Balance and Tumble checks there increases by 5. A DC
10 Balance check is required to run or charge across an ice sheet.
Light Rubble: Small rocks are strewn across the ground,
making nimble movement more difficult more difficult. The DC
of Balance and Tumble checks increases by 2.
Dense Rubble: This terrain feature consists of more and larger
stones. It costs 2 squares of movement to enter a square with dense
rubble. The DC of Balance and Tumble checks increases by 5, and
the DC of Move Silently checks increases by 2.
Sand Dunes: Created by the action of wind on sand, sand
dunes function as hills that move. If the wind is strong and con-
sistent, a sand dune can move several hundred feet in a week’s
time. Sand dunes can cover hundreds of squares. They always have
a gentle slope pointing in the direction of the prevailing wind and
a steep slope on the leeward side.
Other Desert Terrain Features: Tundra is sometimes bor-
dered by forests, and the occasional tree isn’t out of place in the
cold wastes. Rocky deserts have towers and mesas consisting of
flat ground surrounded on all sides by cliffs and steep slopes (de-
scribed in Mountain Terrain, above). Sandy deserts sometimes
have quicksand; this functions as described in Marsh Terrain,
above, although desert quicksand is a waterless mixture of fine
sand and dust. All desert terrain is crisscrossed with dry
streambeds (treat as trenches 5 to 15 feet wide) that fill with water
on the rare occasions when rain falls.
Stealth and Detection in the Desert: In general, the maxi-
mum distance in desert terrain at which a Spot check for detect-
ing the nearby presence of others can succeed is 6d6×20 feet;
beyond this distance, elevation changes and heat distortion in
warm deserts makes spotting impossible. The presence of dunes
in sandy deserts limits spotting distance to 6d6×10 feet.
The desert imposes neither bonuses nor penalties on Listen or
Spot checks. The scarcity of undergrowth or other elements that
offer concealment or cover makes hiding more difficult.
Sandstorms
A sandstorm reduces visibility to 1d10×5 feet and provides a –4
penalty on Listen, Search, and Spot checks. A sandstorm deals 1d3
points of nonlethal damage per hour to any creatures caught in
the open, and leaves a thin coating of sand in its wake. Driving
sand creeps in through all but the most secure seals and seams, to
chafe skin and contaminate carried gear.
PLAINS TERRAIN
Plains are where most civilizations flourish, so they are often set-
tled. Plains come in three categories: farms, grasslands, and battle-
fields. Farms are common in settled areas, of course, while grass-
lands represent untamed plains. The battlefields where large
armies clash are temporary places, usually reclaimed by natural
vegetation or the farmer’s plow. Battlefields represent a third ter-
rain category because adventurers tend to spend a lot of time
there, not because they’re particularly prevalent.
The table below shows the proportions of terrain elements in
the different categories of plains. On a farm, light undergrowth
represents most mature grain crops, so farms growing vegetable
crops will have less light undergrowth, as will all farms during the
time between harvest and a few months after planting.
The terrain elements in the table below are mutually exclusive.
Plains Terrain Features
——— Plains Category ———
Farm Grassland Battlefield
Light undergrowth 40% 20% 10%
Heavy undergrowth — 10% —
Light rubble — — 10%
Trench 5% — 5%
Berm — — 5%
Undergrowth: Whether they’re crops or natural vegetation,
the tall grasses of the plains function like light undergrowth in a
forest. Particularly thick bushes form patches of heavy under-
growth that dot the landscape in grasslands.
Light Rubble: On the battlefield, light rubble usually repre-
sents something that was destroyed: the ruins of a building or the
scattered remnants of a stone wall, for example. It functions as
described in the desert terrain section above.
Trench: Often dug before a battle to protect soldiers, a trench
functions as a low wall, except that it provides no cover against
adjacent foes. It costs 2 squares of movement to leave a trench, but
it costs nothing extra to enter one. Creatures outside a trench who
make a melee attack against a creature inside the trench gain a +1
bonus on melee attacks because they have higher ground.
In farm terrain, trenches are generally irrigation ditches.
Berm: A common defensive structure, a berm is a low, earthen
wall that slows movement and provides a measure of cover. Put a
CHAPTER 3:
ADVENTURES
berm on the map by drawing two adjacent rows of steep slope
(described in Hills Terrain, above), with the edges of the berm on
the downhill side. Thus, a character crossing a two-square berm
will travel uphill for 1 square, then downhill for 1 square. Two-
square berms provide cover as low walls for anyone standing
behind them. Larger berms provide the low wall benefit for
anyone standing 1 square downhill from the top of the berm.
Fences: Wooden fences are generally used to contain livestock
or impede oncoming soldiers. It costs an extra square of move-
ment to cross a wooden fence. A stone fence provides a measure of
cover as well, functioning as low walls. Mounted characters can
cross a fence without slowing their movement if they succeed on
a DC 15 Ride check. If the check fails, the steed crosses the fence,
but the rider falls out of the saddle.
Sample Temperate Plains Encounter Table (EL 4)
d% Encounter Average EL
01–03 1 half-dragon, 4th-level human fighter 6
04–08 1d4+2 worgs 6
09–13 1d3 cockatrices 5
14–19 1d3 locust swarms 5
20–26 5th-level human paladin NPC 5
27–35 1d3 blink dogs 4
36–44 1d3 giant soldier ants 4
45–57 1d4+4 goblins 4
58–69 1d3 wererats (lycanthrope) 4
70–78 1 vampire spawn 4
79–86 1 allip 3
87–94 1 ankheg 3
95–100 1d3 gnolls 3
Other Plains Terrain Features: Occasional trees dot the land-
scape in many plains, although on battlefields they’re often felled
to provide raw material for siege engines (described in Urban Fea-
tures, page 99). Hedgerows (described in Marsh Terrain, page 88)
are found in plains as well. Streams, generally 5 to 20 feet wide and
5 to 10 feet deep, are commonplace.
Stealth and Detection in Plains: In plains terrain, the maxi-
mum distance at which a Spot check for detecting the nearby
presence of others can succeed is 6d6×40 feet, although the
specifics of your map may restrict line of sight.
Plains terrain provides no bonuses or penalties on Listen and
Spot checks. Cover and concealment are not uncommon, so a
good place of refuge is often nearby, if not right at hand.
AQUATIC TERRAIN
Aquatic terrain is the least hospitable to most PCs, because they can’t
breathe there. Characters are as likely to find themselves unwillingly
thrust into the water (when it’s at the bottom of a pit, for example) as
they are to intentionally seek adventure under the waves.
Aquatic terrain doesn’t offer the variety that land terrain does.
The ocean floor holds many marvels, including undersea ana-
logues of any of the terrain elements described earlier in this sec-
tion. But if your characters find themselves in the water because
they were bull rushed off the deck of a pirate ship, the tall kelp
beds hundreds of feet below them don’t matter.
Accordingly, these rules simply divide aquatic terrain into two
categories: flowing water (such as streams and rivers) and non-
flowing water (such as lakes and oceans).
Sample Temperate Aquatic Encounter Table (EL 8)
d% Encounter Average EL
01–04 1 juvenile bronze dragon 9
05–08 1 dragon turtle 9
09–17 1 giant squid (animal) 9
18–28 1 giant octopus (animal) 8
29–39 1d4+2 sea cats 8
40–56 1d4+2 Huge sharks (animal) 8
57–70 2d4+4 tritons 8
71–83 1 cachalot whale (animal) 7
84–94 1 water naga 7
95–100 1d4 merrow (ogre) 6
Flowing Water: Large, placid rivers move at only a few miles
per hour, so they function as still water for most purposes. But
some rivers and streams are swifter; anything floating in them
moves downstream at a speed of 10 to 40 feet per round. The
fastest rapids send swimmers bobbing downstream at 60 to 90 feet
per round. Fast rivers are always at least rough water (Swim DC
15), and whitewater rapids are stormy water (Swim DC 20).
If a character is in moving water, move her downstream the
indicated distance at the end of her turn. A character trying to
maintain her position relative to the riverbank can spend some or
all of her turn swimming upstream.
Swept Away: Characters swept away by a river moving 60 feet
per round or faster must make DC 20 Swim checks every round to
avoid going under. If a character gets a check result of 5 or more
over the minimum necessary, he arrests his motion by catching a
rock, tree limb, or bottom snag—he is no longer being carried
along by the flow of the water. Escaping the rapids by reaching the
bank requires three DC 20 Swim checks in a row. Characters
arrested by a rock, limb, or snag can’t escape under their own
power unless they strike out into the water and attempt to swim
their way clear. Other characters can rescue them as if they were
trapped in quicksand (described in Marsh Terrain, above).
Nonflowing Water: Lakes and oceans simply require a swim
speed or successful Swim checks to move through (DC 10 in calm
water, DC 15 in rough water, DC 20 in stormy water). Characters
need a way to breathe if they’re underwater; failing that, they risk
drowning (see Drowning, page 304). When underwater, charac-
CHAPTER 3:
ADVENTURES
Table 3–22: Combat Adjustments Underwater
————— Attack/Damage —————
Condition Slashing or Bludgeoning Tail Movement Off Balance?
4
Freedom of movement normal/normal normal/normal normal No
Has a swim speed –2/half normal normal No
Successful Swim check –2/half
1
–2/half quarter or half
2
No
Firm footing
3
–2/half –2/half half No
None of the above –2/half –2/half normal Yes
1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally
when grappling.
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if
it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than
Medium, and half that for each size category smaller than Medium.
4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature
loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
ters can move in any direction as if they were flying with perfect
maneuverability.
Stealth and Detection Underwater: How far you can see
underwater depends on the water’s clarity. As a guideline, crea-
tures can see 4d8×10 feet if the water is clear, and 1d8×10 feet if it’s
murky. Moving water is always murky, unless it’s in a particularly
large, slow-moving river.
It’s hard to find cover or concealment to hide underwater
(except along the seafloor). Listen and Move Silently checks func-
tion normally underwater.
Invisibility: An invisible creature displaces water and leaves a
visible, body-shaped “bubble” where the water was displaced. The
creature still has concealment (20% miss chance), but not total
concealment (50% miss chance).
Underwater Combat
Land-based creatures can have considerable
difficulty when fighting in water. Water
affects a creature’s Armor Class, attack
rolls, damage, and move-
ment. In some cases
a creature’s oppo-
nents may get a
bonus on attacks.
The effects are sum-
marized in the
accompanying
table. They apply
whenever a charac-
ter is swimming,
walking in chest-
deep water, or walk-
ing along the bottom.
Ranged Attacks
Underwater: Thrown
weapons are ineffective
underwater, even when
launched from land.
Attacks with other
ranged weapons take a –2
penalty on attack rolls for
every 5 feet of water they pass
through, in addition to the
normal penalties for range.
Attacks from Land: Char-
acters swimming, floating, or
treading water on the surface, or
wading in water at least chest deep, have improved cover (+8 bonus
to AC, +4 bonus on Reflex saves) from opponents on land. Land-
bound opponents who have freedom of movement effects ignore this
cover when making melee attacks against targets in the water. A
completely submerged creature has total cover against opponents
on land unless those opponents have freedom of movement effects.
Magical effects are unaffected except for those that require attack
rolls (which are treated like any other effects) and fire effects.
Fire: Nonmagical fire (including alchemist’s fire) does not
burn underwater. Spells or spell-like effects with the fire de-
scriptor are ineffective underwater unless the caster makes a
Spellcraft check (DC 20 + spell level). If the check succeeds, the
spell creates a bubble of steam instead of its usual fiery effect, but
otherwise the spell works as described. A supernatural fire effect
is ineffective underwater unless its description states otherwise.
The surface of a body of water blocks line of effect for any fire
spell. If the caster has made a Spellcraft check to make the fire
spell usable underwater, the surface still blocks the spell’s line of
effect. For example, a fireball cast underwater cannot be targeted at
creatures above the surface.
Floods
In many wilderness areas, river floods are a common occurrence.
In spring, an enormous snowmelt can engorge the streams and
rivers it feeds. Other catastrophic events such as massive rain-
storms or the destruction of a dam can create floods as well.
During a flood, rivers become wider, deeper, and swifter. As-
sume that a river rises by 1d10+10 feet during the spring flood,
and its width increases by a factor of 1d4×50%. Fords may disap-
pear for days, bridges may be swept away, and even ferries might
not be able to manage the crossing of a flooded river.
A river in flood makes Swim checks one category harder (calm
water becomes rough, and rough water becomes stormy). Rivers
also become 50% swifter.
WEATHER
Sometimes weather can play an
important role in an adven-
ture—rain can wash away
tracks, a thunderstorm can
force the adventurers to seek
shelter, or a gale can delay
their ship from sailing.
If your adventure involves
spending a lot of time out-
doors, create a random table
to determine the weather
conditions in a particular
area. Local conditions
have a dramatic effect on
weather. High-altitude
areas are often much
colder than lowlands,
for example. The
presence of a moun-
tain range can cause
an area adjacent to
the mountains
where little pre-
cipitation falls.
Table 3–23: Ran-
dom Weather is
an appropriate
weather table
for general use,
and you can use it as the basis for
your own weather tables. Terms on that table are
defined as follows.
Calm: Wind speeds are light (0 to 10 mph).
Cold: Between 0° and 40° Fahrenheit during the day, 10 to 20
degrees colder at night.
Cold Snap: Lowers temperature by –10° F.
Downpour: Treat as rain (see Precipitation, below), but conceals as
fog. Can create floods (see above). A downpour lasts for 2d4 hours.
Heat Wave: Raises temperature by +10° F.
Hot: Between 85° and 110° Fahrenheit during the day, 10 to 20
degrees colder at night.
Moderate: Between 40° and 60° Fahrenheit during the day, 10
to 20 degrees colder at night.
Powerful Storm (Windstorm/Blizzard/Hurricane/Tornado):
Wind speeds are over 50 mph (see Table 3–24: Wind Effects). In
addition, blizzards are accompanied by heavy snow (1d3 feet), and
hurricanes are accompanied by downpours (see above). Wind-
storms last for 1d6 hours. Blizzards last for 1d3 days. Hurricanes
can last for up to a week, but their major impact on characters will
come in a 24-to-48-hour period when the center of the storm
moves through their area. Tornadoes are very short-lived (1d6×10
minutes), typically forming as part of a thunderstorm system.
CHAPTER 3:
ADVENTURES
Precipitation: Roll d% to determine whether the precipita-
tion is fog (01–30), rain/snow (31–90), or sleet/hail (91–00).
Snow and sleet occur only when the temperature is 30° Fahren-
heit or below. Most precipitation lasts for 2d4 hours. By contrast,
hail lasts for only 1d20 minutes but usually accompanies 1d4
hours of rain.
Storm (Duststorm/Snowstorm/Thunderstorm): Wind speeds are
severe (30 to 50 mph) and visibility is cut by three-quarters.
Storms last for 2d4–1 hours. See Storms, below, for more details.
Warm: Between 60° and 85° Fahrenheit during the day, 10 to 20
degrees colder at night.
Windy: Wind speeds are moderate to strong (10 to 30 mph); see
Table 3–24 on the following page.
Rain, Snow, Sleet, and Hail
Bad weather frequently slows or halts travel and makes it virtu-
ally impossible to navigate from one spot to another. Torrential
downpours and blizzards obscure vision as effectively as a
dense fog.
Most precipitation is rain, but in cold conditions it can manifest
as snow, sleet, or hail. Precipitation of any kind followed by a cold
snap in which the temperature dips from above freezing to 30° F
or below may produce ice (see Cold Dangers, page 302).
Rain: Rain reduces visibility ranges by half, resulting in a –4
penalty on Spot and Search checks. It has the same effect on
flames, ranged weapon attacks, and Listen checks as severe wind
(see the following page).
Snow: Falling snow has the same effects on visibility, ranged
weapon attacks, and skill checks as rain, and it costs 2 squares of
movement to enter a snow-covered square. A day of snowfall
leaves 1d6 inches of snow on the ground.
Heavy Snow: Heavy snow has the same effects as normal snow-
fall, but also restricts visibility as fog does (see Fog, below). A day
of heavy snow leaves 1d4 feet of snow on the ground, and it costs
4 squares of movement to enter a square covered with heavy snow.
Heavy snow accompanied by strong or severe winds may result in
snowdrifts 1d4×5 feet deep, especially in and around objects big
enough to deflect the wind—a cabin or a large tent, for instance.
There is a 10% chance that a heavy snowfall is accompanied by
lightning (see Thunderstorm, below).
Snow has the same effect on flames as moderate wind (see the fol-
lowing page).
Sleet: Essentially frozen rain, sleet has the same effect as rain
while falling (except that its chance to extinguish protected
flames is 75%) and the same effect as snow once on the ground.
Hail: Hail does not reduce visibility, but the sound of falling hail
makes Listen checks more difficult (–4 penalty). Sometimes (5%
chance) hail can become large enough to deal 1 point of lethal
damage (per storm) to anything in the open. Once on the ground,
hail has the same effect on movement as snow.
Storms
The combined effects of precipitation (or dust) and wind that ac-
company all storms reduce visibility ranges by three quarters,
imposing a –8 penalty on Spot, Search, and Listen checks. Storms
make ranged weapon attacks impossible, except for those using
siege weapons, which have a –4 penalty on attack rolls. They auto-
matically extinguish candles, torches, and similar unprotected
flames. They cause protected flames, such as those of lanterns, to
dance wildly and have a 50% chance to extinguish these lights. See
Table 3–24: Wind Effects for possible consequences to creatures
caught outside without shelter during such a storm. Storms are
divided into the following three types.
Duststorm (CR 3): These desert storms differ from other storms
in that they have no precipitation. Instead, a duststorm blows fine
grains of sand that obscure vision, smother unprotected flames,
and can even choke protected flames (50% chance). Most dust-
storms are accompanied by severe winds (see the following page)
and leave behind a deposit of 1d6 inches of sand. However, there
is a 10% chance for a greater duststorm to be accompanied by
windstorm-magnitude winds (see Table 3–24: Wind Effects).
These greater duststorms deal 1d3 points of nonlethal damage
each round to anyone caught out in the open without shelter and
also pose a choking hazard (see Drowning, page 304—except that
a character with a scarf or similar protection across her mouth and
nose does not begin to choke until after a number of rounds equal
to 10 ×her Constitution score). Greater duststorms leave 2d3–1
feet of fine sand in their wake.
Snowstorm: In addition to the wind and precipitation common
to other storms, snowstorms leave 1d6 inches of snow on the
ground afterward.
Thunderstorm: In addition to wind and precipitation (usually
rain, but sometimes also hail), thunderstorms are accompanied
by lightning that can pose a hazard to characters without proper
shelter (especially those in metal armor). As a rule of thumb,
assume one bolt per minute for a 1-hour period at the center of
the storm. Each bolt causes electricity damage equal to 1d10
eight-sided dice. One in ten thunderstorms is accompanied by a
tornado (see below).
Powerful Storms: Very high winds and torrential precipita-
tion reduce visibility to zero, making Spot, Search, and Listen
checks and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and protected flames have
a 75% chance of being doused. Creatures caught in the area must
make a DC 20 Fortitude save or face the effects based on the size of
the creature (see Table 3–24). Powerful storms are divided into the
following four types.
Windstorm: While accompanied by little or no precipitation,
windstorms can cause considerable damage simply through the
force of their wind.
Blizzard: The combination of high winds, heavy snow (typically
1d3 feet), and bitter cold (see Cold Dangers, page 302) make bliz-
zards deadly for all who are unprepared for them.
Hurricane: In addition to very high winds and heavy rain, hurri-
canes are accompanied by floods (see page 93). Most adventuring
activity is impossible under such conditions.
Tornado: One in ten thunderstorms is accompanied by a
tornado.
Fog
Whether in the form of a low-lying cloud or a mist rising from the
ground, fog obscures all sight, including darkvision, beyond 5
feet. Creatures 5 feet away have concealment (attacks by or against
them have a 20% miss chance).
CHAPTER 3:
ADVENTURES
Table 3–23: Random Weather
d% Weather Cold Climate Temperate Climate
1
Desert
01–70 Normal weather Cold, calm Normal for season
2
Hot, calm
71–80 Abnormal weather Heat wave (01–30) or cold snap (31–100) Heat wave (01–50) or cold snap (51–100) Hot, windy
81–90 Inclement weather Precipitation (snow) Precipitation (normal for season) Hot, windy
91–99 Storm Snowstorm Thunderstorm, snowstorm
3
Duststorm
100 Powerful storm Blizzard Windstorm, blizzard
4
, hurricane, tornado Downpour
1 Temperate includes forest, hills, marsh, mountains, plains, and warm aquatic.
2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.
Winds
The wind can create a stinging spray of sand or dust, fan a large
fire, heel over a small boat, and blow gases or vapors away. If pow-
erful enough, it can even knock characters down (see Table 3–24:
Wind Effects), interfere with ranged attacks, or impose penalties
on some skill checks.
Light Wind: A gentle breeze, having little or no game effect.
Moderate Wind: A steady wind with a 50% chance of extinguish-
ing small, unprotected flames, such as candles.
Strong Wind: Gusts that automatically extinguish unprotected
flames (candles, torches, and the like). Such gusts impose a –2
penalty on ranged attack rolls and on Listen checks.
Severe Wind: In addition to automatically extinguishing any
unprotected flames, winds of this magnitude cause protected
flames (such as those of lanterns) to dance wildly and have a 50%
chance of extinguishing these lights. Ranged weapon attacks and
Listen checks are at a –4 penalty. This is the velocity of wind pro-
duced by a gust of wind spell.
Windstorm: Powerful enough to bring down branches if not
whole trees, windstorms automatically extinguish unprotected
flames and have a 75% chance of blowing out protected flames,
such as those of lanterns. Ranged weapon attacks are impossible,
and even siege weapons have a –4 penalty on attack rolls. Listen
checks are at a –8 penalty due to the howling of the wind.
Hurricane-Force Wind: All flames are extinguished. Ranged at-
tacks are impossible (except with siege weapons, which have a –8
penalty on attack rolls). Listen checks are impossible: All charac-
ters can hear is the roaring of the wind. Hurricane-force winds
often fell trees.
Tornado (CR 10): All flames are extinguished. All ranged attacks
are impossible (even with siege weapons), as are Listen checks.
Instead of being blown away (see Table 3–24: Wind Effects), char-
acters in close proximity to a tornado who fail their Fortitude
saves are sucked toward the tornado. Those who come in contact
with the actual funnel cloud are picked up and whirled around for
1d10 rounds, taking 6d6 points of damage per round, before being
violently expelled (falling damage may apply). While a tornado’s
rotational speed can be as great as 300 mph, the funnel itself
moves forward at an average of 30 mph (roughly 250 feet per
round). A tornado uproots trees, destroys buildings, and causes
other similar forms of major destruction.
RANDOM WILDERNESS ENCOUNTERS
When setting out to generate random encounters for an adven-
ture that involves travel through the wilderness, the first thing
you need to do is determine the chance for an encounter to
happen in a given area. Refer to the table below, determining the
type of area in question and then rolling d% at the end of every
hour the PCs spend in the area to see if an encounter occurs.
Chance of Wilderness Encounter
Type of Area d% Chance
Desolate/wasteland 5% chance per hour
Frontier/wilderness 8% chance per hour
Verdant/civilized area 10% chance per hour
Heavily traveled 12% chance per hour
Building a Wilderness Encounter Table
In this section are all the tools you need to build encounter tables
suited to various regions of your campaign world. These tools in-
clude Table 3–25: Wilderness Encounter Lists, in which creatures
from the Monster Manual are grouped according to the environ-
ment where they can typically be encountered. The lists include
all creatures from the Monster Manual except for those that are
found only underground (see the earlier section of this chapter,
where dungeon encounter tables are provided), those that are
native to a plane of existence other than the Material Plane (see
Adventuring on Other Planes, beginning on page 147), and some
creatures with low CRs that are usually not appropriate for
encounters (such as the toad, the lizard, and the monkey).
The sample encounter tables presented in the section on terrain
features (beginning with forest terrain on page 87) were con-
structed using the procedure described below. Refer to those
tables when you begin building your own.
CHAPTER 3:
ADVENTURES
Table 3–24: Wind Effects
Wind Wind Ranged Attacks Wind Effect Fort Save
Force Speed Normal/Siege Weapons
1
Creature Size
2
on Creatures DC
Light 0–10 mph —/— Any None —
Moderate 11–20 mph —/— Any None —
Strong 21–30 mph –2/— Tiny or smaller Knocked down 10
Small or larger None
Severe 31–50 mph –4/— Tiny Blown away 15
Small Knocked down
Medium Checked
Large or larger None
Windstorm 51–74 mph Impossible/–4 Small or smaller Blown away 18
Medium Knocked down
Large or Huge Checked
Gargantuan or Colossal None
Hurricane 75–174 mph Impossible/–8 Medium or smaller Blown away 20
Large Knocked down
Huge Checked
Gargantuan or Colossal None
Tornado 175–300 mph Impossible/impossible Large or smaller Blown away 30
Huge Knocked down
Gargantuan or Colossal Checked
1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge
for purposes of wind effects.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying
creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
CHAPTER 3:
ADVENTURES
Table 3–25:
Wilderness Encounter Lists
CR Any Wilderness Environment
1/8 Rat (animal)
1/3 Dire rat
1/3 Human warrior skeleton
1/2 Tiny animated object
1/2 Human commoner zombie
1Small animated object
1Ghoul
1Homunculus
2Medium animated object
2Wererat (lycanthrope)
2Rat swarm
3Allip
3Large animated object
3Doppelganger
3Ghast (ghoul)
3Shadow
3Wight
4Gargoyle
4Vampire spawn
5Huge animated object
5Mummy
5Wraith
7Gargantuan animated object
7Flesh golem
7Spectre
8Greater shadow
8Mohrg
8Shield guardian
10 Colossal animated object
10 Clay golem
11 Devourer
11 Dread wraith
11 Stone golem
13 Iron golem
13 Lich, 11th-level human wizard
14 Nightwing (nightshade)
15 Mummy lord
16 Greater stone golem
16 Nightwalker (nightshade)
18 Nightcrawler (nightshade)
20 Tarrasque
CR Cold Aquatic
1Medium shark (animal)
2Large shark (animal)
4Huge shark (animal)
5Scrag (troll)
5Orca whale (animal)
9Dire shark
CR Cold Deserts
7Remorhaz
CR Cold Forests
2Wolverine (animal)
4Brown bear (animal)
4Dire wolverine
5Werebear (lycanthrope)
5Winter wolf
7Dire bear
CR Cold Hills
5Ettin skeleton
6Ettin
6Gauth (beholder)
6Ogre mage
13 Beholder
CR Cold Marshes
4Gray ooze (ooze)
6Annis (hag)
6Five-headed cryohydra
7Six-headed cryohydra
8Seven-headed cryohydra
9Eight-headed cryohydra
10 Nine-headed cryohydra
11 Ten-headed cryohydra
12 Eleven-headed cryohydra
13 Twelve-headed cryohydra
CR Cold Mountains
2Wyrmling white dragon
3Very young white dragon
3Troll skeleton
4Young white dragon
5Troll
6Juvenile white dragon
7Young adult white dragon
9Frost giant
10 Adult white dragon
11 Troll hunter
12 Mature adult white dragon
15 Old white dragon
17 Very old white dragon
17 Frost giant jarl
18 Ancient white dragon
19 Wyrm white dragon
21 Great wyrm white dragon
CR Cold Plains
4Polar bear (animal)
12 Frost worm
CR Temperate Aquatic
1/2 Aquatic elf
1/2 Merfolk
1/2 Porpoise (animal)
1Nixie (sprite)
1Squid (animal)
2Kuo-toa
2Triton
3Merrow (ogre)
4Sea cat
4Sea hag (hag)
7Cachalot whale (animal)
7Water naga
9Dragon turtle
9Giant squid (animal)
12 Kraken
CR Temperate Deserts
1/6 Donkey (animal)
2Dire bat
2Bat swarm
3Wyrmling blue dragon
4Very young blue dragon
6Young blue dragon
6Lamia
7Dragonne
8Juvenile blue dragon
8Lammasu
11 Young adult blue dragon
14 Adult blue dragon
16 Mature adult blue dragon
18 Old blue dragon
19 Very old blue dragon
21 Ancient blue dragon
23 Wyrm blue dragon
25 Great wyrm blue dragon
CR Temperate Forests
1/4 Kobold
1/4 Tiny monstrous spider (vermin)
1/4 Kobold zombie
1/2 Badger (animal)
1/2 Wood elf
1/2 Tallfellow halfling
1/2 Half-elf
1/2 Small monstrous spider (vermin)
1Grig
1Krenshar
1Medium monstrous spider (vermin)
1Pseudodragon
1Wolf skeleton
1Wolf (animal)
2Black bear (animal)
2Boar (animal)
2Dire badger
2Large monstrous spider (vermin)
2Satyr
2Owlbear skeleton
3Assassin vine
3Centaur
3Dire wolf
3Wyrmling green dragon
3Dryad
3Giant praying mantis (vermin)
3Giant wasp (vermin)
3Werewolf (lycanthrope)
3Giant owl
3Pegasus
3Unicorn
4Aranea
4Dire boar
4Very young green dragon
4Giant stag beetle (vermin)
4Wereboar (lycanthrope)
4Owlbear
4Pixie (sprite)
5Young green dragon
5Huge monstrous spider (vermin)
5Pixie with Otto’s irresistible dance
(sprite)
5Spider eater
6Tendriculos
7Nymph
8Juvenile green dragon
8Gargantuan monstrous spider (vermin)
8Treant
11 Celestial charger (unicorn)
11 Young adult green dragon
11 Colossal monstrous spider (vermin)
13 Adult green dragon
14 Werewolf lord (lycanthrope)
15 Vampire, elite
16 Mature adult green dragon
18 Old green dragon
CHAPTER 3:
ADVENTURES
19 Very old green dragon
21 Ancient green dragon
22 Wyrm green dragon
24 Great wyrm green dragon
CR Temperate Hills
1/2 Gnome
1/2 Forest gnome
1/2 Orc
2Dire weasel
2Hippogriff
3Wyrmling bronze dragon
3Ogre
3Ogre zombie
4Displacer beast
4Griffon
5Very young bronze dragon
7Bulette
7Chimera
7Young bronze dragon
7Hill giant
7Ogre barbarian
8Athach
8Juvenile bronze dragon
8Dark naga
11 Hill giant dire wereboar (lycanthrope)
12 Displacer beast pack lord
12 Young adult bronze dragon
15 Adult bronze dragon
17 Mature adult bronze dragon
19 Old bronze dragon
20 Very old bronze dragon
22 Ancient bronze dragon
23 Wyrm bronze dragon
25 Great wyrm bronze dragon
CR Temperate Marshes
1/3 Tiny viper snake (animal)
1/2 Small viper snake (animal)
1Lizardfolk
1Medium viper snake (animal)
2Large viper snake (animal)
3Huge viper snake (animal)
4Harpy
4Five-headed hydra
5Green hag (hag)
5Six-headed hydra
5Ochre jelly (ooze)
6Seven-headed hydra
6Shambling mound
6Will-o’-wisp
6Gray render zombie
7Chuul
7Eight-headed hydra
7Medusa
8Gray render
8Nine-headed hydra
9Ten-headed hydra
9Spirit naga
10 Eleven-headed hydra
11 Harpy archer
11 Twelve-headed hydra
CR Temperate Mountains
1/2 Dwarf
1/2 Eagle
1/2 Gray elf
2Bugbear
2Bugbear zombie
3Giant eagle
4Wyrmling silver dragon
5Very young silver dragon
7Young silver dragon
7Cloud giant skeleton
8Stone giant
9Yrthak
10 Juvenile silver dragon
11 Cloud giant
13 Young adult silver dragon
15 Adult silver dragon
18 Mature adult silver dragon
20 Old silver dragon
21 Very old silver dragon
23 Ancient silver dragon
24 Wyrm silver dragon
26 Great wyrm silver dragon
CR Temperate Plains
1/4 Pony (animal)
1/4 Pony, war (animal)
1/3 Dog (animal)
1/3 Goblin
1/2 Giant bee (vermin)
1Aasimar (planetouched)
1Dog, riding (animal)
1Giant ant, worker (vermin)
1Horse, heavy (animal)
1Horse, light (animal)
1Horse, light war (animal)
1Tiefling (planetouched)
2Bison (animal)
2Blink dog
2Giant ant, queen (vermin)
2Giant ant, soldier (vermin)
2Horse, heavy war (animal)
2Worg
3Cockatrice
3Locust swarm
6Half-dragon 4th-level human fighter
7Ghost, 5th-level human fighter
7Triceratops (dinosaur)
7Vampire, 5th-level human fighter
8Gorgon
9Half-fiend, 7th-level human cleric
10 Guardian naga
11 Half-celestial, 9th-level human paladin
CR Warm Aquatic
1/2 Locathah
1Manta ray (animal)
1Octopus (animal)
2Sahuagin
6Baleen whale (animal)
7Elasmosaurus (dinosaur)
8Giant octopus (animal)
CR Warm Deserts
1/4 Tiny monstrous scorpion (vermin)
1/2 Small monstrous scorpion (vermin)
1Camel (animal)
1Hyena (animal)
1Medium monstrous scorpion (vermin)
2Large monstrous scorpion (vermin)
3Wyrmling brass dragon
4Very young brass dragon
4Janni (genie)
5Basilisk
5Hieracosphinx
6Young brass dragon
7Criosphinx
7Huge monstrous scorpion (vermin)
8Juvenile brass dragon
8Gynosphinx
9Androsphinx
10 Young adult brass dragon
10 Gargantuan monstrous scorpion
(vermin)
12 Adult brass dragon
12 Colossal monstrous scorpion (vermin)
15 Mature adult brass dragon
17 Old brass dragon
19 Very old brass dragon
20 Ancient brass dragon
21 Wyrm brass dragon
23 Great wyrm brass dragon
CR Warm Forests
1/2 Wild elf
1Spider swarm
2Ape (animal)
2Giant bombardier beetle (vermin)
2Leopard (animal)
2Monitor lizard (animal)
2Constrictor snake (animal)
3Deinonychus (dinosaur)
3Dire ape
3Ettercap
3Yuan-ti pureblood
4Tiger (animal)
5Girallon
5Weretiger (lycanthrope)
5Giant constrictor snake (animal)
5Yuan-ti halfblood
6Digester
6Megaraptor (dinosaur)
6Advanced megaraptor skeleton
7Yuan-ti abomination
8Dire tiger
10 Couatl
CR Warm Hills
1/2 Deep halfling
1/2 Hobgoblin
3Wyrmling copper dragon
4Wyvern zombie
5Very young copper dragon
5Phase spider
5Rast
6Wyvern
7Young copper dragon
8Behir
9Juvenile copper dragon
11 Young adult copper dragon
14 Adult copper dragon
16 Mature adult copper dragon
19 Old copper dragon
20 Very old copper dragon
22 Ancient copper dragon
23 Wyrm copper dragon
25 Great wyrm copper dragon
To create a wilderness encounter table, first decide what you
want the average Encounter Level to be. Then look at the relevant
list, choosing monsters with Challenge Ratings that fall in a range
from (EL – 6) to (EL + 2). Supplement these choices with selec-
tions from other sources, such as these:
•The Any Wilderness Environment list, which includes wide-
ranging creatures.
•The lists for other climates (adding a few warm forest creatures
to your temperate forest, for example).
•Some NPCs relevant to the area (dwarf barbarians in the moun-
tains, perhaps, or elven druids in the forest).
Now build your encounter table line by line. Strive for some EL
variety on the table. Just as you wouldn’t design a dungeon where
every single room is exactly EL 7, you shouldn’t create a wilder-
ness table where every entry is EL 7.
If a monster’s Challenge Rating is higher than your target EL,
the same number, or 1 lower than your target EL, it can go onto
the table as a solitary monster. If your target EL is 8, you can build
an entry that simply reads “Treant,” because treants are CR 8.
For monsters that have a CR significantly lower than your target
EL, you’ll want the encounter to feature more than one of those crea-
tures. Table 3–1 (page 49) tells you how many monsters you need for
an encounter of a given EL. Convert that number to an appropriate
die range for the encounter table. For example, if you know you want
an encounter with five gargoyles (individually CR 4) to make an EL
8 encounter, you’ll add a “2d4 gargoyles” entry to the encounter table,
because rolling 2d4 yields an average result of 5.
The organization entries for the creatures in the Monster Manual
can be a big help. They tell you how likely a monster is to congregate
with others of its kind; allips are almost always solitary, for example,
so you don’t want a “2d6 allips” entry on the encounter table. The
organization entries also indicate combinations of monsters that
make an effective encounter. Ettins often keep brown bears as pets,
so an entry of “Ettin and 1d2 brown bears” would be appropriate.
Once you have every entry for your encounter table ready, you
need only assign percentages to the table. You can rigorously adjust
the percentages to ensure that the encounter table yields an average
EL exactly equal to your target EL, but frankly it isn’t necessary.
Simply assign larger chances to the lines you know generate en-
counters close to your target EL, and assign smaller chances to the
lines that have EL significantly higher or lower than your target.
URBAN ADVENTURES
Cities are often the places where characters spend time between
adventures. But urban areas are themselves rich in many of the
elements that make for an exciting adventure: chases through
winding streets, duels in the courtyard, and intrigue during the
king’s banquet. The “cobblestone jungle” of a metropolis can be as
dangerous as any dungeon.
At first glance, a city is much like a dungeon, made up of walls,
doors, rooms, and corridors. Adventures that take place in cities
have two salient differences from their dungeon counterparts,
however. Characters have greater access to resources, and they
must contend with law enforcement.
Access to Resources: A friendly temple of healers might be
just down the street, and a locate object scroll can be had on a quick
shopping trip. Unlike in dungeons and the wilderness, characters
can buy and sell gear quickly in a city. A large city or metropolis
probably has high-level NPCs and experts in obscure fields of
knowledge who can provide assistance and decipher clues. And
when the PCs are battered and bruised, they can retreat to the
comfort of a room at the inn.
The freedom to retreat and ready access to the marketplace
means that the players have a greater degree of control over the
pacing of an urban adventure. They can obtain healing and replen-
ish their resources after every encounter, if they wish. For this
reason, you have the freedom to use higher-level encounters
against them than you would in a different setting. In a city, you
can provide challenges one or two Encounter Levels higher than
the PCs would face in a dungeon. And conveniently, cities are full
of high-level NPCs that provide those greater challenges.
Law Enforcement: The other key distinctions between adven-
turing in a city and delving into a dungeon is that a dungeon is,
almost by definition, a lawless place where the only law is that of
the jungle: Kill or be killed. A city, on the other hand, is held to-
gether by a code of laws, many of which are explicitly designed to
prevent the sort of behavior that adventurers engage in all the
time: killing and looting.
Even so, most cities’ laws recognize monsters as a threat to the
stability the city relies on, and prohibitions about murder rarely
apply to monsters such as aberrations or evil outsiders. Most evil
humanoids, however, are typically protected by the same laws
CHAPTER 3:
ADVENTURES
CR Warm Marshes
1/2 Stirge
2Crocodile (animal)
2Shocker lizard
3Wyrmling black dragon
4Giant crocodile (animal)
4Very young black dragon
5Young black dragon
5Manticore
6Five-headed pyrohydra
7Juvenile black dragon
7Six-headed pyrohydra
8Seven-headed pyrohydra
9Young adult black dragon
9Eight-headed pyrohydra
10 Nine-headed pyrohydra
10 Rakshasa
11 Adult black dragon
11 Ten-headed pyrohydra
12 Eleven-headed pyrohydra
13 Twelve-headed pyrohydra
14 Mature adult black dragon
16 Old black dragon
18 Very old black dragon
19 Ancient black dragon
20 Wyrm black dragon
22 Great wyrm black dragon
CR Warm Mountains
4Wyrmling red dragon
5Very young red dragon
7Young red dragon
8Young adult red dragon skeleton
9Roc
10 Juvenile red dragon
10 Fire giant
13 Young adult red dragon
13 Storm giant
15 Adult red dragon
18 Mature adult red dragon
20 Old red dragon
21 Very old red dragon
23 Ancient red dragon
24 Wyrm red dragon
26 Great wyrm red dragon
CR Warm Plains
1/3 Giant fire beetle (vermin)
1/2 Baboon (animal)
1/2 Halfling
1Gnoll
1Mule (animal)
2Cheetah (animal)
3Ankheg
3Lion (animal)
4Rhinoceros (animal)
5Dire lion
5Wyrmling gold dragon
7Very young gold dragon
7Elephant (animal)
8Tyrannosaurus (dinosaur)
9Young gold dragon
11 Juvenile gold dragon
14 Young adult gold dragon
16 Adult gold dragon
19 Mature adult gold dragon
21 Old gold dragon
22 Very old gold dragon
24 Ancient gold dragon
25 Wyrm gold dragon
27 Great wyrm gold dragon
25 Wyrm gold dragon
27 Great wyrm gold dragon
that protect all the citizens of the city. Having an evil alignment is
not a crime (except in some severely theocratic cities, perhaps,
with the magical power to back up the law); only evil deeds are
against the law. Even when adventurers encounter an evildoer in
the act of perpetrating some heinous evil upon the populace of
the city, the law tends to frown on the sort of vigilante justice that
leaves the evildoer dead or otherwise unable to testify at a trial.
The important point to remember about city laws when run-
ning a city campaign is to use them to encourage creative thinking
and alternative ways of solving problems. If the players stop
having fun and long for a return to the dungeon, where they can
use their combat might to its fullest potential, it’s generally a good
idea to cut them some slack where the city laws are concerned,
and let them focus on the exciting aspects of adventure in the city.
On the other hand, if your players in a city-centered campaign
make feat, skill, and spell selections in order to optimize their
characters’ effectiveness in working within and around the law,
then they are approaching the problem creatively and deserve the
chance to try out their schemes.
WEAPON AND SPELL RESTRICTIONS
Some cities demand that characters who enter the city bind their
weapons into their sheaths with knotted cord to prevent easy access.
Other cities may forbid enchantments or divinations such as detect
thoughts in the bazaar. Different cities have different laws about such
issues as carrying weapons in public and restricting spellcasters.
When you plan an urban adventure, decide what the relevant laws are.
The most important consideration is to enhance the game with
such laws, not interfere with the players’ fun. While it might be
quite logical for a city to confiscate weapons and material compo-
nents, such restrictions can really put a damper on player enjoy-
ment of an urban adventure. If you want to increase the challenge
of urban life by forcing characters to make do without weapons or
spells, that’s fine—but be sure that the challenges they face are
appropriate to their hindered state. Unless you’ve accounted for
the restrictions in your adventure, it’s best if the characters have
relatively free access to all their capabilities.
The city’s laws may not affect all characters equally. A monk isn’t
hampered at all by a law about peace-bonding weapons, but a
cleric is reduced to a fraction of his power if all holy symbols are
confiscated at the city’s gates.
At the same time, it’s a good idea to let characters who are
resourceful or clever enough get around such restrictions—such
as the wizard with the Eschew Materials feat who doesn’t need
material components or the bard with a rapier concealed in the
neck of his lute.
URBAN FEATURES
Walls, doors, poor lighting, and uneven footing: In many ways a city
is much like a dungeon. Many of the dungeon terrain elements
described earlier in this chapter work equally well in the city. Some
new considerations for an urban setting are covered below.
Walls and Gates
Many cities are surrounded by walls. A typical small city wall is a
fortified stone wall 5 feet thick and 20 feet high. Such a wall is
fairly smooth, requiring a DC 30 Climb check to scale. The walls
are crenellated on one side to provide a low wall for the guards
atop it, and there is just barely room for guards to walk along the
top of the wall.
A typical small city wall has AC 3, hardness 8, and 450 hp per
10-foot section.
A typical large city wall is 10 feet thick and 30 feet high, with
crenellations on both sides for the guards on top of the wall. It is
likewise smooth, requiring a DC 30 Climb check to scale.
Such a wall has AC 3, hardness 8, and 720 hp per 10-foot section.
A typical metropolis wall is 15 feet thick and 40 feet tall. It has
crenellations on both sides and often has a tunnel and small
rooms running through its interior.
Metropolis walls have AC 3, hardness 8, and 1,170 hp per 10-
foot section.
Unlike smaller cities, metropolises often have interior walls as well
as surrounding walls—either old walls that the city has outgrown, or
walls dividing individual districts from each other. Sometimes these
walls are as large and thick as the outer walls, but more often they
have the characteristics of a large city’s or small city’s walls.
Watch Towers: Some city walls are adorned with watch towers
set at irregular intervals. Few cities have enough guards to keep
someone constantly stationed at every tower, unless the city is
expecting attack from outside. The towers provide a superior view
of the surrounding countryside as well as a point of defense
against invaders.
Watch towers are typically 10 feet higher than the wall they
adjoin, and their diameter is 5 times the thickness of the wall.
Arrow slits line the outer sides of the upper stories of a tower, and
the top is crenellated like the surrounding walls are. In a small
tower (25 feet in diameter adjoining a 5-foot-thick wall), a simple
ladder typically connect the tower’s stories and the roof. In a larger
tower, stairs serve that purpose.
Heavy wooden doors, reinforced with iron and bearing good
locks (Open Lock DC 30), block entry to a tower, unless the tower
is in regular use.
As a rule, the captain of the guard keeps the key to the tower
secured on her person, and a second copy is in the city’s inner
fortress or barracks.
Gates: A typical city gate is a gatehouse with two portcullises
and murder holes above the space between them.
In towns and some small cities, the primary entry is through
iron double doors set into the city wall.
Gates are usually open during the day and locked or barred at
night. Usually, one gate lets in travelers after sunset and is staffed
by guards who will open it for someone who seems honest, pres-
ents proper papers, or offers a large enough bribe (depending on
the city and the guards).
Guards and Soldiers
A city typically has full-time military personnel equal to 1% of its
adult population, in addition to militia or conscript soldiers equal
to 5% of the population. The full-time soldiers are city guards re-
sponsible for maintaining order within the city, similar to the role
of modern police, and (to a lesser extent) for defending the city
from outside assault. Conscript soldiers are called up to serve in
case of an attack on the city.
A typical city guard force works on three eight-hour shifts, with
30% of the force on a day shift (8 A.M.to 4 P.M.), 35% on an evening
shift (4 P.M.to 12 A.M.), and 35% on a night shift (12 A.M.to 8 A.M.).
At any given time, 80% of the guards on duty are on the streets
patrolling, while the remaining 20% are stationed at various posts
throughout the city, where they can respond to nearby alarms. At
least one such guard post is present within each neighborhood of
a city (each neighborhood consisting of several districts).
The majority of a city guard force is made up of warriors, mostly
1st level. Officers include higher-level warriors, fighters, a fair
number of clerics, and wizards or sorcerers, as well as multiclass
fighter/spellcasters.
Siege Engines
Siege engines are large weapons, temporary structures, or pieces
of equipment traditionally used in besieging a castle or fortress.
Catapult, Heavy: A heavy catapult is a massive engine capable of
throwing rocks or heavy objects with great force. Because the cata-
pult throws its payload in a high arc, it can hit squares out of its line
of sight. To fire a heavy catapult, the crew chief makes a special check
against DC 15 using only his base attack bonus, Intelligence modi-
CHAPTER 3:
ADVENTURES
fier, range increment penalty, and the appropriate modifiers from
the lower section of Table 3–26. If the check succeeds, the catapult
stone hits the square the catapult was aimed at, dealing the indicated
damage to any object or character in the square. Characters who suc-
ceed on a DC 15 Reflex save take half damage. Once a catapult stone
hits a square, subsequent shots hit the same square unless the cata-
pult is reaimed or the wind changes direction or speed.
If a catapult stone misses, roll 1d8 to determine where it lands.
This determines the misdirection of the throw, with 1 being back
toward the catapult and 2 through 8 counting clockwise around
the target square. (See the diagram on page 158 of the Player’s
Handbook.) Then, count 3 squares away from the target square for
every range increment of the attack.
Loading a catapult requires a series of full-round actions. It
takes a DC 15 Strength check to winch the throwing arm down;
most catapults have wheels to allow up to two crew members to
use the aid another action, assisting the main winch operator. A
DC 15 Profession (siege engineer) check latches the arm into
place, and then another DC 15 Profession (siege engineer) check
loads the catapult ammunition. It takes four full-round actions to
reaim a heavy catapult (multiple crew members can perform these
full-round actions in the same round, so it would take a crew of
four only 1 round to reaim the catapult).
A heavy catapult takes up a space 15 feet across.
Catapult, Light: This is a smaller, lighter version of the heavy
catapult. It functions as the heavy catapult, except that it takes a
DC 10 Strength check to winch the arm into place, and only two
full-round actions are required to reaim the catapult.
A light catapult takes up a space 10 feet across.
Ballista: A ballista is essentially a Huge heavy crossbow fixed in
place. Its size makes it hard for most creatures to aim it, as de-
scribed under Weapon Size on page 113 of the Player’s Handbook.
Thus, a Medium creature takes a –4 penalty on attack rolls when
using a ballista, and a Small creature takes a –6 penalty. It takes a
creature smaller than Large two full-round actions to reload the
ballista after firing.
A ballista takes up a space 5 feet across.
Ram: This heavy pole is sometimes suspended from a movable
scaffold that allows the crew to swing it back and forth against
objects. As a full-round action, the character closest to the front of
the ram makes an attack roll against the AC of the construction,
applying the –4 penalty for lack of proficiency. (It’s not possible to
be proficient with this device.) In addition to the damage given on
Table 3–26, up to nine other characters holding the ram can add
their Strength modifier to the ram’s damage, if they devote an
attack action to doing so. For example, ten gnolls (each Str 15, +2
Str modifier) wielding a ram will deal 3d8+20 points of damage on
a successful hit. It takes at least one Huge or larger creature, two
Large creatures, four Medium-size creatures, or eight Small crea-
tures to swing a ram. (Tiny or smaller creatures can’t use a ram.)
A ram is typically 30 feet long. In a battle, the creatures wield-
ing the ram stand in two adjacent columns of equal length, with
the ram between them.
Siege Tower: This device is a massive wooden tower on wheels
or rollers that can be rolled up against a wall to allow attackers to
scale the tower and thus to get to the top of the wall with cover.
The wooden walls are usually 1 foot thick.
A typical siege tower takes up a space 15 feet across. The crea-
tures inside push it at a speed of 10 feet (and a siege tower can’t
run). The eight creatures pushing on the ground floor have total
cover, and those on higher floors get improved cover and can fire
through arrow slits.
City Streets
Typical city streets are narrow and twisting. Most streets average
15 to 20 feet wide [(1d4+1)×5 feet)], while alleys range from 10
feet wide to only 5 feet. Cobblestones in good condition allow
normal movement, but ones in poor repair and heavily rutted dirt
streets are considered light rubble, increasing the DC of Balance
and Tumble checks by 2.
Some cities have no larger thoroughfares, particularly cities
that gradually grew from small settlements to larger cities. Cities
that are planned, or perhaps have suffered a major fire that
allowed authorities to construct new roads through formerly
inhabited areas, might have a few larger streets through town.
These main roads are 25 feet wide—offering room for wagons to
pass each other—with 5-foot-wide sidewalks on either side.
Crowds: Urban streets are often full of people going about their
daily lives. In most cases, it isn’t necessary to put every 1st-level
commoner on the map when a fight breaks out on the city’s main
thoroughfare. Instead just indicate which squares on the map con-
tain crowds. If crowds see something obviously dangerous, they’ll
move away at 30 feet per round at initiative count 0.
It takes 2 squares of movement to enter a square with crowds.
The crowds provide cover for anyone who does so, enabling a Hide
check and providing a bonus to Armor Class and on Reflex saves.
Directing Crowds: It takes a DC 15 Diplomacy check or DC 20
Intimidate check to convince a crowd to move in a particular
direction, and the crowd must be able to hear or see the character
making the attempt. It takes a full-round action to make the Diplo-
macy check, but only a free action to make the Intimidate check.
If two or more characters are trying to direct a crowd in differ-
ent directions, they make opposed Diplomacy or Intimidate
checks to determine whom the crowd listens to. The crowd
ignores everyone if none of the characters’ check results beat the
DCs given above.
Above and beneath the Streets
Adventurers often chase shadowy figures through the cityscape,
and many PCs spend time on the run from the city watch. When a
chase leads upward or downward from the city streets, here are
some tips to keep things exciting.
CHAPTER 3:
ADVENTURES
Table 3–26: Siege Engines
Item Cost Damage Critical Range Increment Typical Crew
Catapult, heavy 800 gp 6d6 — 200 ft. (100 ft. minimum) 4
Catapult, light 550 gp 4d6 — 150 ft. (100 ft. minimum) 2
Ballista 500 gp 3d8 19–20 120 ft. 1
Ram 1,000 gp 3d6* — — 10
Siege tower 2,000 gp — — — 20
* See description for special rules.
Catapult Attack Modifiers
Condition Modifier
No line of sight to target square –6
Successive shots (crew can see where most recent misses landed) Cumulative +2 per previous miss (maximum +10)
Successive shots (crew can’t see where most recent misses landed, Cumulative +1 per previous miss (maximum +5)
but observer is providing feedback)
Rooftops: Getting to a roof usually requires climbing a wall (see
the Walls section, page 59), unless the character can reach a roof by
jumping down from a higher window, balcony, or bridge. Flat roofs,
common only in warm climates (accumulated snow can cause a flat
roof to collapse), are easy to run across. Moving along the peak of a
roof requires a DC 20 Balance check. Moving on an angled roof sur-
face without changing altitude (moving parallel to the peak, in
other words) requires a DC 15 Balance check. Moving up and down
across the peak of a roof requires a DC 10 Balance check.
Eventually a character runs out of roof, requiring a long jump
across to the next roof or down to the ground. The distance to the
next closest roof is usually 1d3×5 feet horizontally, but the roof
across the gap is equally likely to be 5 feet higher, 5 feet lower, or the
same height. Use the guidelines on page 77 of the Player’s Handbook
(a horizontal jump’s peak height is one-fourth of the horizontal dis-
tance) to determine whether a character can make a jump.
Sewers: In the baseline D&D game world, sewers are much
more prevalent than they were in real-world medieval times. To
get into the sewers, most characters open a grate (a full-round
action) and jump down 10 feet. Sewers are built exactly like dun-
geons, except that they’re much more likely to have floors that are
slippery or covered with water (treat as a shallow pool, described
on page 64). Sewers are also similar to dungeons in terms of crea-
tures liable to be encountered therein (see the dungeon encounter
tables earlier in this chapter). Some cities were built atop the ruins
of older civilizations, so their sewers sometimes lead to treasures
and dangers from a bygone age.
City Buildings
Most city buildings fall into three categories. The majority of
buildings in the city are two to five stories high, built side by side
to form long rows separated by secondary or main streets. These
row houses usually have businesses on the ground floor, with
offices or apartments above.
Inns, successful businesses, and large warehouses—as well as
millers, tanners, and other businesses that require extra space—
are generally large, free-standing buildings with up to five stories.
Finally, small residences, shops, warehouses, or storage sheds
are simple, one-story wooden buildings, especially if they’re in
poorer neighborhoods.
Most city buildings are made of a combination of stone or clay
brick (on the lower one or two stories) and timbers (for the upper
stories, interior walls, and floors). Roofs are a mixture of boards,
thatch, and slates, sealed with pitch.
A typical lower-story wall is 1 foot thick, with AC 3, hardness 8,
90 hp, and a Climb DC of 25.
Upper-story walls are 6 inches thick, with AC 3, hardness 5, 60
hp, and a Climb DC of 21.
Exterior doors on most buildings are good wooden doors (see
page 61) that are usually kept locked, except on public buildings
such as shops and taverns.
Buying Buildings
Characters might want to buy their own buildings or even con-
struct their own castle. Use the prices in Table 3–27 below directly,
or as a guide when you extrapolate costs for more exotic structures.
City Lights
If a city has main thoroughfares, they are lined with lanterns
hanging at a height of 7 feet from building awnings. These
lanterns are spaced 60 feet apart, so their illumination is all but
continuous. Secondary streets and alleys are not lit; it is common
for citizens to hire lantern-bearers when going out after dark.
Alleys can be dark places even in daylight, thanks to the shad-
ows of the tall buildings that surround them. A dark alley in day-
light is rarely dark enough to afford true concealment, but it can
lend a +2 circumstance bonus on Hide checks.
URBAN ENCOUNTERS
The random encounter table, a staple of dungeon and wilderness
adventuring, functions differently in an urban setting where “en-
counters” are the norm rather than the exception. Seeing people
on the streets of a city is constant and expected, and almost every
site in a city has dozens of potential encounters nearby. In the
wilderness, it’s unusual to encounter another creature, such as a
manticore flying overhead or an ankheg erupting from the earth
to attack. In contrast, it would be strange to not see other people
around in an urban setting.
Because cities are by their nature crowded, most urban en-
counter tables are event-based, not site-based. An encounter in the
city means something significant, something worthy of the char-
acters’ attention. Seeing merchants hawking their wares in a market-
place district may be interesting, but it is not an encounter.
Each day that characters spend in a city, make an encounter
check to determine whether an event occurs that demands their
attention. An encounter check is a d20 roll, modified by circum-
stances as shown on the table below. (Apply one modifier from
each section of the table, as applicable.) A result of 20 or higher
indicates that an encounter occurs.
If an encounter is indicated, roll on Table 3–28. On this roll,
apply the same modifier used to determine if an encounter occurs
(a result greater than 20 is possible). Descriptions and definitions
of the entries on Table 3–28 follow.
Admirer: A friendly character (usually an NPC with class levels)
with a CR equal to 2 less than the party level approaches the charac-
ters with a request. She may wish to hire the characters, tell them a
rumor she heard, or simply tag along as they explore the city.
Animal: The characters are set upon by animals in some way.
This challenge could be anything from thieving monkeys to a
rampaging escaped circus bear.
Brawl in Progress: This can be the classic barroom brawl
(either in an actual barroom or spilled out onto the street), a battle
between rival factions, families, or gangs in the city (think Romeo
and Juliet), or a fight between city guards and criminals trying to
escape. The characters could just be witnesses, they could get hit
by stray arrow fire, they could be grabbed and used as cover or hos-
tages by one side, or they could be mistaken for members of one
group and attacked by the other.
CHAPTER 3:
ADVENTURES
Table 3–27: Buildings
Item Cost
Simple house 1,000 gp
Grand house 5,000 gp
Mansion 100,000 gp
Tower 50,000 gp
Keep 150,000 gp
Castle 500,000 gp
Huge castle 1,000,000 gp
Moat with bridge 50,000 gp
Simple House: This one- to three-room house is made of wood and
has a thatched roof.
Grand House: This four- to ten-room house is made of wood and has
a thatched roof.
Mansion: This ten- to twenty-room residence has two or three stories
and is made of wood and brick. It has a slate roof.
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has fifteen to twenty-five rooms.
Castle: A castle is a keep surrounded by a 15-foot stone wall with four
towers. The wall is 10 feet thick.
Huge Castle: A huge castle is a particularly large keep with numerous
associated buildings (stables, forge, granaries, and so on) and an
elaborate 20-foot-high wall that creates bailey and courtyard areas.
The wall has six towers and is 10 feet thick.
Moat with Bridge: The moat is 15 feet deep and 30 feet wide. The
bridge may be a wooden drawbridge or a permanent stone structure.
Bullies: These may be ordinary street thugs, but such charac-
ters never target those who look tougher than they. Bullies could
also be seasoned adventurers who look down on low-level charac-
ters. A group of bullies always outnumbers the characters by at
least two (+50% is a good rule of thumb), and each bully has a CR
equal to 1 less than the party level. For example, a group of four
player characters averaging 6th level would be targeted by a group
of six bullies, each with a CR of 5 (5th-level adventurers or 6th-
level warriors), for an EL 10 encounter. A single 7th-level charac-
ter might find himself the target of three bullies of CR 6 (6th-level
adventurers or 7th-level warriors), which is an EL 9 encounter. To
be meaningful, bullies have to be tough; run-of-the-mill thugs are
described in the Muggers entry below.
Construction Accident: One or more of the characters are po-
tentially struck by a falling object, fall through unsafe scaffolding,
or face a similar mishap. Run this encounter by adapting a trap
from the list that begins on page 70.
Contest in Progress: The characters are invited to participate
in or judge a contest of some sort. The match could be anything
from a foot race to an intellectual test to a drinking competition.
Corpse: The characters find a dead body. The corpse could be
the victim of a crime, mishap, or strange circumstance.
District-Specific Encounter: Use an encounter that fits the
district of the city in which the characters are currently located.
For example, a PC might be confronted with a press gang in the
waterfront district or a young foreigner eager to test his diplo-
matic immunity in the embassy district.
Duel in Progress: The characters witness a duel—either a tra-
ditional duel with swords or one involving spellcasters.
Employment Offer: The characters meet someone who offers
them work. The job depends on their overall circumstances and
on the nature of the employer.
Escaped Prisoner: Someone breaks free from the custody of
the watch and flees past the PCs. They can help apprehend the
prisoner or help her escape. The prisoner typically has a CR 1d6
lower than the characters’ party level.
Fire (building, ship, etc.): Fire is a danger that threatens the
whole city. Treat a fire in the city as a forest fire for purposes of
how fast it moves (see page 87).
Found Item: The characters find an item of some value: jewelry
or a map, for example. They can make use of it, or try to find the
rightful owner. Or perhaps the rightful owner will try to find them.
Guard Harassment: The PCs encounter a guard officer who
wants to throw his weight around. The characters can use their
social skills to defuse the situation, or they can resort to magic or
force of arms if the situation degenerates. Guards typically have
individual CRs of 1 to 3. Dealing with an abusive guard captain
should be treated as an encounter with at least some of the guards
in the gatehouse, because they’re backing the captain up. The char-
acters successfully overcome this encounter if they end the har-
assment, no matter how they do so.
Guards Need Help: The characters get a request from someone
affiliated with law enforcement in the city. The request could be as
simple as a request for some healing or divination magic, or it
could be as complex as a plea to solve a series of grisly murders
that have the city’s detectives baffled.
Lost Child: A parent or other caregiver seeks help from the
PCs. The child might be simply lost, or perhaps is the victim of a
more sinister fate.
Mistaken Identity: One or more of the PCs are mistaken for
someone else—often someone famous or infamous.
Monster: A creature (one appropriate to the terrain surround-
ing the city) rampages through the city, and its path crosses that of
the characters.
Muggers: Some thugs have bitten off more than they can chew
when they decide to pick on the characters. There’s roughly one
mugger for every PC, and each has a CR of 4 to 6 less than the
party level.
Runaway Cart: A team of horses pulling a wagon is racing pell-
mell through the city streets. The characters must avoid the horses
(an overrun attack). If they can stop the wagon, the owner (who is
running behind the cart) will be grateful.
Pickpockets: One or more rogues tries to steal from the PCs. A
pickpocket has rogue levels equal to 2 less than the party level and
a Sleight of Hand modifier equal to 4 more than the party level.
Prominent Personage: The characters meet an important
political, religious, mercantile, or military NPC. Most important
NPCs have a retinue or guard of some sort.
Robbery in Progress: Criminals burst out of a nearby shop,
eager to cause as much mayhem as possible during their escape.
Each of the 1d4+1 robbers has a CR equal to 3 less than the party
level. The loot from the robbery is double standard for the CR of
the robbers.
Spectacle: The characters witness some unusual form of public
entertainment—a talented bard, a street circus, or flashy magic,
for example.
Spell Gone Awry: A spellcaster has foolishly experimented
with a spell or had a mishap with a scroll. The PCs might have to
contend with a rampaging summoned creature, the aftermath of a
fireball in the marketplace, or a squad of the city guard under a con-
fusion effect.
CHAPTER 3:
ADVENTURES
Urban Encounter Check Modifiers
Circumstance Modifier
City Size
Small city +1
Large city +2
Metropolis +3
Characters’ Status/Activity
Characters are unusually anonymous
1
–2
Characters are unusually famous
2
+2
Characters are laying low –2
Characters are looking for action +2
Characters’ Party Level
1–5 +0
6–10 +1
11–15 +2
16 or higher +3
1 Use this modifier if the characters are not as famous in this city as
other characters of their level would be. Perhaps they’re new to the
area, or they simply keep their activities quiet. Never apply this
modifier to characters of lower than 6th level.
2 Use this modifier if the characters are more widely known in this city
than other characters of their level would be. Perhaps they have
been publicly recognized for saving the mayor, or their faces are on
wanted posters all over town.
Table 3–28: Urban Encounters
d20 Encounter
0Bullies
1Muggers
2Guard harassment
3Pickpockets
4Spectacle
5Found item
6Lost child
7Corpse
8Animal
9Overturned/runaway cart
10 District-specific encounter
11 District-specific encounter
12 Contest in progress
13 Duel/mageduel in
progress
d20 Encounter
14 Brawl/street fight/gang
war in progress
15 Robbery in progress
16 Escaped prisoner
17 Monster
18 Fire (building, ship, etc.)
19 Construction accident
20 Spell gone awry
21 Prominent personage
22 Mistaken identity
23 Guards need help
24 Employment offer
25+ Admirer
s you run your campaign, you need to portray all sorts of
characters. Use the information in this chapter for creat-
ing and controlling the NPCs that populate your cam-
paign world.
EVERYONE IN THE WORLD
It’s your job to portray everyone in the world who isn’t a player
character. NPCs run the gamut from the old woman who operates
the livery to the foul necromancer out to destroy the kingdom to
the dragon in its lair, counting gold. The vast majority of folk
don’t care about the PCs unless the PCs have reached the point
where they are saving the world. Even then, most people proba-
bly don’t know about them.
Most people and creatures go about their own lives, oblivious
to the actions of the PCs and the events in the PCs’ adventures.
Common people whom they meet in a town won’t see them as dif-
ferent from anyone else unless the PCs do something to draw
attention to themselves. In short, the rest of the world doesn’t
know that the PCs are, in fact, player characters. It treats them no
differently from anyone else, gives them no special breaks (or spe-
cial penalties), and gives them no special attention. The PCs have
to rely on their own actions. If they are foolish or unruly, they
make enemies and earn the distrust of all. If they are wise and
kind, they make friends and garner respect—and probably also
run afoul of enemies that don’t share the PCs’ virtues.
ENEMIES
Running the foes of the PCs is one of your main tasks, and one of
the most fun. When creating enemies for the PCs, keep the fol-
lowing points in mind.
Fully Rounded Characters: Flesh out enemies. Give
thought to why NPCs are doing what they do, why they are
where they are, and how they interact with all that’s around
them. If you don’t think of them as just bad guys for the
PCs to kill, the players won’t either.
Intelligence: Play enemies as smart as they are—no
more, no less. Ogres might not be the best strategists, but
mind flayers are incredibly intelligent and always have
schemes and contingency plans.
Don’t Be Afraid to Make Them Evil: Evil is evil. Don’t
hesitate to make the villains truly vile. Betrayal, devious lies,
and hideous acts all make enemies more rewarding to
defeat.
Evil Is Not Everywhere: An NPC opponent doesn’t
have to be evil. Sometimes neutral and even good char-
acters might oppose what the PCs are doing, since not
all good people agree on everything. Sometimes it’s
interesting to face an opponent whom you don’t want
to kill outright.
Evil Doesn’t Always Cooperate: Even if all the
PCs’ foes are evil, that doesn’t mean they all work
together. In fact, evil rarely gets along with evil (par-
ticularly in the case of chaotic evil creatures), because
the goals of one selfish, destructive creature by defi-
nition conflict with the goals of other selfish,
destructive creatures.
The Prisoner Dilemma: What should the PCs do
with enemy prisoners? If an NPC foe surrenders, the
characters face a quandary. Do they spare the lives of
their evil foes, or put them to the sword? What’s the
greater wrong, killing something evil or letting it
Illus. by A. Swekel
live to commit more evil acts? In some campaigns or some locales
in a campaign world, bounties are paid for living prisoners. The
prisoners’ friends can also offer ransoms to get them back alive.
These two facts can help PCs decide what to do with prisoners, as
can some indication from you through other allied NPCs as to
what the accepted course of action is for the land the characters
are adventuring in. Although you should play the NPCs as appro-
priately as you can, don’t make the PCs face a prisoner dilemma
unless you are sure you want to.
Villains
A diabolical sorcerer, an evil high priest, a master assassin, a lich,
an ancient red dragon—the possibilities for intelligent villains are
endless, and they make for some of the PCs’ most memorable and
most hated foes. A well-played villain can become a recurring
character who is a constant thorn in the side of the PCs.
Here are some pointers for well-played villains.
Use Lackeys: Don’t have a major villain confront the PCs her-
self unless necessary. Eventually, the PCs will want to take the
fight to her, but she should use underlings, cohorts, and sum-
moned creatures to challenge the characters whenever possible.
Nevertheless, don’t deny the PCs the satisfaction of ultimately
having the opportunity to defeat her.
Be Sneaky and Resourceful: Use all available options to foil
the PCs. A sneaky villain might use undetectable alignment or non-
detection to foil attempts to find him. A detect scrying spell or—even
better—a screen spell can keep scrying from revealing his actions.
Mind blank foils detect thoughts, and spell resistance potentially foils
most everything. The basic idea to keep in mind is that for every
ability the PCs might have, an NPC villain might be able to
counter it with the right spell, item, or ability.
Have an Escape Plan: Once the PCs have confronted the vil-
lain and foiled his plans, it can be hard for him to get away without
preparing beforehand. PCs are notorious for dogging the heels of
a villain who tries to escape. Use secret passages, invisibility, dimen-
sion door, teleport, contingency, and swarms of underlings to aid the
villain’s escape.
Take Hostages: Put the PCs in a moral dilemma. Are they will-
ing to attack the villain if her servants are prepared to slay on her
command a number of townsfolk she captured?
Use Magic: A high-level villain (even a fighter or a rogue)
should have a great deal of magic to fall back on, perhaps through
the use of spellcasting servants or magic items. The PCs have
plenty of magic to bring to bear against the villain, so she should
have a fair number of tricks and surprises for them as well.
Fight on the Villain’s Terms: A smart villain fights the PCs
only when he has to, and only when he’s prepared. Preferably, he
engages them after they have been weakened by fighting their
way through his guardian- and trap-filled lair.
Animals and Other Monsters
Animals, vermin, magical beasts, and other low-intelligence mon-
sters form a special category of NPC. They don’t act the way more
intelligent creatures do. Instead, they are driven by instinct and
need. Hunger and fear, for example, motivate animals. They are
occasionally curious, but usually they are looking for food. When
setting up encounters with animals other and low-intelligence crea-
tures, remember to develop some sort of ecology. A hundred orcs
might all organize themselves together in one area, but a hundred
displacer beasts never would unless an intelligent, outside force
were compelling them to do so. In a dungeon, for example, preda-
tors need something to eat and probably would not lair too close to
each other to avoid competition for food. The logical demands of an
ecosystem can sometimes make a dungeon difficult to rationalize or
to design so that it is at least somewhat believable. An intelligent,
organizing force often helps to explain the presence of creatures in
numbers or locations contrary to their natural inclination.
Animals and other low-intelligence monsters want to eat, want
to be safe, and want to protect their young. They are not thrilled
about competition for food, but only the most aggressive attack
for no other reason than that. They don’t collect treasure, but the
possessions of the characters they have slain can be found in their
lairs, untouched by the creatures.
These sorts of creatures make great foes for PCs, since few
moral issues are raised by slaying a dire wolf or even an umber
hulk or a wyvern. Thus, even though humans are a poor choice of
prey for most animals in the real world, assume that most preda-
tors in the campaign don’t mind or even prefer hunting and eating
intelligent creatures.
FRIENDS
Not everyone hates the PCs. If the characters are smart, as the
campaign progresses they will make as many friends as enemies.
Characters who don’t oppose the PCs are divided into four types:
allies, cohorts, followers, and hirelings. The Leadership feat (see
PCs as Leaders, page 106) enables a character to attract cohorts and
followers. Allies and hirelings have different relationships with
PCs than cohorts and hirelings do.
Allies
Markiov Thenuril is a rugged ranger who patrols the wilderness to
the west. Ever since the PCs helped him fight off the gnoll incur-
sion two years ago, he has been willing to provide them with infor-
mation about his territory whenever they need it. He has intro-
duced them to Viran Rainsong, an elf wizard/bard who gives them
great deals on potions and scrolls that she manufactures. Viran’s
half-brother Ethin traveled with the PCs when they went to the
Forgotten Mountain and the Lichlair.
Allies come in two types: those who help the PCs with infor-
mation, equipment, or a place to stay the night, and those who
actually travel with them on adventures. The former make useful
contacts and resources. The latter function as party members and
earn a full share of experience points and treasure just as any
other character does. Essentially, these latter allies are adventur-
ers who just happen not to be controlled by players. They differ
from cohorts and hirelings (see below), who work directly for
the PCs.
Cohorts
Cohorts are loyal servants who follow a particular character or
sometimes a group of characters. (NPC adventurers can have co-
horts, too.) They are hired by or seek out a PC or PCs, and they
work out a deal agreeable to both parties so that the NPC works
for the characters. A cohort serves as a general helper, a body-
guard, a sidekick, or just someone to watch a character’s back.
Although technically subservient, cohorts are usually too valuable
to waste on performing menial tasks.
There are no limitations on the class, race, or gender of a char-
acter’s cohorts, nor limits to the number of cohorts who can be
employed by a character. Mistreated cohorts become disloyal and
eventually leave or even seek revenge against their employers.
Loyal cohorts become trusted friends and long-time helpers.
So, what’s really the difference between allies who come along
and use their abilities to face dangers alongside the PCs, and
cohorts who do the same thing?
Cohorts are people who take on a subservient role. Cohorts are
not leaders. They might voice an opinion now and again, but for
the most part, they do as they’re told.
Experience Points: Cohorts earn experience points, but not at
the same rate as player characters. To determine a cohort’s XP
award, follow this procedure:
1. Don’t include a cohort as a party member when determining
the XP awards for individual characters. In a party containing four
PCs and one cohort, each PC gets 1/4 of the overall XP award.
CHAPTER 4:
NONPLAYER
CHARACTERS
2. Divide the cohort’s level by the level of the PC with whom he
or she is associated (the character who attracted the cohort).
3. Multiply this result by the total XP awarded to the PC and add
that number of experience points to the cohort’s total.
For example, a 4th-level cohort associated with a 6th-level PC
gains 2/3 as much XP as the character gains.
If a cohort gains enough XP to bring it to a level one lower
than the associated PC’s character level, the cohort does not gain
the new level—its new XP total is 1 less than the amount needed
to attain the next level. This rule is especially significant when
the PC loses one or more levels; a cohort’s level advancement
could be stalled for quite some time until the PC regains his or
her lost levels and gains enough additional XP to be eligible for a
higher-level cohort (see the Leadership feat on the following
page).
Treasure: Although the PCs can work out other deals, their
cohorts usually get only a half share of any treasure the party
gains. Sometimes a cohort seeks no pay, only the opportunity to
serve alongside the PCs. Such cohorts require only living costs.
However, they are not common.
The easiest way to calculate a half share is to treat the cohort as
getting a full share, but award him or her only half, and then
divide out the remainder to the group. For instance, if a party of
four PCs and one cohort earns 1,000 gp, divide the gold pieces by
5 (which is 200 apiece), but award the cohort only 100, and divide
the leftover 100 among the four PCs (25 each).
Followers
Followers are similar to cohorts, except they’re generally low-level
NPCs. Because they’re generally five or more levels behind the
character they follow, they’re rarely effective in combat. But a
clever player can use them as scouts, spies, messengers, errand-
runners, or guards.
Followers don’t earn experience and thus don’t gain levels.
However, when a character with the Leadership feat (see page
106) attains a new level, the player consults the table in the feat
description to determine if she has acquired more followers, some
of which may be higher level than the existing followers. (You
don’t consult the table to see if your cohort gains levels, however,
because cohorts earn experience on their own.)
Followers don’t demand a share of treasure, although they
depend on the PC they follow to equip them and keep them fed.
Replacing Cohorts and Followers
If a leader loses a cohort or followers, he can generally replace
them, according to his current Leadership score. It takes time (1d4
months) to recruit replacements. If the leader is to blame for the
deaths of the cohort or followers, it takes extra time to replace
them, up to a full year. Note that the leader also picks up a reputa-
tion of failure, which decreases his Leadership score.
Hirelings
When the PCs need to hire someone to perform a task—make
items, speak with sages, care for their horses, or help build a castle,
hirelings are the NPCs they employ. Characters can use hirelings
to carry torches, tote their treasure, and fight for them. Hirelings
differ from cohorts in that they have no investment in what’s
going on. They just do their jobs.
Unlike cohorts, hirelings do not make decisions. They do as
they’re told (at least in theory). Thus, even if they go on an
adventure with the PCs, they gain no experience and do not
affect any calculations involving the party level. Like cohorts,
hirelings must be treated fairly well, or they will leave and
might even turn against their former employers. Some hirelings
might require hazard pay (perhaps as high as double normal
pay) if placed in particularly dangerous situations. In addition
to demanding hazard pay, hirelings placed in great danger
might be unfriendly (see Influencing NPC Attitudes, page 72 of
the Player’s Handbook), but characters potentially can influence
them to a better attitude and perhaps even talk them out of
hazard pay.
Hirelings are helpful to have around, particularly for specific
tasks. If the PCs wipe out a nest of wererats but have to leave
treasure behind, they can hire porters to come back down with
them into the lair to help carry out the goods. An animal tender
or two to watch the PCs’ horses while they’re down in a dungeon
can be useful. Mercenary warriors can provide vital additional
strength to the party’s ability to combat foes.
Middle and high-level PCs should be aware that taking a 1st-
level commoner with them on an adventure so that she can carry
equipment or fight as a mercenary probably places her at great
risk. Hirelings who are expected to fight are best used to deal with
foes of their level—goblin warriors, for instance, or an evil cleric’s
skeleton army.
Table 4–1: Prices for Hireling Services gives an idea of the daily
wage that hirelings of various types will expect or demand. The
prices on the table are for long-term retention of services; hiring
someone for just a day or two might cost two or three times the
indicated price.
Also, the prices do not include materials, tools, or weapons the
hireling may need to do his or her job.
Table 4–1: Prices for Hireling Services
Hireling Per Day Hireling Per Day
Alchemist* 1 gp Mason/craftsperson* 3 sp
Animal tender/groom 15 cp Mercenary 2 sp
Architect/engineer 5 sp Mercenary cavalry 4 sp
Barrister 1 gp Mercenary leader 6 sp
Clerk 4 sp Porter 1 sp
Cook 1 sp Sage 2 or more gp
Entertainer/performer 4 sp Scribe 3 sp
Laborer 1 sp Smith 4 sp*
Limner 6 sp Teamster 3 sp
Maid 1 sp Valet/lackey 2 sp
* If paid to create a specific item, use item prices and working times
instead.
The types of hirelings characters might employ (from Table 4–1)
are described below.
Alchemist: One who works with chemicals. Also includes
apothecaries (those who deal with drugs and medicines).
Animal Tender/Groom: Someone to care for animals. Also
includes shepherds, shearers, and swineherds.
Architect/Engineer: A skilled, educated planner, essential for
large building projects. Also includes shipwrights.
Barrister: A lawyer.
Clerk: A scribe specializing in accounting. Also includes trans-
lators and interpreters.
Cook: Someone who can prepare meals, often for large groups.
Entertainer/Performer: A minstrel, actor, singer, dancer, or
poet.
Laborer: Anyone performing unskilled or relatively unskilled
labor. Includes ditchdiggers, gravediggers, bloomers (forge work-
ers), plowers, quarriers, and many other kinds.
Limner: A painter. Includes all types of artisans.
Maid: A household servant who cleans.
Mason/Craftsperson: A mason is a stoneworker, but this cat-
egory also covers carpenters, tanners (leatherworkers), haberdash-
ers, brewers, coopers, cordwainers (shoemakers), bookbinders,
fletchers, fullers (feltmakers), bowyers, cobblers, drapers, joiners,
parchmentmakers, plasterers, chandlers (candlemakers), dyers,
skinners, soapmakers, jewelers, tinkers, vintners, weavers, gem-
cutters, wheelwrights, cartwrights, horners, mercers, hosiers, and
other individuals who perform a craft.
CHAPTER 4:
NONPLAYER
CHARACTERS
Mercenary: A 1st-level warrior (see the warrior NPC class,
page 109).
Mercenary Cavalry: A 1st-level warrior who can ride and fight
on horseback.
Mercenary Leader: A 2nd-level warrior. For a mercenary
leader of higher level than 2nd, add 3 sp per day per level more
than is shown on Table 4–1.
Porter: Someone who carries heavy loads.
Sage: A researcher, a scholar, or a wise, educated person who
provides information. You should assign a time period required to
research the answer to a question, which may be as short as an
hour or as long as a month or more (depending both on the diffi-
culty of the question and the likelihood that the sage knows the
answer or can find it quickly). More renowned sages demand
higher fees, particularly for difficult areas of research.
Scribe: Someone who can write. Also includes scriveners
(manuscript copiers).
Smith: A metalworker. Includes blacksmiths, goldsmiths, sil-
versmiths, coppersmiths, pewterers, minters (coinmakers), laton-
ers (bronzeworkers), braziers (brassworkers), locksmiths, weapon-
smiths, and armorers.
Teamster: Cart or wagon driver.
Valet/Lackey: A general servant required to perform many and
varied duties.
PCS AS LEADERS
When PCs gain levels, they also garner reputations. Those who
show promise, great power, a path toward success, or perhaps just
a friendly demeanor may find that NPCs want to follow them.
These NPCs may wish for apprenticeships, employment, or a
leader they can look up to.
Attracting Cohorts
A character of 6th level or higher can start attracting cohorts (see page
104) and followers (see page 105) by taking the Leadership feat (see
below). Unlike other feats, this one depends heavily on the social set-
ting of the campaign, the actual location of the PC, and the group
dynamics. You’re free to disallow this feat if it would disrupt the cam-
paign. Be sure to consider the effect of a PC having a cohort. A cohort
is effectively another PC in the party under that player’s control, one
whose share of XP, treasure, and spotlight time is bound to take some-
thing away from the other players’ characters. If your group is small,
cohorts may be a great idea. If it’s big enough that a cohort would be a
problem, don’t let the PCs have cohorts.
A character can try to attract a cohort of a particular race, class,
and alignment. The cohort’s alignment may not be opposed to the
leader’s alignment on either the law-vs.-chaos or good-vs.-evil axis,
and the leader takes a Leadership penalty if he recruits a cohort of
an alignment different from his own. The DM determines the
details of the cohort. The cohort has gear as an NPC (see Table
4–23: NPC Gear Value, page 127).
LEADERSHIP [GENERAL]
A character with this feat is the sort of individual others want to
follow, and he or she has done some work attempting to recruit
cohorts and followers.
Prerequisites: A character must be at least 6th level to take
this feat.
Benefits: Having this feat enables the character to attract loyal
companions and devoted followers, subordinates who assist her.
See the table below for what sort of cohort and how many follow-
ers the character can recruit.
Leadership Modifiers: Several factors can affect a character’s
Leadership score, causing it to vary from the base score (character
level + Cha modifier). A character’s reputation (from the point of
view of the cohort or follower he is trying to attract) raises or
lowers his Leadership score:
Leader’s Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure –1
Aloofness –1
Cruelty –2
Other modifiers may apply when the character tries to attract a
cohort:
The Leader . . . Modifier
Has a familiar, special mount, or –2
animal companion
Recruits a cohort of a different alignment –1
Caused the death of a cohort –2*
* Cumulative per cohort killed.
Followers have different priorities from cohorts. When the char-
acter tries to attract a new follower, use any of the following mod-
ifiers that apply.
CHAPTER 4:
NONPLAYER
CHARACTERS
Leadership Cohort —— Number of Followers by Level ——
Score Level 1st 2nd 3rd 4th 5th 6th
1 or lower — ——————
21st ——————
32nd ——————
43rd ——————
53rd ——————
64th ——————
75th ——————
85th ——————
96th ——————
10 7th 5 —————
11 7th 6 —————
12 8th 8 —————
13 9th 10 1 ————
14 10th 15 1 ————
15 10th 20 2 1 — — —
16 11th 25 2 1 — — —
17 12th 30 3 1 1 — —
18 12th 35 3 1 1 — —
19 13th 40 4 2 1 1 —
20 14th 50 5 3 2 1 —
21 15th 60 6 3 2 1 1
22 15th 75 74221
23 16th 90 95321
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7422
Leadership Score: A character’s base Leadership score equals his level
plus any Charisma modifier. In order to take into account negative
Charisma modifiers, this table allows for very low Leadership scores,
but the character must still be 6th level or higher in order to gain the
Leadership feat. Outside factors can affect a character’s Leadership
score, as detailed below.
Cohort Level: The character can attract a cohort of up to this level.
Regardless of a character’s Leadership score, he can only recruit a
cohort who is two or more levels lower than himself. A 6th-level
paladin with a +3 Charisma bonus, for example, can still only
recruit a cohort of 4th level or lower. The cohort should be
equipped with gear appropriate for its level (see Table 4–23: NPC
Gear Value, page 127).
Number of Followers by Level: The character can lead up to the
indicated number of characters of each level. For example, a
character with a Leadership score of 14 can lead up to fifteen 1st-
level followers and one 2nd-level follower.
The Leader . . . Modifier
Has a stronghold, base of operations, +2
guildhouse, or the like
Moves around a lot –1
Caused the death of other followers –1
NPC SPELLCASTING
Characters need healing. They need curses removed. They need to
be teleported. They need to be raised from the dead. At various
points during the campaign, the PCs will need to find NPCs to cast
spells for them, either because they don’t want to do it themselves
or, more often, because a particular spell is beyond them. Refer to
page 139 for information on the highest-level spellcaster available
in a given community.
Assuming that the PCs can find a caster of the needed level and
that she’s amenable to helping them out, the NPC charges them 10
gp per spell level ×her caster level (or 5 gp ×her caster level for a
0-level spell). If she’s a cleric, she might require the amount as a
donation to her faith. If she’s a wizard, she might call the price a
“magical research fee.” Whatever the case, the higher her caster
level, the more she can charge for spells.
If a spell has an expensive material component, the NPC makes
her client pay for those expenses in addition to the base cost.
If the spell requires a focus component (other than a divine
focus), the NPC makes her client pay 10% of the cost of the focus
(even if caster already possesses the item).
Finally, if the spell has an XP component, the NPC charges an
additional 5 gp for each experience point she must expend.
NPC CLASSES
The Player’s Handbook extensively describes adventurers. But what
about the rest of the world? Surely not everyone’s a fighter, rogue,
or wizard. Presented in this section are five classes specifically
designed for NPCs. None of them, with the possible exceptions of
the expert and the aristocrat, stands up as a playable class for PCs.
Instead, they represent the rest of the people in the world around
the PCs who don’t train to go on adventures and explore dungeons.
Treat these classes as you would any other. Their members get
feats every three levels and ability score increases every four levels
(see Table 3–2: Experience and Level-Dependent Benefits on page
22 of the Player’s Handbook). Most NPCs take feats such as En-
durance, Skill Focus, Track, and other noncombat-related abilities.
It’s possible for NPCs to multiclass, and even to obtain levels in PC
classes if you so desire.
The level and class of an NPC give an indication of how well
that NPC knows his or her field. A typical blacksmith might only
be a 3rd-level commoner, but the world’s greatest blacksmith is
probably a 20th-level expert. That 20th-level character is a capable
person with great skill, but she can’t fight as well as a fighter equal
to her level (or even one much lower in level), nor can she cast
spells or do the other things that characters with PC class levels
can do.
NPCs gain experience points the same way that PCs do. Not
being adventurers, however, their opportunities are more limited.
Therefore, a commoner is likely to progress in levels very slowly.
Most commoners never attain higher than 2nd or 3rd level in
their whole lives. A warrior serving as a town guard is more likely
to earn XP here and there and thus might gain a few levels, but
this experience is still paltry compared to what an adventurer
gains. Keep in mind, though, that dangerous areas are more likely
to produce higher-level NPCs than peaceful, settled lands. A com-
moner who must regularly fight off gnolls trying to ransack his
farm or burn his crops is likely to be of higher level than one who
rarely encounters a challenge of this sort.
These NPC classes should provide enough distinction to create
anyone the PCs meet who isn’t an adventurer. See Total Characters
of Each Class, page 138, for information on how many characters
belonging to each of these NPC classes are found in a typical town
and their respective levels.
ADEPT
Some tribal societies or less sophisticated regions don’t have the
resources to train wizards and clerics. Reflecting a lesser knowl-
edge of magic yet an intriguing combination of arcane and divine
skills, the adept serves these cultures as both wise woman (or holy
man) and mystical defender.
Adepts can be found in isolated human, elf, dwarf, gnome, and
halfling communities but are most prevalent among more bestial
humanoid and giant species such as orcs, goblins, gnolls, bug-
bears, and ogres.
Hit Die: d6.
Class Skills
The adept’s class skills (and the key ability for each skill) are Con-
centration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis),
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–2: The Adept
NPC Base Fort Ref Will ——————— Spells per Day ——––———
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 3 1 — — — —
2nd +1 +0 +0 +3 Summon familiar 3 1 — — — —
3rd +1 +1 +1 +3 3 2 — — — —
4th +2 +1 +1 +4 3 2 0 — — —
5th +2 +1 +1 +4 3 2 1 — — —
6th +3 +2 +2 +5 3 2 1 — — —
7th +3 +2 +2 +5 3 3 2 — — —
8th +4 +2 +2 +6 3 3 2 0 — —
9th +4 +3 +3 +6 3 3 2 1 — —
10th +5 +3 +3 +7 3 3 2 1 — —
11th +5 +3 +3 +7 3 3 3 2 — —
12th +6/+1 +4 +4 +8 3 3 3 2 0 —
13th +6/+1 +4 +4 +8 3 3 3 2 1 —
14th +7/+2 +4 +4 +9 3 3 3 2 1 —
15th +7/+2 +5 +5 +9 3 3 3 3 2 —
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 3 3 3 3 3 2
Knowledge (all skills taken individually) (Int), Profession (Wis),
Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the
Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the adept NPC class.
Weapon and Armor Proficiency: Adepts are skilled with all
simple weapons. Adepts are not proficient with any type of armor
nor with shields.
Spells: An adept casts divine spells (the same type of spells
available to the cleric, druid, paladin, and ranger), which are
drawn from the adept spell list (see below). Like a cleric, an adept
must choose and prepare her spells in advance. Unlike a cleric, an
adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, an adept must have a Wisdom score
equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis
11 for 1st-level spells, and so forth). The Difficulty Class for a
saving throw against an adept’s spell is 10 + the spell level + the
adept’s Wisdom modifier.
Adepts, unlike wizards, do not acquire their spells from books
or scrolls, nor do they prepare them through study. Instead, they
meditate or pray for their spells, receiving them as divine inspira-
tion or through their own strength of faith. Each adept must
choose a time each day at which she must spend an hour in quiet
contemplation or supplication to regain her daily allotment of
spells. Time spent resting has no effect on whether an adept can
prepare spells.
Like other spellcasters, an adept can cast only a certain number
of spells of each spell level per day. Her base daily spell allotment
is given on Table 4–2: The Adept. In addition, she receives bonus
spells per day if she has a high Wisdom score (see Table 1–1: Abil-
ity Modifiers and Bonus Spells, page 8 of the Player’s Handbook).
When Table 4–2 indicates that the adept gets 0 spells per day of a
given spell level (for instance, 0 2nd-level spells for a 4th-level
adept), she gains only the bonus spells she would be entitled to
based on her Wisdom score for that spell level.
Each adept has a particular holy symbol (as a divine focus)
depending on the adept’s magical tradition.
Summon Familiar: At 2nd level, an adept can call a familiar,
just as a sorcerer or wizard can. See the sidebar on page 52 of the
Player’s Handbook for more information.
Starting Gear
2d4 ×10 gp worth of equipment.
Adept Spell List
Adepts choose their spells from the following list.
0 Level: create water, cure minor wounds, detect magic, ghost sound,
guidance, light, mending, purify food and drink, read magic, touch of
fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend
languages, cure light wounds, detect chaos, detect evil, detect good, detect
law, endure elements, obscuring mist, protection from chaos, protection
from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s
grace, cure moderate wounds, darkness, delay poison, invisibility, mirror
image, resist energy, scorching ray, see invisibility, web.
3rd Level: animate dead, bestow curse, contagion, continual flame,
cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize
poison, remove curse, remove disease, tongues.
4th Level: cure critical wounds, minor creation, polymorph, restora-
tion, stoneskin, wall of fire.
5th Level: baleful polymorph, break enchantment, commune, heal,
major creation, raise dead, true seeing, wall of stone.
ARISTOCRAT
Aristocrats are usually educated, wealthy individuals who were
born into high position. Aristocrats are the wealthy or politi-
cally influential people in the world. They are given the free-
dom to train in the fields of their choice, for the most part, and
often travel widely. With access to all the best goods and oppor-
tunities, many aristocrats become formidable individuals. Some
even go on adventures with fighters, wizards, and members of
other classes, although usually such activities are nothing more
than a lark.
The aristocrat might work as a PC class, since it has an
impressive selection of skills and respectable combat training.
Being an aristocrat, however, isn’t so much a choice as a position
you’re born into. An aristocrat cannot be a multiclass character
unless his or her first level is in the aristocrat class. Mostly, you
should reserve the aristocrat class for rulers, their families, and
their courtiers.
Hit Die: d8.
Table 4–3: The Aristocrat
NPC Base Fort Ref Will
Level Attack Bonus Save Save Save
1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12
Class Skills
The aristocrat’s class skills (and the key ability for each skill) are
Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha),
Forgery (Int), Gather Information (Cha), Handle Animal (Cha),
Intimidate (Cha), Knowledge (all skills taken individually) (Int),
Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis),
Speak Language, Spot (Wis), Swim (Str), and Survival (Wis). See
Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
The following is a class feature of the aristocrat NPC class.
Weapon and Armor Proficiency: The aristocrat is proficient
in the use of all simple and martial weapons and with all types of
armor and shields.
Starting Gear
6d8 ×10 gp worth of equipment.
COMMONER
The common folk farm the fields, staff the shops, build the homes,
and produce the goods in the world around the adventurers. Com-
moners usually have no desire to live the dangerous life of an
CHAPTER 4:
NONPLAYER
CHARACTERS
adventurer and none of the skills needed to undertake the chal-
lenges adventurers must face. Commoners are skilled in their own
vocations and make up the majority of the population.
Commoners make poor adventurers. This class should be
reserved for everyone who does not qualify for any other class.
Hit Die: d4.
Table 4–4: The Commoner
NPC Base Fort Ref Will
Level Attack Bonus Save Save Save
1st +0 +0 +0 +0
2nd +1 +0 +0 +0
3rd +1 +1 +1 +1
4th +2 +1 +1 +1
5th +2 +1 +1 +1
6th +3 +2 +2 +2
7th +3 +2 +2 +2
8th +4 +2 +2 +2
9th +4 +3 +3 +3
10th +5 +3 +3 +3
11th +5 +3 +3 +3
12th +6/+1 +4 +4 +4
13th +6/+1 +4 +4 +4
14th +7/+2 +4 +4 +4
15th +7/+2 +5 +5 +5
16th +8/+3 +5 +5 +5
17th +8/+3 +5 +5 +5
18th +9/+4 +6 +6 +6
19th +9/+4 +6 +6 +6
20th +10/+5 +6 +6 +6
Class Skills
The commoner’s class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen
(Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and
Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for
skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
The following is a class feature of the commoner NPC class.
Weapon and Armor Proficiency: The commoner is proficient
with one simple weapon. He is not proficient with any other
weapons, nor is he proficient with any type of armor or shields.
Starting Gear
5d4 gp worth of equipment.
EXPERT
Experts operate as craftsfolk and professionals in the world. They
normally do not have the inclination or training to be adventurers,
but they are capable in their own field. The skilled blacksmith, the
astute barrister, the canny merchant, the educated sage, and the
master shipwright are all experts.
The expert could make a PC-worthy class choice, but only for
those players willing to create a character focused on something
other than a traditional adventuring career. Experts have a vast
range of skills. Most towns and communities have at least a few
experts in various fields. DMs should use the expert class for
NPCs such as elite craftsfolk, experienced merchants, seasoned
guides, and other highly skilled professionals.
Hit Die: d6.
Class Skills
The expert can choose any ten skills to be class skills. See Chapter
4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table 4–5: The Expert
NPC Base Fort Ref Will
Level Attack Bonus Save Save Save
1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12
Class Features
The following is a class feature of the expert NPC class.
Weapon and Armor Proficiency: The expert is proficient in
the use of all simple weapons and with light armor but not shields.
Starting Gear
3d4 ×10 gp worth of equipment.
WARRIOR
The warrior is a strong, stout combatant without the specialized
training and finesse of a fighter, the survival and outdoor skills of
the barbarian or ranger, or the sophistication and religious focus
of a paladin. The warrior is a straightforward and unsubtle oppo-
nent in a fight, but a respectable one.
Warriors are not as good as fighters, and thus PCs should be en-
couraged to avoid this class in favor of the standard combat-ori-
ented ones given in the Player’s Handbook. Representing experi-
ence in fighting and related areas but not sophisticated training,
warriors are common among the humanoids and giants (orcs,
ogres, and so forth). You can also use the warrior class for soldiers
(although perhaps not for commanders or career soldiers), guards,
local thugs, toughs, bullies, and even regular people who have
learned to defend their homes with some ability.
Hit Die: d8.
Class Skills
The warrior’s class skills (and the key ability for each skill) are
Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str),
Ride (Dex), and Swim (Str). See Chapter 4: Skills in the Player’s
Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
The following is a class feature of the warrior NPC class.
Weapon and Armor Proficiency: The warrior is proficient in
the use of all simple and martial weapons and all armor and shields.
Starting Gear
3d4 ×10 gp worth of equipment.
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–6: The Warrior
NPC Base Fort Ref Will
Level Attack Bonus Save Save Save
1st +1 +2 +0 +0
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6
NPC STATISTICS
This section provides a set of baseline statistics for NPCs of every
standard class at levels 1st through 20th, with rules for how to
adjust those statistics for various races and kinds of monster. Start-
ing with just an NPC’s level (or Challenge Rating, which is usually
the same thing), you can generate an NPC randomly, or you can
put the pieces of the character together as you see fit. The rules
cover every kind of character from a typical dwarf fighter to a half-
fiend minotaur sorcerer.
These statistics give you basic characters with a minimum
amount of work. If you want to put more effort into handcrafting
NPCs, you can use these statistics as a place to start.
To create an NPC, you can select options from the following
tables, or you can put a character together from scratch.
TABLE-BASED NPCS
The tables in this section are intended to help you create an NPC
when planning an adventure. They give the bare bones and sug-
gest basic equipment, leaving the rest to your design. To create an
NPC from these tables, follow these steps.
1. Decide the NPC’s class and level, and what race or kind of
monster the NPC is.
2. Find the class and level on the NPC tables (Table 4–12 to
Table 4–22).
3. Modify the statistics given there by the race or kind informa-
tion from Adjustments by Race or Kind, page 126.
4. Equip the NPC with the basic gear given on the table and pur-
chase additional equipment up to the total gp amount allowed for
that character level. If you prefer, adjust the basic gear to suit your
character concept.
Random Class, Level, and Race or Kind
To randomly generate an NPC’s class, level, and race or kind of
monster, start with the NPC’s level (or Challenge Rating, which is
usually the same thing). Then determine the following informa-
tion randomly.
1. Roll the NPC’s alignment on Table 4–7: Random NPC Align-
ment.
2. Roll class randomly on Table 4–8: Random NPC Class.
3. Roll the race or kind randomly on the appropriate column on
Table 4–9: Good NPC Race or Kind, 4–10: Neutral NPC Race or
Kind, or 4–11: Evil NPC Race or Kind.
Table 4–7: Random NPC Alignment
d% Alignment
01–20 Good (LG, NG, or CG)
21–50 Neutral (LN, N, or CN)
51–100 Evil (LE, NE, or CE)
Table 4–8: Random NPC Class
Good Neutral Evil Class
01–05 01–05 01–10 Barbarian
06–10 06–10 11–15 Bard
11–30 11–15 16–35 Cleric
31–35 16–25 36–40 Druid
36–45 26–45 41–50 Fighter
46–50 46–50 51–55 Monk
51–55 — — Paladin
56–65 51–55 56–60 Ranger
66–75 56–75 61–80 Rogue
76–80 76–80 81–85 Sorcerer
81–100 81–100 86–100 Wizard
HANDCRAFTED NPC
To create an NPC from scratch, simply use the information from
the Player’s Handbook, the Monster Manual, and the earlier parts of
this chapter.
The one additional piece of information you need is the value of
an NPC’s gear. See Table 4–23: NPC Gear Value to find the total
value of the NPC’s equipment. Select equipment whose total value
is this amount or less and let the balance be cash on hand. You can
use the other tables as guidelines and shortcuts.
If the NPC’s gear includes a magic item with charges, consider
the item’s value to be one-half its full market price, and roll ran-
domly for the number of charges it has just as you normally do for
a random magic item. (If the item is one of the few with value
beyond its charges, however, halve only the part of its value that’s
based on its charges. Use your discretion.)
When selecting gear for a spellcaster, count magic items that
she can make herself as 70% as expensive as normal. This rule
effectively treats the XP cost as an extra gold piece cost. If the item
is charged, then count it as half normal value (a net 35%) and
determine charges left randomly.
PREGENERATED NPCS
If you’re in a hurry, and you don’t have the time to create an appro-
priate NPC, you can use one of the pregenerated NPCs that
accompany Tables 4–12 through 4–22. For each character class,
one or two samples are presented at different levels of advance-
ment. You might have to adjust some of these character’s statistics
“on the fly” to account for a different kind of creature or a different
character level.
COMBINATION METHOD
Of course, you can combine these methods, using the material
here as a starting point and then making different choices for your
NPC: different skills, different feats, different gear, even different
classes (for a multiclass character).
ELITE AND AVERAGE CHARACTERS
All PCs and all the NPCs described in this section are “elite,” a cut
above the average. Elite characters (whether they are PCs or not)
have above-average ability scores and automatically get maximum
hit points from their first Hit Die. Average characters, on the other
hand, have average abilities (rolled on 3d6) and don’t get maximum
hit points from their first Hit Die. The monsters described in the
Monster Manual are average characters rather than elite ones
(though elite monsters also exist). Likewise, some fighters, wizards,
and so on are average people rather than elites; they have fewer hit
points and lower ability scores than the NPCs described here.
CHAPTER 4:
NONPLAYER
CHARACTERS
READING THE NPC DESCRIPTIONS
The NPC descriptions that follow summarize a lot of information
about the NPCs they describe. Below are details about each cate-
gory of information.
Starting Ability Scores: All these NPCs have starting ability
scores that were determined by using the elite array (15, 14, 13, 12,
10, 8) and arranging the numbers to the character’s best advantage.
(See page 169 for more about the elite array and other alternative
methods of determining ability scores.)
Increased Ability Scores: Some of the NPC’s ability scores
increase at higher levels, either because the character attains a
level where an ability score increase is gained or because the char-
acter gains possession of a magic item that improves a score. Mag-
ically enhanced ability scores are in parentheses.
Melee and Ranged: Each NPC is equipped with a melee
weapon and a ranged weapon (the monk has an unarmed attack
listing as well). These columns on the table provide the NPC’s total
attack bonuses due to class and level. The Ranged figure does not
include any bonus from ammunition that might also apply.
F/R/W: The class’s level-based bonuses on Fortitude, Reflex,
and Will saves.
Skill Pts./Feats: The numbers of skill points and feats an NPC
has are calculated assuming a nonhuman character; for a human,
add skill points and bonus feats as appropriate. The number of
total feats includes any bonus feats granted by the class.
Spells: The number of spells of each level a spellcaster has is
given in order of level, from lowest to highest. Thus, “6/7/4” for a
4th-level sorcerer means six 0-level spells, seven 1st-level spells,
and four 2nd-level spells.
Gear: This column lists the basic armor, generic melee and
ranged weapons (mundane, masterwork, or magical), and
common types of magic equipment each NPC has. You can pick
any simple or martial weapon of an appropriate kind (but not an
exotic weapon). If the ranged weapon you choose is a composite
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–10: Neutral NPC Race or Kind
Bbn Brd Clr Drd Ftr Mnk Rgr Rog Sor Wiz Race/Kind Level
2
01 01 01–15 — 01–10 — — 01 — — Dwarf, deep Normal
02 02–03 16–25 — 11–29 — 01 02–04 01 — Dwarf, hill Normal
——26—30–34 —————Dwarf, mountain Normal
— 04–05 — 01 —————01Elf, gray Normal
—06–15 27 02–06 35 01–02 02–06 05–08 02 02–26 Elf, high Normal
03–13 16 28 07–11 — — 07 — 03–12 — Elf, wild Normal
14 17–21 29–38 12–31 36–41 03 08–36 09 13–15 27–28 Elf, wood Normal
———32——37———Gnome, forest Normal
— 22–23 39———38101629Gnome, rock Normal
15–16 24–33 40–48 33–37 42–46 04–13 39–55 11–25 17–31 30–44 Half-elf Normal
17–18 34–36 49–58 38 47 14 56 26–53 32–41 45–47 Halfling, lightfoot Normal
19 37 59 — 48 15 — 54–58 42 — Halfling, deep Normal
—386039——5759–63 43 48–49 Halfling, tallfellow Normal
20–58 39–40 61–62 40 49–58 16–25 58–67 64–73 44–48 50 Half-orc Normal
59–87 41–98 63–90 41–88 59–96 26–100 68–96 74–97 49–95 51–97 Human Normal
88–98 — 91–97 89–98 97 — 97–98 — 96–97 — Lizardfolk Normal
——————————Gnome, svirfneblin –1
——98—98——989898Doppelganger –3
99 99 99 99 99 — 99 99 99 99 Wereboar (lycanthrope)
1
–1
100 100 100 100 100 — 100 100 100 100 Weretiger (lycanthrope)
1
–1
1 Reroll to determine the NPC’s base race or kind. (On the reroll, ignore rolls marked with a 1.)
2 If the creature is exceptionally powerful, reduce its class level to balance. If its class level is 0 or lower, reroll.
Table 4–9: Good NPC Race or Kind
Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Race/Kind Level
2
—0101— 001–02 01–10 — — 01–02 01 Aasimar (planetouched) Normal
——02—01–03 ————03— Dwarf, deep Normal
01–02 02–06 03–22 — 04–33 03 11–20 01–05 01–05 04–05 02 Dwarf, hill Normal
——23–24 — 34–41 — 21 — 06 06 — Dwarf, mountain Normal
—07–11 25 01 42————07–08 03–07 Elf, gray Normal
—12–36 26–35 02–11 43–47 04–13 — 06–20 07–19 09–11 08–41 Elf, high Normal
03–32 37 36–40 12–21 — — — 21 — 12–36 — Elf, wild Normal
33–34 38 41 22–31 — — — 22–36 — 37 42 Elf, wood Normal
—394232–36 — — — 37–41 20 38 43 Gnome, forest Normal
—40–44 43–51 37 48 — 22 42 21–25 39–40 44–48 Gnome, rock Normal
35 45–53 52–56 38–46 49–50 14–18 23–27 43–57 26–35 41–45 49–58 Half-elf Normal
36 54 57–66 47 51 19 28 58 36–60 46–54 59–63 Halfling, lightfoot Normal
—5567—522029—61–66 55 64 Halfling, deep Normal
—5668–69 48———5967–72 56 65–67 Halfling, tallfellow Normal
37–61 57 70 49 53–57 21–25 30 60–64 73–77 57–58 68 Half-orc Normal
62–98 58–97 71–95 50–99 58–97 26–97 31–97 65–97 78–96 59–95 69–96 Human Normal
—9896—————979697 Gnome, svirfneblin –1
99 99 97–98 100 98 98 98 98 98 97 98 Half-celestial
1
–1
100 100 99 — 99 99 99 99 99 98–99 99 Half-dragon
1
–2
——100 — 100 100 100 100 100 100 100 Werebear (lycanthrope)
1
–2
1 Reroll to determine the NPC’s base race or kind. (On the reroll, ignore rolls marked with a 1.)
2 If the creature is exceptionally powerful, reduce its class level to balance. If its class level is 0 or lower, reroll.
bow, that bow does not have a high strength rating (see Composite
Longbow, page 119 of the Player’s Handbook). For brevity in this
column, “mwk” is an abbreviation for “masterwork,” and the terms
“melee” and “ranged” should be read as “melee weapon” and “ranged
weapon.” Also, the name of a specific magic item is shortened to a
single word in all references after the first one; for instance, ring of
protection becomes ring.
The wealth possessed by an NPC in excess of his or her gear’s
value is indicated at the end of this entry and can be used to pur-
chase additional equipment as desired. The expense of outfitting a
character with an exotic weapon or with a ranged weapon that has
a high strength rating should come out of this excess wealth.
These balances are rounded to the nearest 50 gp for neatness; it’s
okay to exceed them by a few gp.
Spells Known per Level: For bards and sorcerers, an addi-
tional table gives the number of spells known at each level from
1st through 20th.
NPC BARBARIAN
Starting Ability Scores: Str 15, Dex 14, Con 13, Int 10, Wis 12,
Cha 8.
Increased Ability Scores: 4th, Str 16; 8th, Con 14; 12th, Str 17;
16th, Str 18; 17th, Str 18 (20); 19th, Str 18 (24), Dex 14 (16); 20th,
Str 19 (25).
Sample 5th-Level NPC Barbarian: Half-orc Bbn 5; CR 5;
Medium humanoid (orc); HD 5d12+5; hp 43; Init +2; Spd 30 ft.;
AC 18, touch 12, flat-footed 18; Base Atk +5; Grp +9; Atk +11 melee
(1d12+6/×3, masterwork greataxe) or +7 ranged (1d8+4/×3, com-
posite longbow [+4 Str bonus]); Full Atk +11 melee (1d12+6/×3,
masterwork greataxe) or +7 ranged (1d8+4/×3, composite long-
bow [+4 Str bonus]); SA —; SQ darkvision 60 ft., improved
uncanny dodge, rage 2/day, trap sense +1, uncanny dodge; AL CE;
SV Fort +5, Ref +3, Will +2; Str 18, Dex 14, Con 13, Int 8, Wis 12,
Cha 6.
Skills and Feats: Climb +7, Jump +7, Listen +7, Survival +7;
Dodge, Weapon Focus (greataxe).
Improved Uncanny Dodge (Ex): This barbarian cannot be flanked
except by a rogue of at least four levels higher than the barbarian.
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up
to 6 rounds.
Trap Sense (Ex): This barbarian has an intuitive sense that alerts
him to danger from traps, granting a +1 bonus on Reflex saves and
a +1 dodge bonus to AC against attacks by traps.
Uncanny Dodge (Ex): This barbarian can react to danger before
his senses would normally allow him to do so. He retains his Dex-
terity bonus to AC even when caught flat-footed.
Possessions: +1 breastplate, masterwork greataxe, composite long-
bow (+4 Str bonus), 20 arrows, 5 cold iron arrows, 5 silvered
arrows, 2 potions of cure moderate wounds, potion of lesser restoration,
potion of neutralize poison, 3 flasks alchemist’s fire, climber’s kit,
dagger.
Sample 10th-Level NPC Barbarian: Half-orc Bbn 10; CR 10;
Medium humanoid (orc); HD 10d12+30; hp 90; Init +2; Spd 40 ft.;
AC 18, touch 12, flat-footed 18; Base Atk +10; Grp +14; Atk +16
melee (1d12+7/19–20/×3, +1 greataxe) or +13 ranged (1d8+5/×3, +1
composite longbow [+4 Str bonus]); Full Atk +16/+11 melee
(1d12+7/19–20/×3, +1 greataxe) or +13/+8 ranged (1d8+5/×3, +1
composite longbow [+4 Str bonus]); SA —; SQ darkvision 60 ft.,
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–11: Evil NPC Race or Kind
Bbn Brd Clr Drd Ftr Mnk Rgr Rog Sor Wiz Race/Kind Level
2
——01–02 — 01–02 — — 01 — — Dwarf, deep Normal
——03—03–04 —————Dwarf, hill Normal
—0104—05—01 02 — 01–10 Elf, high Normal
01 —05—————01—Elf, wild Normal
02–03 02 06–08 01–02 06–07 — 02–11 03 — 11 Elf, wood Normal
04 03–17 09–18 03 08–12 01–10 12–28 04–18 02–16 12–26 Half-elf Normal
05 18 19–20 — 13 — 29 19–38 17–21 27 Halfling, lightfoot Normal
06 19 21 — 14 — — 39 22 — Halfling, deep Normal
—202204——30402328Halfling, tallfellow Normal
07–29 21–22 23–25 05–06 15–23 11–20 31–39 41–50 24–28 — Half-orc Normal
30–39 23–97 26–56 07–56 24–53 21–90 40–69 51–70 29–68 29–78 Human Normal
40–44 — 57–63 57–71 54 — 70–71 — 69 — Lizardfolk Normal
45 98 64 72 55 — — 71–85 70 — Goblin Normal
46 — 65 73 56–80 91–93 72 86 71 79–80 Hobgoblin Normal
47 — 66 74 81 — — 87 72–86 — Kobold Normal
48–77 — 67 75 82–86 —————Orc Normal
78 99 68——94—88–89 — 81 Tiefling (planetouched) Normal
——69–71 — 87—————Drow (elf) [female] –1
————88————82–91 Drow (elf) [male] –1
——72—89—————Dwarf, duergar –1
————90—————Derro –1
79–83 — 73–74 76–100 91 — 73–92 — 87 92 Gnoll –1
84 — 75–89 — 92 — 93 — 88–90 — Troglodyte –1
85–86 — 90–91 — 93 — 94 90–93 91 93 Bugbear –2
87–90 — 92 — 94 — 95 — 92 — Ogre –2
91–94 — 93—————93—Minotaur –4
——94—95——949494Mind flayer –8
——95—9695–96 — — 95 95–96 Ogre mage –8
——96—9797–98 96 95–96 96 97 Wererat (lycanthrope)
1
–1
95–96 100 97 — 98 — 97–98 97 97 98 Werewolf (lycanthrope)
1
–1
97–98 — 98–99 — 99 99 99 98–99 98 99 Half-fiend
1
–2
99–100 — 100 — 100 100 100 100 99–100 100 Half-dragon
1
–2
1 Reroll to determine the NPC’s base race or kind. (On the reroll, ignore rolls marked with a 1.)
2 If the creature is exceptionally powerful, reduce its class level to balance. If its class level is 0 or lower, reroll.
damage reduction 2/–, improved uncanny dodge, rage 3/day, trap
sense +3, uncanny dodge; AL CE; SV Fort +9, Ref +5, Will +4; Str
18, Dex 14, Con 14, Int 8, Wis 12, Cha 6.
Skills and Feats: Climb +11, Jump +10, Listen +7, Survival +8;
Dodge, Improved Critical (greataxe), Power Attack, Weapon Focus
(greataxe).
Improved Uncanny Dodge (Ex): This barbarian cannot be flanked
except by a rogue of at least four levels higher than the barbarian.
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up
to 7 rounds.
Trap Sense (Ex): This barbarian has an intuitive sense that alerts
him to danger from traps, granting a +3 bonus on Reflex saves and
a +3 dodge bonus to AC against attacks by traps.
Uncanny Dodge (Ex): This barbarian can react to danger before
his senses would normally allow him to do so. He retains his Dex-
terity bonus to AC even when caught flat-footed.
Possessions: +2 breastplate, amulet of natural armor +1, +1 greataxe, +1
composite longbow (+4 Str bonus), 20 arrows, 5 silvered arrows, 2
potions of cure moderate wounds, climber’s kit, dagger.
NPC BARD
Starting Ability Scores: Str 10, Dex 13, Con 12, Int 14, Wis 8,
Cha 15.
Increased Ability Scores: 4th, Cha 16; 8th, Cha 17 (19); 12th,
Cha 18 (20); 16th, Cha 19 (21); 17th, Cha 19 (23); 18th, Cha 19 (25);
20th, Cha 20 (26).
Sample 15th-Level NPC Bard: Human Brd 15; CR 15; Medium
humanoid; HD 15d6+15; hp 70; Init +5; Spd 30 ft.; AC 19, touch 14,
flat-footed 18; Base Atk +11; Grp +11; Atk +14 melee (1d8+2/19–20,
+2 longsword) or +13 ranged (1d8/19–20, masterwork light cross-
bow); Full Atk +14/+9/+4 melee (1d8+2/19–20, +2 longsword) or +13
ranged (1d8/19–20, masterwork light crossbow); SA —; SQ bardic
knowledge 17, countersong 15/day, fascinate 15/day,inspire com-
petence 15/day, inspire courage 15/day, inspire greatness 15/day,
song of freedom 15/day,suggestion; AL NE; SV Fort +6, Ref +10, Will
+8; Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 20.
Skills and Feats: Balance +3, Bluff +23, Decipher Script +20,
Diplomacy +30, Gather Information +23, Intimidate +7, Jump +2,
Perform +26, Sense Motive +17, Spellcraft +23, Tumble +19, Use
Magic Device +5; Dodge, Improved Initiative, Mobility, Skill
Focus (Diplomacy), Skill Focus (Perform), Skill Focus (Spellcraft),
Weapon Focus (longsword).
Countersong (Su): This bard can counter magical effects that
depend on sound by making a Perform check for each round of
countersong. Any creature within 30 feet of the bard who is
affected by a sonic or language-dependent magical attack may use
the bard’s Perform check result in place of his or her saving throw
if desired. Countersong lasts for 10 rounds.
Fascinate (Sp): This bard can cause up to five creatures within 90
feet that can see and hear him to become fascinated with him (sit
quietly, –4 penalty on skill checks made as reactions, such as
Listen and Spot checks). The bard’s Perform check result is the DC
for the opponent’s Will save. Any obvious threat breaks the effect.
Fascination lasts 15 rounds.
Inspire Competence (Su): An ally within 30 feet who can see and
hear this bard gets a +2 competence bonus on skill checks with a
particular skill for as long as he can hear the music. Inspire confi-
dence lasts for up to 20 rounds.
Inspire Courage (Su): Allies (including the bard) who can hear
this bard receive a +3 morale bonus on saves against charm and
fear effects and a +3 morale bonus on attack and weapon damage
rolls. The effect lasts for 5 rounds after the ally can no longer hear
the bard.
Inspire Greatness (Su): After hearing this bard sing for a full
round, up to three creatures within 30 feet (including the bard, if
desired) gain +2 Hit Dice (d10s that grant temporary hit points), a
+2 competence bonus on attacks, and a +1 competence bonus on
Fortitude saves. The effect lasts until 5 rounds after the creature
can no longer hear the bard.
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–12: NPC Barbarian
Skill Pts./
Level hp AC Melee Ranged F/R/W Feats Gear
1st 13 16 +4 +3 +3/+2/+1 16/1 Mwk scale, mwk melee, mundane ranged, 200 gp
2nd 20 17 +5 +5 +4/+2/+1 20/1 Mwk breastplate, mwk melee, mundane ranged, 1,200 gp
3rd 28 17 +6 +6 +4/+3/+2 24/2 As 2nd level, except 1,700 gp
4th 35 17 +8 +7 +5/+3/+2 28/2 As 2nd level, except 2,500 gp
5th 43 18 +9 +8 +5/+3/+2 32/2 +1 breastplate, mwk melee, mundane ranged, 2,500 gp
6th 50 18 +10/5 +9/4 +6/+4/+3 36/3 As 5th level, except 3,800 gp
7th 58 18 +11/6 +10/5 +6/+4/+3 40/3 +1 breastplate, +1 melee, mundane ranged, 3,500 gp
8th 73 19 +12/7 +11/6 +8/+4/+3 44/3 +1 breastplate, amulet of natural armor +1, +1 melee, mundane
ranged, 3,500 gp
9th 81 20 +13/8 +12/7 +8/+5/+4 48/4 +2 breastplate, amulet +1, +1 melee, mundane ranged,
6,000 gp
10th 90 20 +14/9 +14/9 +9/+5/+4 52/4 +2 breastplate, amulet +1, +1 melee, +1 ranged, 1,000 gp
11th 98 21 +15/10/5 +15/10/5 +9/+5/+4 56/4 +3 breastplate, amulet +1, +1 melee, +1 ranged, 1,000 gp
12th 107 22 +16/11/6 +16/11/6 +10/+6/+5 60/5 +3 breastplate, amulet +2, +1 melee, +1 ranged, 1,000 gp
13th 115 24 +17/12/7 +17/12/7 +10/+6/+5 64/5 As 12th level, except 9,000 gp
14th 124 24 +19/14/9 +18/13/8 +11/+6/+5 68/5 +3 breastplate, amulet +2, ring of protection +2, +2 melee, +1
ranged, 11,000 gp
15th 132 24 +21/16/11 +19/14/9 +11/+7/+6 72/6 +3 breastplate, amulet +2, ring +2, +3 melee, +1 ranged,
14,000 gp
16th 141 24 +24/19/14/9 +21/16/11/6 +12/+7/+6 76/6 +3 breastplate, amulet +2, ring +2, +4 melee, +2 ranged,
25,000 gp
17th 149 26 +26/21/16/11 +22/17/12/7 +12/+7/+6 80/6 +4 breastplate, amulet +3, ring +2, +4 melee, +2 ranged,
gauntlets of ogre power +2, 3,000 gp
18th 158 28 +27/22/17/12 +24/19/14/9 +13/+7/+6 84/7 +5 breastplate, amulet +3, ring +3, +4 melee, +3 ranged,
gauntlets +2, 17,000 gp
19th 166 29 +30/25/20/15 +26/21/16/11 +13/+8/+6 88/7 +5 breastplate, amulet +3, ring +3, +4 melee, +3 ranged, belt of
giant Strength +6, gloves of Dexterity +2, 16,000 gp
20th 175 29 +31/26/21/16 +27/22/17/12 +14/+9/+7 92/7 As 19th level, except 66,000 gp
Song of Freedom (Sp): By singing for 1 minute without interrup-
tion, this bard can create a break enchantment effect as the spell
from a 15th-level caster, on a single target within 30 feet. The bard
cannot use this ability on himself.
Suggestion (Sp): This bard can make a suggestion (as the spell) to
a creature he has already fascinated. A DC 22 Will save negates the
effect.
Bard Spells Known (4/6/4/4/4/3; save DC 15 + spell level):
0—dancing lights, daze, ghost sound, light, lullaby, read magic;
1st—cause fear, charm person, cure light wounds, sleep; 2nd—cure
moderate wounds, glitterdust, hold person, invisibility; 3rd—blink,
charm monster, dispel magic, glibness; 4th—break enchantment,
dominate person, hold monster, shout; 5th—greater dispel magic,
mind fog, mislead.
Possessions: Amulet of natural armor +2, bracers of armor +3, ring of
protection +3, +2 longsword, masterwork light crossbow, 10 bolts, 5
cold iron bolts, 5 silvered bolts, 3 potions of cure serious wounds, 2
potions of eagle’s splendor, 2potions of fly, 3potions of glibness, 2potions
of tongues, cloak of Charisma +2, wand of summon monster II, master-
work lute.
NPC CLERIC
Starting Ability Scores: Str 13, Dex 8, Con 14, Int 10, Wis 15,
Cha 12.
Increased Ability Scores: 4th, Wis 16; 8th, Wis 17; 10th, Wis
17 (19); 12th, Wis 18 (20); 13th, Dex 8 (10); 14th, Wis 18 (22); 16th,
Wis 19 (23); 17th, Wis 19 (25); 20th, Wis 20 (26).
Sample 5th-Level NPC Cleric: Human Clr 5; CR 5; Medium
humanoid; HD 5d8+10; hp 36; Init –1; Spd 20 ft.; AC 21, touch 9,
flat-footed 21; Base Atk +3; Grp +4; Atk +6 melee (1d8+1, master-
work morningstar) or +2 ranged (1d8/19–20, light crossbow); Full
Atk +6 melee (1d8+1, masterwork morningstar) or +2 ranged
(1d8/19–20, light crossbow); SA turn undead 4/day; SQ —; AL
NG; SV Fort +6, Ref +2, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis
16, Cha 12.
Skills and Feats: Concentration +10, Listen +11, Spellcraft +8;
Brew Potion, Lightning Reflexes, Weapon Focus (morningstar).
Cleric Spells Prepared (5/5/4/3; save DC 13 + spell level): 0—detect
magic, guidance (2), light, resistance; 1st—bane, bless (2), sanctuary*, shield
of faith; 2nd—aid, bull’s strength, cure moderate wounds*, sound burst;
3rd—dispel magic, magic circle against evil, protection from energy*.
*Domain spell. Domains: Healing (cast healing spells at +1 caster
level), Protection (protective ward grants +5 resistance bonus on
next save, 1/day).
Possessions: +1 full plate, +1 heavy steel shield, masterwork morn-
ingstar, light crossbow, 10 bolts, 2 scrolls of cure light wounds,
wooden holy symbol, 6 torches.
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–13: NPC Bard
Skill Pts./ Spells
Level hp AC Melee Ranged F/R/W Feats per Day Gear
1st 7 14 +1 +2 +1/+3/+1 24/1 2 Mwk studded leather*, mwk melee, mwk ranged
2nd 11 14 +2 +3 +1/+4/+2 30/1 3/1 As 1st level, plus 1,000 gp
3rd 16 14 +3 +4 +2/+4/+2 36/2 3/2 As 1st level, plus 1,500 gp
4th 20 14 +4 +5 +2/+5/+3 42/2 3/3/1 As 1st level, plus 2,300 gp
5th 25 15 +4 +5 +2/+5/+3 48/2 3/4/2 Mwk studded leather, amulet of natural armor +1,
mwk melee, mwk ranged, 1,400 gp
6th 29 15 +5 +6 +3/+6/+4 54/3 3/4/3 As 5th level, except 2,500 gp
7th 34 15 +6 +7 +3/+6/+4 60/3 3/4/3/1 As 5th level, except 4,000 gp
8th 38 15 +7/2 +8/3 +3/+7/+5 66/3 3/4/4/2 Mwk studded leather, amulet +1, mwk melee,
mwk ranged, cloak of Charisma +2, 2,500 gp
9th 43 15 +7/2 +8/3 +4/+7/+5 72/4 3/4/4/3 As 8th level, except 5,000 gp
10th 47 15 +8/3 +9/4 +4/+8/+6 78/4 3/4/4/3/1 amulet +2, bracers of armor +2, mwk melee,
mwk ranged, cloak +2
11th 52 16 +9/4 +10/5 +4/+8/+6 84/4 3/4/4/4/2 amulet +2, bracers +3, mwk melee, mwk ranged,
cloak +2
12th 56 17 +10/5 +11/6 +5/+9/+7 90/5 3/5/4/4/3 amulet +2, bracers +3, ring of protection +1, +1 melee,
mwk ranged, cloak +2, 1,400 gp
13th 61 18 +10/5 +11/6 +5/+9/+7 96/5 3/5/4/4/3/1 amulet +2,bracers +3, ring +2, +1 melee, mwk
ranged, cloak +2, 3,500 gp
14th 65 19 +12/7 +12/7 +5/+10/+8 102/5 4/5/4/4/4/2 amulet +2, bracers +3, ring +3, +2 melee, mwk
ranged, cloak +2, 2,500 gp
15th 70 19 +13/8/3 +13/8/3 +6/+10/+8 108/6 4/6/4/4/4/3 As 14th level, except 16,500 gp
16th 74 20 +14/9/4 +14/9/4 +6/+11/+9 114/6 4/6/5/4/4/3 amulet +2, bracers +4, ring +3, +2 melee, mwk
ranged, cloak +2, 28,500 gp
17th 79 22 +14/9/4 +14/9/4 +6/+11/+9 120/6 4/6/6/5/4/4/2 amulet +3, bracers +5, ring +3, +2 melee, mwk
ranged, cloak +4, 20,000 gp
18th 83 23 +15/10/5 +15/10/5 +7/+12/+10 126/7 4/6/6/6/5/4/3 amulet +4, bracers +5, ring +3, +2 melee, mwk
ranged, cloak +6, 22,000 gp
19th 88 23 +16/11/6 +16/11/6 +7/+12/+10 132/7 4/6/6/6/5/5/4 As 18th level, except 62,000 gp
20th 92 23 +17/12/7 +17/12/7 +7/+13/+11 138/7 4/6/6/6/6/5/5 As 18th level, except 112,000 gp
*15% chance of arcane spell failure at 1st–9th level.
Spells Known per Level
Level Spells Level Spells Level Spells Level Spells
1st 4 2nd 5/2 3rd 6/3 4th 6/3/2
5th 6/4/3 6th 6/4/3 7th 6/4/4/2 8th 6/4/4/3
9th 6/4/4/3 10th 6/4/4/4/2 11th 6/4/4/4/3 12th 6/4/4/4/3
13th 6/4/4/4/4/2 14th 6/4/4/4/4/3 15th 6/4/4/4/4/3 16th 6/5/4/4/4/4
17th 6/5/5/4/4/4/3 18th 6/5/5/5/4/4/3 19th 6/5/5/5/5/4/4 20th 6/5/5/5/5/5/4
Sample 10th-Level NPC Cleric: Human Clr 10; CR 10; Me-
dium humanoid; HD 10d8+20; hp 68; Init –1; Spd 20 ft.; AC 22,
touch 10, flat-footed 22; Base Atk +7; Grp +8; Atk +8 melee (1d8+2,
+1 morningstar) or +6 ranged (1d8+1/19–20, light crossbow with +1
crossbow bolts); Full Atk +8/+3 melee (1d8+2, +1 morningstar) or +6
ranged (1d8+1/19–20, light crossbow with +1 crossbow bolts); SA
turn undead 4/day; SQ —; AL NG; SV Fort +9, Ref +4, Will +11; Str
13, Dex 8, Con 14, Int 10, Wis 19, Cha 12.
Skills and Feats: Concentration +15, Listen +17, Spellcraft +13;
Brew Potion, Combat Casting, Lightning Reflexes, Scribe Scroll,
Weapon Focus (morningstar).
Cleric Spells Prepared (6/6/6/5/5/3; save DC 14 + spell level): 0—
detect magic, guidance (2), light, resistance (2); 1st—bane (2), bless (2),
sanctuary*, shield of faith; 2nd—aid, bull’s strength (2), cure moderate
wounds*, hold person, sound burst; 3rd—dispel magic (2), magic circle
against evil, protection from energy, searing light; 4th—divine power,
greater magic weapon, restoration (2), spell immunity*; 5th—flame
strike, spell resistance*, true seeing.
*Domain spell. Domains: Healing (cast healing spells at +1 caster
level), Protection (protective ward grants +10 resistance bonus on
next save, 1/day).
Possessions: +1 full plate, +1 heavy steel shield, ring of protection +1,
periapt of Wisdom +2, masterwork morningstar, light crossbow,
10 bolts, 2 scrolls of cure light wounds, wooden holy symbol, 6
torches.
NPC DRUID
Starting Ability Scores: Str 10, Dex 14, Con 13, Int 12, Wis 15,
Cha 8.
Increased Ability Scores: 4th, Wis 16; 8th, Wis 17; 11th, Wis
17 (19); 12th, Wis 18 (20); 14th, Wis 18 (22); 16th, Wis 19 (23);
17th, Wis 19 (25); 20th, Wis 20 (26).
Sample 5th-Level NPC Druid: Lizardfolk Drd 5; CR 6;
Medium humanoid (reptilian); HD 7d8+14; hp 50; Init +2; Spd 30
ft.; AC 19, touch 12, flat-footed 17; Base Atk +3; Grp +4; Atk +5
melee (1d4+1, 2 claws) and +3 melee (1d4, bite); or +6 melee
(1d6+2/18–20, +1 scimitar); or +7 ranged (1d6, masterwork sling);
Full Atk +5/+5 melee (1d4+1, 2 claws) and +3 melee (1d4, bite); or
+6 melee (1d6+2/18–20, +1 scimitar); or +7 ranged (1d6, master-
work sling); SA —; SQ animal companion, hold breath, link with
companion, nature sense, resist nature’s lure, share spells, trackless
step, wild empathy, wild shape (Small or Medium animal 1/day),
woodland stride; AL N; SV Fort +6, Ref +6, Will +7; Str 12, Dex 14,
Con 15, Int 10, Wis 16, Cha 8.
Skills and Feats: Balance +6, Concentration +6, Handle Animal
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–14: NPC Cleric
Skill Pts./ Spells
Level hp AC Melee Ranged F/R/W Feats per Day*Gear
1st 10 17 +2 –1 +4/–1/+4 8/1 3/3 Splint mail, heavy steel shield, mwk melee,
mundane ranged, 300 gp
2nd 16 18 +3 +0 +5/–1/+5 10/1 4/4 Half-plate, heavy steel shield, mwk melee,
mundane ranged, 1,000 gp
3rd 23 19 +4 +1 +5/+0/+5 12/2 4/4/3 Full plate, heavy steel shield, mwk melee,
mundane ranged, 600 gp
4th 29 19 +5 +2 +6/+0/+7 14/2 5/5/4 As 3rd level, except 1,400 gp
5th 36 19 +5 +2 +6/+0/+7 16/2 5/5/4/3 As 3rd level, except 2,500 gp
6th 42 20 +6 +3 +7/+1/+8 18/3 5/5/5/4 +1 full plate, heavy steel shield, mwk melee,
mundane ranged, 3,600 gp
7th 49 20 +7 +4 +7/+1/+8 20/3 6/6/5/4/2 As 6th level, except 4,200 gp
8th 55 21 +8/3 +5/0 +8/+1/+9 22/3 6/6/5/5/3 +1 full plate, +1 heavy steel shield, mwk
melee, mundane ranged, 6,200 gp
9th 62 22 +8/3 +5/0 +8/+2/+9 24/4 6/6/6/5/3/2 +1 full plate, +1 heavy steel shield, ring of
protection +1, mwk melee, mundane ranged,
7,000 gp
10th 68 22 +9/4 +6/1 +9/+2/+11 26/4 6/6/6/5/5/3 +1 full plate, +1 heavy steel shield, ring +1,
mwk melee, mundane ranged, periapt of
Wisdom +2, 11,500 gp
11th 75 22 +10/5 +7/2 +9/+2/+11 28/4 6/7/6/6/5/3/2 As 10th level, except 20,000 gp
12th 81 23 +11/6 +8/3 +10/+3/+13 30/5 6/8/6/6/5/5/3 +1 full plate, +1 heavy steel shield, amulet of
natural armor +1, ring +1, +1 melee, mundane
ranged, periapt +2, 14,000 gp
13th 88 24 +11/6 +9/4 +10/+4/+13 32/5 6/8/7/6/6/5/3/2 +1 full plate, +1 heavy steel shield, amulet +1,
ring +1, +1 melee, mundane ranged, gloves of
Dexterity +2, periapt +2, 18,000 gp
14th 94 24 +12/7 +10/5 +11/+4/+15 34/5 6/8/8/6/6/5/5/3 +1 full plate, +1 heavy steel shield, amulet +1,
ring o+1, +1 melee, mundane ranged, gloves
+2, periapt +4, 16,000 gp
15th 101 24 +13/8/3 +11/6/1 +11/+5/+15 36/6 6/8/8/7/6/6/5/3/2 As 14th level, except 30,000 gp
16th 107 26 +14/9/4 +12/7/2 +12/+5/+16 38/6 6/8/8/7/6/6/5/4/3 +2 full plate, +2 heavy steel shield, amulet +1,
ring +1, +1 melee, mundane ranged, gloves
+2, periapt +4, 41,000 gp
17th 114 26 +14/9/4 +12/7/2 +12/+5/+17 40/6 6/8/8/8/7/6/6/5/3/2 +2 full plate, +2 heavy steel shield, amulet +1,
ring +1, +1 melee, mundane ranged, gloves
+2, periapt +6, 44,000 gp
18th 120 26 +15/10/5 +13/8/3 +13/+6/+18 42/7 6/8/8/8/7/6/6/5/4/3 As 17th level, except 74,000 gp
19th 127 26 +16/11/6 +14/9/4 +13/+6/+18 44/7 6/8/8/8/7/7/6/6/4/4 As 17th level, except 114,000 gp
20th 133 26 +17/12/7 +15/10/5 +14/+6/+20 46/7 6/8/8/8/8/7/6/6/6/5 As 17th level, except 164,000 gp
*Includes domain spells. You must choose one spell per spell level from the appropriate domains.
+3, Jump +7, Knowledge (nature) +8, Spellcraft +4, Swim +9, Sur-
vival +9; Multiattack (see page 304 of the Monster Manual), Scribe
Scroll, Track.
Animal Companion (Ex): This druid has a crocodile as an animal
companion. This creature is a loyal companion that accompanies
the druid on adventures as appropriate for its kind. Its abilities and
characteristics are summarized below.
Crocodile Animal Companion: CR —; Medium mag-
ical beast; HD 3d8+9; hp 22; Init +1, Spd 20 ft., swim 30 ft.;
AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +6; Atk +6
melee (1d8+6, bite), or +6 melee (tail slap, 1d12+6); Full
Atk +6 melee (1d8+6, bite), or +6 melee (tail slap, 1d12+6);
Space/Reach 5 ft./5 ft.; SA improved grab; SQ bonus trick,
hold breath, low-light vision; AL N; SV Fort +6, Ref +4,
Will +2; Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 2.
Skills and Feats: Hide +7, Listen +4, Spot +4, Swim +12;
Alertness, Skill Focus (Hide).
Improved Grab (Ex): To use this ability, a crocodile must
hit with its bite attack. If it wins the grapple check, the
crocodile grabs the opponent with its mouth and drags it
into deep water, attempting to pin it to the bottom.
Bonus Trick: This animal companion is capable of learn-
ing one trick in addition to any that the druid might
choose to teach it (see the Handle Animal skill, page 74 of
the Player’s Handbook). This bonus trick doesn’t require any
training time or Handle Animal checks, and it doesn’t
count against the normal limit of tricks known by the
creature. The druid selects this bonus trick, and once
selected, it can’t be changed.
Hold Breath (Ex): This creature can hold its breath for 68
rounds before it risks drowning.
Low-Light Vision (Ex): Can see twice as far as a human in
dim light.
Hold Breath (Ex): Lizardfolk can hold their breath for 60 rounds
before they risk drowning.
Link with Companion (Ex):This druid can handle its animal com-
panion as a free action, or push it as a move action, with a +4 bonus
on wild empathy and Handle Animal checks made while dealing
with that animal.
Nature Sense (Ex): This druid gains a +2 bonus on Knowledge
(nature) and Survival checks (these bonuses are included in the
statistics given above).
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–15: NPC Druid
Skill Pts./ Spells
Level hp AC Melee Ranged F/R/W Feats per Day Gear
1st 9 17 +1 +3 +3/+2/+4 20/1 3/2 Hide armor, heavy wooden shield, mwk
melee, mwk ranged, 250 gp
2nd 14 17 +2 +4 +4/+2/+5 25/1 4/3 As 1st level, except 1,350 gp
3rd 20 17 +3 +5 +4/+3/+5 30/2 4/3/2 As 1st level, except 1,800 gp
4th 25 17 +4 +6 +5/+3/+7 35/2 5/4/3 As 1st level, except 2,600 gp
5th 31 17 +4 +6 +5/+3/+7 40/2 5/4/3/2 As 1st level, except 3,000 gp
6th 36 18 +5 +7 +6/+4/+8 45/3 5/4/4/3 +1 hide armor, heavy wooden shield, mwk
melee, mwk ranged, 3,400 gp
7th 42 18 +6 +8 +6/+4/+8 50/3 6/5/4/3/1 As 6th level, except 5,000 gp
8th 47 19 +7/2 +9/4 +7/+4/+9 55/3 6/5/4/4/2 +1 hide armor, +1 heavy wooden shield, ring of
protection +1, mwk melee, mwk ranged,
3,400 gp
9th 53 20 +7/2 +9/4 +7/+5/+9 60/4 6/5/5/4/2/1 As 8th level, except 6,000 gp
10th 58 21 +8/3 +10/5 +8/+5/+10 65/4 6/5/5/4/3/2 +1 hide armor, +1 heavy wooden shield, amulet
of natural armor +1, ring +1, mwk melee,
mwk ranged, 8,000 gp
11th 64 21 +9/4 +11/6 +8/+5/+11 70/4 6/6/5/5/4/2/1 +1 hide armor, +1 heavy wooden shield, amulet
+1, ring +1, mwk melee, mwk ranged, periapt
of Wisdom +2, 9,000 gp
12th 69 21 +10/5 +12/7 +9/+6/+13 75/5 6/7/5/5/4/4/2 +1 hide armor, +1 heavy wooden shield, amulet
+1, ring +1, +1 melee, mwk ranged, periapt
+2, 6,500 gp
13th 75 22 +10/5 +12/7 +9/+6/+13 80/5 6/7/6/5/5/4/2/1 +2 hide armor, +1 heavy wooden shield, amulet
+1, ring +1, +1 melee, mwk ranged, periapt
+2, 19,500 gp
14th 80 22 +11/6 +13/8 +10/+6/+15 85/5 6/7/7/5/5/4/4/2 +2 hide armor, +1 heavy wooden shield, amulet
+1, ring +1, +1 melee, mwk ranged, periapt
+4, 17,500 gp
15th 86 23 +12/7/2 +14/9 +10/+7/+15 90/6 6/7/7/6/5/5/4/2/1 +2 hide armor, +1 heavy wooden shield, amulet
+2, ring +1, +1 melee, mwk ranged, periapt
+4, 29,500 gp
16th 91 24 +14/9/4 +15/10 +11/+7/+16 95/6 6/7/7/6/5/5/4/3/2 +2 hide armor, +1 heavy wooden shield, amulet
+2, ring +2, +2 melee, mwk ranged, periapt
+4, 31,000 gp
17th 97 25 +14/9/4 +15/10 +11/+7/+17 100/6 6/7/7/7/6/5/5/4/2/1 +2 hide armor, +2 heavy wooden shield, amulet
+2, ring +2, +2 melee, mwk ranged, periapt
+6, 41,000 gp
18th 102 28 +15/10/5 +16/11 +12/+8/+18 105/7 6/7/7/7/6/5/5/4/3/2 +3 hide armor, +4 heavy wooden shield, amulet
+2, ring +2, +2 melee, mwk ranged, periapt
+6, 54,000 gp
19th 108 28 +16/11/6 +17/12 +12/+8/+18 110/7 6/7/7/7/6/6/5/5/3/3 As 18th level, except 94,000 gp
20th 113 28 +17/12/7 +18/13 +13/+8/+20 115/7 6/7/7/7/7/6/5/5/5/4 As 18th level, except 144,000 gp
Resist Nature’s Lure (Ex): This druid gains a +4 bonus on saving
throws against the spell-like abilities of fey.
Share Spells (Ex): This druid may have any spell it casts on itself
also affect its animal companion if the latter is within 5 feet at the
time. The druid may also cast a spell with a target of “You” on its
animal companion.
Trackless Step (Ex): This druid leaves no trail in natural surround-
ings and cannot be tracked.
Wild Empathy (Ex): This druid can improve the attitude of an
animal in the same way as a Diplomacy check for sentient beings.
The druid rolls 1d20+10, or 1d20+6 if attempting to influence
magical beasts with an Intelligence score of 1 or 2.
Wild Shape (Su): This druid can change into a Small or Medium
animal and back again once per day, as per the polymorph spell.
Woodland Stride (Ex): This druid may move through natural
thorns, briars, overgrown areas, and similar terrain at its normal
speed and without damage or other impairment. However, thorns,
briars, and overgrown areas that are magically manipulated to
impede motion still affect the druid.
Druid Spells Prepared (5/4/3/2; save DC 13 + spell level): 0—detect
magic, detect poison, guidance, light, purify food and drink; 1st—
entangle, magic fang (2), obscuring mist; 2nd—barkskin, flame blade,
resist energy; 3rd—call lightning, protection from energy.
Possessions: Heavy wooden shield, masterwork scimitar, master-
work sling, 10 bullets, 2 scrolls of cure moderate wounds, 2 scrolls of
neutralize poison, 2 scrolls of speak with plants, phylactery of faithful-
ness, 2 Quaal’s feather tokens (tree), wand of cure light wounds.
NPC FIGHTER
Starting Ability Scores: Str 15, Dex 13, Con 14, Int 10, Wis 12,
Cha 8.
Increased Ability Scores: 4th, Str 16; 8th, Str 17; 12th, Str 18;
16th, Str 19; 17th, Str 19 (21); 19th, Str 19 (25), Con 14 (16); 20th,
Str 20 (26).
Sample 5th-Level NPC Fighter: Hobgoblin Ftr 5; CR 5;
Medium humanoid (goblinoid); HD 5d10+15; hp 47; Init +6; Spd
20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +5; Grp +8; Atk +10
melee (1d10+5/19–20, masterwork bastard sword) or +8 ranged
(1d8+3/×3, masterwork composite longbow [+3 Str bonus]); Full
Atk +10 melee (1d10+5/19–20, masterwork bastard sword) or +8
ranged (1d8+3/×3, masterwork composite longbow [+3 Str
bonus]); SA —; SQ darkvision 60 ft.; AL LE; SV Fort +8, Ref +4,
Will +3; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8.
Skills and Feats: Climb +1, Jump +3, Move Silently –1; Exotic
Weapon Proficiency (bastard sword), Improved Initiative, Power
Attack, Weapon Focus (bastard sword), Weapon Specialization
(bastard sword).
Possessions: Full plate, heavy steel shield, masterwork bastard
sword, masterwork composite longbow (+3 Str bonus), 10 normal
arrows, 10 cold iron arrows, 10 silvered arrows, cloak of resistance +1,
potion of bear’s endurance, potion of cure moderate wounds.
Sample 15th-Level NPC Fighter: Hobgoblin Ftr 15; CR 15;
Medium humanoid (goblinoid); HD 15d10+45; hp 132; Init +6;
Spd 20 ft.; AC 28, touch 12, flat-footed 27; Base Atk +15; Grp +19;
Atk +23 melee (1d10+9/17–20, +3 bastard sword) or +19 ranged
(1d8+7/19–20/×3, +1 composite longbow [+4 Str bonus]); Full Atk
+23/+18/+13 melee (1d10+9/17–20, +3 bastard sword) or
+19/+14/+9 ranged (1d8+7/19–20/×3, +1 composite longbow [+4 Str
bonus]); SA —; SQ darkvision 60 ft.; AL LE; SV Fort +14, Ref +9,
Will +8; Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 8.
Skills and Feats: Climb +10, Intimidate +5, Jump +8, Move Silently
+1; Cleave, Dodge, Exotic Weapon Proficiency (bastard sword),
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–16: NPC Fighter
Skill Pts./
Level hp AC Melee Ranged F/R/W Feats Gear
1st 12 18 +4 +2 +4/+1/+1 8/2 Splint mail, heavy steel shield, mwk melee, mundane ranged,
350 gp
2nd 19 19 +5 +4 +5/+1/+1 10/3 Half-plate, heavy steel shield, mwk melee, mwk ranged, 750 gp
3rd 27 21 +6 +5 +5/+2/+2 12/4 Full plate, heavy steel shield, mwk melee, mwk ranged, 350 gp
4th 34 21 +8 +6 +6/+2/+2 14/5 As 3rd level, except 1,150 gp
5th 42 21 +9 +7 +6/+2/+2 16/5 As 3rd level, except 2,150 gp
6th 49 22 +10/5 +8/3 +7/+3/+3 18/7 +1 full plate, heavy steel shield, mwk melee, mwk ranged,
2,300 gp
7th 57 22 +11/6 +9/4 +7/+3/+3 20/7 +1 full plate, heavy steel shield, +1 melee, mwk ranged, 2,900 gp
8th 64 23 +12/7 +10/5 +8/+3/+3 22/8 +1 full plate, +1 heavy steel shield, +1 melee, mwk ranged, 4,900 gp
9th 72 23 +13/8 +11/6 +8/+4/+4 24/9 +1 full plate, +1 heavy steel shield, +1 melee, +1 ranged, 4,500 gp
10th 79 24 +14/11 +12/7 +9/+4/+4 26/10 +2 full plate, +1 heavy steel shield, +1 melee, +1 ranged, 5,500 gp
11th 87 25 +15/10/5 +13/8/3 +9/+4/+4 28/10 +2 full plate, +1 heavy steel shield, ring of protection +1, +1 melee,
+1 ranged, 8,500 gp
12th 94 25 +18/13/8 +14/10/4 +10/+5/+5 30/12 +2 full plate, +1 heavy steel shield, ring of protection +1, +2 melee,
+1 ranged, 9,500 gp
13th 102 25 +19/14/9 +15/10/5 +10/+5/+5 32/12 As 12th level, except 18,500 gp
14th 109 27 +20/15/10 +16/11/6 +11/+5/+5 34/13 +2 full plate, +1 heavy steel shield, amulet of natural armor +2, ring
+1, +2 melee, +1 ranged, 20,500 gp
15th 117 28 +22/17/12 +17/12/7 +11/+6/+6 36/14 +2 full plate, +2 heavy steel shield, amulet +2, ring +1, +3 melee,
+1 ranged, 21,500 gp
16th 124 30 +23/18/13/8 +19/14/9/4 +12/+6/+6 38/15 +2 full plate, +3 heavy steel shield, amulet +2, ring +2, +3 melee,
+2 ranged, 27,500 gp
17th 132 31 +25/20/15/10 +20/15/10/5 +12/+6/+6 40/15 +3 full plate, +3 heavy steel shield, amulet +2, ring +2, +3 melee,
+2 ranged, 47,500 gp
18th 139 32 +27/22/17/12 +21/16/11/6 +13/+7/+7 42/17 +4 full plate, +3 heavy steel shield, amulet +2, ring +2, +4 melee,
+2 ranged, 56,500 gp
19th 166 32 +30/25/20/15 +22/17/12/7 +14/+7/+7 44/17 +4 full plate, +3 heavy steel shield, amulet +2, ring +2, +4 melee,
+2 ranged, belt of giant Strength +6, pink Ioun stone, 52,500 gp
20th 175 34 +32/27/22/17 +23/18/13/8 +15/+7/+7 46/18 +4 full plate, +3 heavy steel shield, amulet +2, ring +4, +4 melee,
+2 ranged, belt +6, pink Ioun stone, 78,500 gp
Great Cleave, Improved Critical (bastard sword), Improved Critical
(composite longbow), Improved Initiative, Point Blank Shot,
Power Attack, Precise Shot, Weapon Focus (bastard sword),
Weapon Focus (composite longbow), Weapon Specialization (bas-
tard sword), Weapon Specialization (composite longbow).
Possessions: +2 full plate, +2 heavy steel shield, amulet of natural armor
+2, ring of protection +1, +3 bastard sword, +1 composite longbow (+4 Str
bonus), 15 normal arrows, 5 adamantine arrows, 5 cold iron
arrows, 10 silvered arrows, 15 +2 arrows, quiver of Ehlonna, boots of
speed, cloak of resistance +2, potion of bear’s endurance, potion of cure mod-
erate wounds, potion of heroism.
NPC MONK
Starting Ability Scores: Str 14, Dex 13, Con 12, Int 10, Wis 15,
Cha 8.
Increased Ability Scores: 4th, Dex 14; 8th, Wis 16; 12th, Dex 15;
15th, Dex 15 (17), Wis 16 (18); 16th, Dex 16 (18); 19th, Str 14 (16),
Con 12 (14), Dex 16 (20), Wis 16 (20); 20th, Dex 16 (22), Wis 17 (23).
Sample 5th-Level NPC Monk: Human Mnk 5; CR 5; Medium
humanoid; HD 5d8+5; hp 31; Init +2; Spd 40 ft.; AC 16, touch 15,
flat-footed 14; Base Atk +3; Grp +5; Atk +5 or +7 melee (1d8+2,
unarmed strike or 1d6+3, +1 kama); or +6 ranged (1d6, masterwork
sling); Full Atk +5 or +7 melee (1d8+2, unarmed strike or 1d6+3, +1
kama); or +4/+4 or +6/+6 melee (1d8+2, unarmed strike or 1d6+3,
+1 kama); or +6 ranged (1d6, masterwork sling); SA flurry of blows,
ki strike +1; SQ evasion, purity of body, slow fall 20 ft., still mind;
AL LN; SV Fort +6, Ref +7, Will +7; Str 14, Dex 14, Con 12, Int 10,
Wis 15, Cha 8.
Skills and Feats: Balance +12, Climb +10, Hide +10, Jump +12,
Tumble +12; Deflect Arrows, Dodge, Mobility, Stunning Fist,
Weapon Focus (kama).
Flurry of Blows (Ex): This monk may use a full attack action to make
one extra attack per round with an unarmed strike or a special monk
weapon at her highest base attack, but this attack and each other
attack made that round take a –1 penalty apiece. This penalty applies
for 1 round, so it affects attacks of opportunity the monk might make
before her next action. If armed with a kama, nunchaku, or siangham,
the monk makes the extra attack either with that weapon or
unarmed. If armed with two such weapons, she uses one for her reg-
ular attack(s) and the other for the extra attack. In any case, her
damage bonus on the attack with her off hand is not reduced.
Ki Strike (Su): This monk’s unarmed strike can deal damage to a
creature with damage reduction as if the blow were made with a
lawful weapon having a +1 enhancement bonus.
Evasion (Ex): If this monk makes a successful Reflex saving
throw against an attack that normally deals half damage on a suc-
cessful save, she instead takes no damage.
Purity of Body (Ex): This monk has immunity to all diseases ex-
cept for magical diseases such as mummy rot and lycanthropy.
Slow Fall (Ex): A monk within arm’s reach of a wall can use it to
slow her descent while falling. This monk takes damage as if the
fall were 20 feet shorter than it actually is.
Still Mind (Ex): This monk gains a +2 bonus on saving throws
against spells and effects from the enchantment school.
Possessions: +1 kama, masterwork sling, cloak of resistance +1, potion
of cat’s grace, potion of cure moderate wounds.
Sample 15th-Level NPC Monk: Human Mnk 15; CR 15;
Medium humanoid; HD 15d8+15; hp 86; Init +7; Spd 80 ft.; AC 25,
touch 21, flat-footed 22; Base Atk +11; Grp +13; Atk +13 or +17
melee (2d6+2/19–20, unarmed strike or 1d6+5/19–20, +3 kama); or
+16 ranged (1d6+2/0, +2 sling); Full Atk +13/+8/+3 or +17/+12/+7
melee (2d6+2/19–20, unarmed strike or 1d6+5/19–20, +3 kama);
or +13/+13/+13/+8/+3 or +17/+17/+17/+12/+7 melee (2d6+2/
19–20, unarmed strike or 1d6+5/19–20, +3 kama); or +16 ranged
(1d6+2/0, +2 sling); SA flurry of blows, ki strike +4, quivering palm;
SQ abundant step, diamond body, diamond soul, improved evasion,
purity of body, slow fall 70 ft., still mind, wholeness of body; AL
LN; SV Fort +10, Ref +12, Will +13; Str 14, Dex 17, Con 12, Int 10,
Wis 18, Cha 8.
Skills and Feats: Balance +23, Climb +20, Hide +21, Jump +22,
Tumble +23; Combat Reflexes, Dodge, Improved Critical (un-
armed strike), Improved Critical (kama), Improved Disarm, Im-
proved Grapple, Improved Initiative, Iron Will, Mobility, Spring
Attack, Weapon Focus (kama).
Flurry of Blows (Ex): This monk may use a full attack action to
make two extra attacks per round with an unarmed strike or a spe-
cial monk weapon at her highest base attack.
Ki Strike (Su): This monk’s unarmed strike can deal damage to a
creature with damage reduction as if the blow were made with a
lawful weapon with a +1 enhancement bonus.
Quivering Palm (Su): Once per week, this monk can use an un-
armed strike to set up potentially fatal vibrations within the body of
another creature. The monk must have more levels than the target
has Hit Dice. If the target takes damage from the monk’s blow, the
quivering palm attack succeeds. At any later time within 15 days,
the monk can will the target to die (a free action) unless the target
makes a DC 21 Fortitude save. If the save is successful, the target is
no longer in danger from that particular quivering palm attack.
Abundant Step (Sp): This monk can slip magically between spaces,
as per the spell dimension door, once per day as a 7th-level caster.
Diamond Body (Su): This monk has immunity to poison of all
kinds.
Diamond Soul (Ex): This monk has spell resistance 25.
Improved Evasion (Ex): If this monk makes a successful Reflex
saving throw against an attack that normally deals half damage on
a successful save, she instead takes no damage. In addition, she
takes only half damage on a failed save.
Slow Fall (Ex): A monk within arm’s reach of a wall can use it to
slow her descent while falling. This monk takes damage as if the
fall were 70 feet shorter than it actually is.
Wholeness of Body (Su): This monk can cure up to 30 hit points of
her own wounds each day, and she can spread this healing out over
several uses.
Possessions: Amulet of natural armor +1, bracers of armor +3, ring of
protection +1, +3 kama, +2 sling, gloves of Dexterity +2, monk’s belt, peri-
apt of Wisdom +2, potion of heroism.
NPC PALADIN
Starting Ability Scores: Str 14, Dex 8, Con 12, Int 10, Wis 13,
Cha 15.
Increased Ability Scores: 4th, Wis 14; 8th, Cha 16; 12th, Cha
17 (19); 16th, Cha 18 (20); 19th, Cha 18 (24); 20th, Cha 19 (25).
Sample 5th-Level NPC Paladin: Human Pal 5; CR 5; Medium
humanoid; HD 5d10+5; hp 37; Init –1; Spd 20 ft.; AC 19, touch 9,
flat-footed 19; Base Atk +5; Grp +7; Atk +9 melee (1d8+2/19–20,
masterwork longsword) or +5 ranged (1d8+2/×3, masterwork
composite longbow [+2 Str bonus]); Full Atk +9 melee (1d8+2/
19–20, masterwork longsword) or +5 ranged (1d8+2/×3, master-
work composite longbow [+2 Str bonus]); SA smite evil 2/day,
turn undead 5/day; SQ aura of courage, detect evil, divine grace,
divine health, empathic link with mount, heavy warhorse mount,
lay on hands, share spells with mount; AL LG; SV Fort +7, Ref +2,
Will +5; Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 15.
Skills and Feats: Concentration +9, Heal +10, Ride +7; Mounted
Combat, Ride-By Attack, Weapon Focus (longsword).
Smite Evil (Su): Twice per day this paladin may attempt to smite
evil with one normal melee attack. She adds +2 to her attack roll
and deals 5 extra points of damage. Smiting a creature that is not
evil has no effect but uses the ability for that day.
Turn Undead (Su): As a 2nd-level cleric.
Aura of Courage (Su): This paladin is immune to fear, magical or
CHAPTER 4:
NONPLAYER
CHARACTERS
otherwise. Allies within 10 feet of her gain a +4 morale bonus on
saving throws against fear effects.
Detect Evil (Sp): This paladin can detect evil at will as the spell.
Divine Grace (Su): This paladin applies her Charisma bonus on
all saving throws. (This modifier is already figured into the statis-
tics given above.)
Divine Health (Ex): This paladin is immune to all diseases,
including magical diseases such as mummy rot and lycanthropy.
Empathic Link (Su): This paladin can communicate telepathi-
cally with her mount at a distance of up to 1 mile. The paladin has
the same connection to an item or a place that the mount does.
Heavy Warhorse Mount: For as much as 10 hours per day, this pal-
adin can call upon the services of a special heavy warhorse mount.
The creature’s abilities and characteristics are summarized below.
Heavy Warhorse: Large magical beast; HD 6d8+12; hp
39; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base
Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof); Full Atk
+6/+6 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite);
Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light
vision, scent; SV Fort +7, Ref +5, Will +2; Str 19, Dex 13,
Con 17, Int 6, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run.
Improved Evasion (Ex): When subjected to an attack that
normally allows a Reflex saving throw for half damage,
this mount takes no damage if it makes a successful saving
throw and half damage if the saving throw fails.
Low-Light Vision (Ex): Can see twice as far as a human in
dim light.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Lay on Hands (Su): This paladin can heal wounds by touch as a
standard action. Each day she can cure 10 hit points. The paladin
can cure herself and can divide the curing among multiple recipi-
ents. She doesn’t have to use it all at once. Alternatively, the pal-
adin can use some or all of these points to deal damage to undead
creatures as a touch attack.
Share Spells (Ex): This paladin may have any spell she casts on her-
self also affect her mount if the latter is within 5 feet at the time. The
paladin may also cast a spell with a target of “You” on her mount.
Paladin Spells Prepared (1; save DC 12 + spell level): 1st—bless weapon.
Possessions: Full plate, masterwork heavy steel shield, master-
work longsword, masterwork composite longbow (+2 Str bonus),
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–17: NPC Monk
Unarmed Flurry of Blows Skill Pts./
Level hp AC Strike (Unarmed) Melee Ranged F/R/W Feats Gear
1st 9 13 +2 +0/0 +3 +1 +3/+3/+4 16/2
1
Mwk melee, mundane ranged, 550 gp
2nd 14 13 +3 +1/1 +4 +3 +4/+4/+5 20/4
2
As 1st level, except 1,650 gp
3rd 20 13 +4 +2/2 +6 +4 +4/+4/+5 24/5 +1 melee, mwk ranged
4th 25 14 +5 +3/3 +6 +6 +5/+6/+6 28/5 As 3rd level, plus 650 gp
5th 31 16 +5 +4/4 +6 +6 +5/+6/+6 32/5 As 3rd level, plus 1,650 gp
6th 36 16 +6 +5/5 +7 +7 +7/+8/+8 36/7
3
Bracers of armor +1, +1 melee, mwk
ranged, 2,000 gp
7th 42 17 +7 +6/6 +8 +8 +7/+8/+8 40/7 Bracers +1, ring of protection +1,
+1 melee, mwk ranged, 1,500 gp
8th 47 19 +8/3 +7/7 +9/4 +9/4 +8/+9/+10 44/7 Amulet of natural armor +1, bracers
+1, ring +1, +1 melee, mwk ranged,
1,750 gp
9th 53 19 +8/3 +7/7 +9/4 +9/4 +8/+9/+10 48/8 As 8th level, except +1 ranged and
2,300 gp
10th 58 20 +9/4 +9/9/9 +11/6 +10/5 +8/+9/+10 52/8 Amulet +1, bracers +1, ring +1,
+2 melee, +1 ranged, 350 gp
11th 64 21 +10/5 +10/10/5 +12/7 +11/6 +8/+9/+10 56/8 As 10th level, except bracers +2 and
2,300 gp
12th 69 21 +11/6 +11/11/11/6 +13/8 +13/8 +9/+10/+11 60/9 As 10th level, except bracers +2,
+2 ranged, and 2,300 gp
13th 75 21 +11/6 +11/11/11/6 +13/8 +13/8 +9/+10/+11 64/9 As 10th level, except bracers +2,
+2 ranged, and 10,000 gp
14th 80 21 +12/7 +12/12/12/7 +15/10 +14/9 +10/+11/+12 68/9 Amulet +1, bracers +2, ring +1,
+3 melee, +2 ranged, 10,000 gp
15th 86 25 +13/8/3 +13/13/13/8/3 +16/11/6 +16/11/6 +10/+12/+13 72/10 Amulet +1, bracers +3, ring +1, +3
melee, +2 ranged, gloves of Dexterity
+2, periapt of Wisdom +2, 11,000 gp
16th 91 26 +14/9/4 +14/14/14/9/4 +17/12/7 +18/13/8 +11/+14/+14 76/10 As 15th level, except 29,000 gp
17th 97 27 +14/9/4 +14/14/14/9/4 +18/13/8 +18/13/8 +11/+14/+14 80/10 Amulet +1, bracers +3, ring +2,
+4 melee, +2 ranged, gloves +2,
periapt +2, 9,000 gp
18th 102 28 +15/10/5 +15/15/15/10/5 +20/15/10 +19/14/9 +12/+15/+15 84/11 As 17th level, except amulet +2,
+5 melee, and 38,000 gp
19th 127 30 +17/12/7 +17/17/17/12/7 +22/17/12 +21/16/11 +13/+16/+16 88/11 Amulet +2, bracers +3, ring +2,
+5 melee, +2 ranged, gloves +4,
periapt +4, pale blue ioun stone, pink
ioun stone, 36,000 gp
20th 133 34 +18/13/8 +18/18/18/13/8 +23/18/13 +23/18/13 +14/+18/+18 92/11 As 19th level, except bracers +4,
gloves +6, periapt +6, and 36,000 gp
1 Bonus Feat: either Improved Grapple or Stunning Fist.
2 Bonus Feat: either Combat Reflexes or Deflect Arrows.
3 Bonus Feat: either Improved Disarm or Improved Trip.
10 normal arrows, 10 cold iron arrows, 10 silvered arrows, 4 potions
of cure light wounds, potion of bear’s endurance, 2 scrolls of magic
weapon, 2 scrolls of protection from evil, bit and bridle (mount),
dagger, 3 flasks holy water, healer’s kit, masterwork scale mail
barding (mount), military saddle (mount), saddlebags (mount),
silver holy symbol.
Sample 15th-Level NPC Paladin: Human Pal 15; CR 1;
Medium humanoid; HD 15d10+15; hp 102; Init –1; Spd 20 ft.; AC
26, touch 10, flat-footed 26; Base Atk +15; Grp +17; Atk +21 melee
(1d8+5/17–20, +3 longsword) or +15 ranged (1d8+3/×3, +1 compos-
ite longbow [+2 Str bonus]); Full Atk +21/+16/+11 melee
(1d8+5/17–20, +3 longsword) or +15/+10/+5 ranged (1d8+3/×3, +1
composite longbow [+2 Str bonus]); SA smite evil 4/day, turn
undead 11/day; SQ aura of courage, detect evil, divine grace, divine
health, empathic link with mount, heavy warhorse mount, lay on
hands, remove disease 4/week, share spells with mount; AL LG; SV
Fort +14, Ref +10, Will +13; Str 14, Dex 8, Con 12, Int 10, Wis 14,
Cha 19.
Skills and Feats: Concentration +19, Heal +20, Ride +17; Extra
Turning, Improved Critical (longsword), Iron Will, Lightning
Reflexes, Mounted Combat, Ride-By Attack, Weapon Focus (long-
sword).
Smite Evil (Su): Four times per day this paladin may attempt to
smite evil with one normal melee attack. She adds +4 to her attack
roll and deals 15 extra points of damage. Smiting a creature that is
not evil has no effect but uses the ability for that day.
Turn Undead (Su): As a 12th-level cleric.
Aura of Courage (Su): This paladin is immune to fear, magical or
otherwise. Allies within 10 feet of her gain a +4 morale bonus on
saving throws against fear effects.
Detect Evil (Sp): This paladin can detect evil at will as the spell.
Divine Grace (Su): This paladin applies her Charisma bonus on
all saving throws. (This modifier is already figured into the statis-
tics given above.)
Divine Health (Ex): This paladin is immune to all diseases,
including magical diseases such as mummy rot and lycanthropy.
Empathic Link (Su): This paladin can communicate telepathi-
cally with her mount at a distance of up to 1 mile. The paladin has
the same connection to an item or a place that the mount does.
Heavy Warhorse Mount: Whenever she desires, this paladin can
call upon the services of a special heavy warhorse mount. The crea-
ture’s abilities and characteristics are summarized below.
Heavy Warhorse: Large magical beast; HD 12d8+12;
hp 66; Init +1; Spd 60 ft.; AC 24, touch 10, flat-footed 23;
Base Atk +3; Grp +13; Atk +8 melee (1d6+4, hoof); Full Atk
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–18: NPC Paladin
Skill Pts./ Spells
Level hp AC Melee Ranged F/R/W Feats per Day Gear
1st 11 17 +4 +0 +3/–1/+1 8/1 — Splint mail, heavy steel shield, mwk melee,
mundane ranged, 350 gp
2nd 17 18 +5 +2 +6/+1/+3 10/1 — Half-plate, heavy steel shield, mwk melee,
mwk ranged, 650 gp
3rd 24 18 +6 +3 +6/+2/+4 12/2 — Mwk half-plate, heavy steel shield, mwk
melee, mwk ranged, 1,100 gp
4th 30 19 +7 +4 +7/+2/+5 14/2 1 Full plate, mwk heavy steel shield, mwk
melee, mwk ranged, 1,000 gp
5th 37 19 +8 +5 +7/+2/+5 16/2 1 As 4th level, except 3,300 gp
6th 43 19 +9/4 +6/1 +8/+3/+6 18/3 2 Full plate, mwk heavy steel shield,
+1 melee, mwk ranged, 2,900 gp
7th 50 20 +10/5 +7/2 +8/+3/+6 20/3 2 +1 full plate, mwk heavy steel shield,
+1 melee, mwk ranged, 1,900 gp
8th 56 21 +11/6 +8/3 +10/+4/+7 22/3 2/1 As 7th level, except +1 heavy steel shield and
3,100 gp
9th 63 22 +12/7 +9/4 +10/+5/+8 24/4 2/1 +1 full plate, +1 heavy steel shield, ring of
protection +1, +1 melee, mwk ranged,
3,700 gp
10th 69 22 +13/8 +10/5 +11/+5/+8 26/4 2/2 As 9th level, except 7,700 gp
11th 76 22. +15/10/5 +11/6/1 +11/+5/+8 28/4 2/2 As 9th level, except +2 melee and 7,500 gp
12th 82 23 +16/11/6 +12/7/2 +13/+7/+10 30/5 2/2/1 +2 full plate, +1 heavy steel shield, ring +1,
+2 melee, mwk ranged, cloak of Charisma
+2, 6,500 gp
13th 89 24 +17/12/7 +13/8/3 +13/+7/+10 32/5 2/2/1 +2 full plate, +2 heavy steel shield, ring +1,
+2 melee, +1 ranged, cloak +2, 9,500 gp
14th 95 24 +19/14/9 +14/9/4 +14/+7/+10 34/5 3/2/1 As 13th level, except +3 melee weapon
15th 102 26 +20/15/10 +15/10/5 +14/+9/+11 36/6 3/2/1/1 +3 full plate, +3 heavy steel shield, ring +1,
+3 melee, +1 ranged, cloak +2, 13,500 gp
16th 108 28 +21/16/11/6 +16/11/6/1 +16/+9/+12 38/6 3/3/1/1 +3 full plate, +3 heavy steel shield, amulet of
natural armor +1, ring +2, +3 melee,
+1 ranged, cloak +2, 23,500 gp
17th 115 29 +23/18/13/8 +17/12/7/2 +16/+9/+12 40/6 3/3/2/1 As 16th level, except +4 full plate, +4 melee,
and 25,500 gp
18th 121 30. +25/20/15/10 +18/13/8/3 +17/+10/+13 42/7 4/3/2/1 +4 full plate, +4 heavy steel shield, amulet
+1, ring +2, +5 melee, +1 ranged, cloak +2,
30,500 gp
19th 128 30 +26/21/16/11 +20/15/10/5 +19/+12/+15 44/7 4/4/3/2 As 18th level, except +2 ranged, cloak +6,
and 44,500 gp
20th 134 30 +27/22/17/12 +21/16/11/6 +20/+12/+15 46/7 4/4/3/3 As 18th level, except +2 ranged, cloak +6,
and 94,500 gp
+8/+8 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite);
Space/Reach 10 ft./5 ft.; SQ command, low-light vision,
scent, spell resistance 20; SV Fort +7, Ref +5, Will +2; Str
22, Dex 13, Con 17, Int 9, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run.
Command (Sp): Usable 7/day against other equines (Will
DC 21 negates).
Improved Evasion (Ex): When subjected to an attack that
normally allows a Reflex saving throw for half damage,
this mount takes no damage if it makes a successful saving
throw and half damage if the saving throw fails.
Low-Light Vision (Ex): Can see twice as far as a human in
dim light.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Lay on Hands (Su): This paladin can cure 60 hit points of
wounds per day.
Remove Disease (Sp): This paladin can remove disease, as the spell,
four times per week
Paladin Spells Prepared (3/2/1/1; save DC 14 + spell level): 1st—
bless weapon (2), divine favor; 2nd—bull’s strength, shield other; 3rd—
heal mount; 4th—holy sword.
Possessions: +3 full plate, +3 heavy steel shield, ring of protection +1, +3
longsword, +1 composite longbow (+2 Str bonus), 10 normal arrows, 10
+2 arrows, 10 cold iron arrows, 10 silvered arrows, 8 adamantine
arrows, cloak of Charisma +2, bag of holding type II, 2 potions of cure
moderate wounds, 2 potions of cure serious wounds, potion of fly, potion of
owl’s wisdom, potion of tongues, scroll of death ward, 3 scrolls of delay
poison, 2 scrolls of magic weapon, 2 scrolls of remove paralysis, 2
scrolls of resist energy (fire), 2 doses antitoxin, bit and bridle
(mount), dagger, 4 flasks holy water, masterwork banded mail
barding (mount), military saddle (mount), saddlebags (mount),
silver holy symbol.
NPC RANGER
Starting Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12,
Cha 8.
Increased Ability Scores: 4th, Dex 16; 8th, Dex 17; 10th, Dex
17 (19); 12th, Dex 18 (20); 14th, Wis 12 (14); 16th, Str 14 (18); Dex
19 (21); 17th, Dex 19 (23); 20th, Dex 20 (24).
Sample 5th-Level NPC Ranger: Gnoll Rgr 5; CR 6; Medium
humanoid; HD 7d8+14; hp 49; Init +3; Spd 30 ft.; AC 18, touch 13,
flat-footed 15; Base Atk +6; Grp +10; Atk +11 melee (1d8+6/19–20,
masterwork longsword) or +11 ranged (1d8+4/×3, masterwork
composite longbow [+4 Str bonus]); Full Atk +11/+6 melee
(1d8+6/19–20, masterwork longsword) or +11/+6 ranged
(1d8+4/×3, masterwork composite longbow [+4 Str bonus]) or
+9/+9/+4 ranged (1d8+4/×3, masterwork composite longbow [+4
Str bonus]); SA —; SQ animal companion, darkvision 60 ft.,
favored enemy elves +4, favored enemy humans +2, link with
companion, share spells; AL CE; SV Fort +6, Ref +7, Will +2; Str 18,
Dex 16, Con 15, Int 8, Wis 12, Cha 6.
Skills and Feats: Hide +10, Listen +5, Move Silently +10, Spot +11,
Survival +8; Endurance, Power Attack, Quick Draw, Rapid Shot,
Track, Weapon Focus (composite longbow).
Combat Style (Ex): This ranger has selected archery. He gains the
Rapid Shot feat without the normal prerequisites.
Animal Companion (Ex): This ranger has a wolf as an animal
companion. This creature is a loyal companion that accompanies
the ranger on adventures as appropriate for its kind. Its abilities
and characteristics are summarized below.
Wolf Animal Companion: CR —; Medium magical
beast; HD 2d8+4; hp 13; Init +2, Spd 50 ft.; AC 14, touch 12,
flat-footed 12; Base Atk +1; Grp +2; Atk +3 melee (1d6+1,
bite); Full Atk +3 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA trip; SQ bonus trick, evasion, low-light vision, scent;
AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15,
Int 2, Wis 12, Cha 6.
Skills and Feats: Hide +2, Listen +3, Move Silently +3,
Spot +3, Survival +1; Track, Weapon Focus (bite).
Trip (Ex): A wolf that hits with a bite attack can attempt
to trip the opponent as a free action. See page 158 of the
Player’s Handbook for more information.
Bonus Trick: This animal companion is capable of learn-
ing one trick in addition to any that the ranger might
choose to teach it (see the Handle Animal skill, page 74 of
the Player’s Handbook). This bonus trick doesn’t require any
training time or Handle Animal checks, and it doesn’t
count against the normal limit of tricks known by the
creature. The ranger selects this bonus trick, and once
selected, it can’t be changed.
Evasion (Ex): If an animal companion is subjected to an
attack that normally allows a Reflex saving throw for half
damage, it takes no damage if it makes a successful saving
throw.
Low-Light Vision (Ex): Can see twice as far as a human in
dim light.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Favored Enemy (Ex): This ranger gains the indicated bonus on his
Bluff, Listen, Sense Motive, Spot, and Survival checks when using
these skills against this type of creature. He gets the same bonus
on weapon damage rolls against creatures of this type.
Link with Companion (Ex): This ranger can handle his animal
companion as a free action, or push it as a move action, with a +4
bonus on wild empathy and Handle Animal checks made while
dealing with that animal.
Share Spells (Ex): This ranger may have any spell he casts on him-
self also affect his animal companion if the latter is within 5 feet at
the time. The ranger may also cast a spell with a target of “You” on
his animal companion.
Wild Empathy (Ex): This ranger can improve the attitude of an
animal in the same way a Diplomacy check can improve the atti-
tude of a sentient being. He rolls 1d20+3, or 1d20–1 if attempting
to influence a magical beast with an Intelligence score of 1 or 2.
Ranger Spells Prepared (1; save DC 12): 1st—entangle.
Possessions: +1 studded leather, masterwork longsword, master-
work composite longbow (+4 Str bonus), 20 normal arrows, 10
cold iron arrows, 10 silvered arrows, eyes of the eagle, 3potions of cure
light wounds.
Sample 15th-Level NPC Ranger: Gnoll Rgr 15; CR 16;
Medium humanoid; HD 17d8+34; hp 114; Init +5; Spd 40 ft.;
AC 23, touch 16, flat-footed 18; Base Atk +16; Grp +20; Atk +23
melee (1d8+8/17–20, +2 longsword) or +24 ranged (1d8+6/×3, +2
composite longbow [+4 Str bonus]); Full Atk +23/+18/+13/+8
melee (1d8+8/17–20, +2 longsword); or +21/+16/+11/+6 melee
(1d8+8/17–20, +2 longsword) and +20/+15/+10 melee
(1d6+3/19–20, +1 short sword); or +24/+19/+14/+9 ranged
(1d8+6/×3, +2 composite longbow [+4 Str bonus]); SA —; SQ
animal companion, camouflage, darkvision 60 ft., evasion,
favored enemy elves +6, favored enemy humans +4, favored
enemy magical beasts +2, favored enemy fey +2, swift tracker,
woodland stride; AL CE; SV Fort +11, Ref +13, Will +7; Str 18,
Dex 21, Con 15, Int 8, Wis 14, Cha 6.
Skills and Feats: Handle Animal +13, Hide +25, Jump +9, Listen
+6, Move Silently +20, Ride +7, Spot +23, Survival +17; Endurance,
Greater Two-Weapon Fighting, Improved Critical (longsword),
Point Blank Shot, Power Attack, Precise Shot, Track, Weapon
Focus (composite longbow) Weapon Focus (short sword).
Combat Style Mastery (Ex): This ranger has selected two-weapon
combat. He gains the Greater Two-Weapon Fighting feat without
the normal prerequisites.
CHAPTER 4:
NONPLAYER
CHARACTERS
Animal Companion (Ex): This ranger has a dire wolf as an animal
companion. This creature is a loyal companion that accompanies
the ranger on adventures as appropriate for its kind. Its abilities
and characteristics are summarized below.
Dire Wolf Animal Companion: CR —; Large magical
beast; HD 6d8+18; hp 45; Init +2, Spd 50 ft.; AC 14, touch
11, flat-footed 12; Base Atk +4; Grp +15; Atk +10 melee
(1d8+10, bite); Full Atk +10 melee (1d8+10, bite);
Space/Reach 10 ft./5 ft.; SA trip; SQ bonus trick, low-light
vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 26, Dex
16, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +0, Listen +7, Move Silently +4,
Spot +7, Survival +2; Alertness, Run, Track, Weapon Focus
(bite).
Trip (Ex): A wolf that hits with a bite attack can attempt
to trip the opponent as a free action. See page 158 of the
Player’s Handbook for more information.
Bonus Trick: This animal companion is capable of learn-
ing one trick in addition to any that the ranger might
choose to teach it (see the Handle Animal skill, page 74 of
the Player’s Handbook). This bonus trick doesn’t require any
training time or Handle Animal checks, and it doesn’t
count against the normal limit of tricks known by the
creature. The ranger selects this bonus trick, and once
selected, it can’t be changed.
Low-Light Vision (Ex): Can see twice as far as a human in
dim light.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Camouflage (Ex): This ranger can use Hide in terrain that doesn’t
grant cover or concealment.
Swift Tracker (Ex): This ranger can track at normal speed without
taking the usual –5 penalty, or can track at double speed at only a
–10 penalty.
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–19: NPC Ranger
Skill Pts./ Spells
Level hp AC Melee
1
Ranged
2
F/R/W Feats per Day Gear
1st 9 15 +3 +4 +3/+4/+1 24/1 + Track — Studded leather, mundane melee, mwk
ranged, 550 gp
2nd 15 15 +5 +5 +4/+5/+1 30/1 — Mwk studded leather, mwk melee, mwk
ranged, 1,200 gp
3rd 20 15 +6 +6 +4/+5/+2 36/2 + Endurance — As 2nd level, except 1,700 gp
4th 25 17 +7 +8 +5/+7/+2 42/2 1 +1 studded leather, mwk melee, mwk ranged,
1,500 gp
5th 31 17 +8 +9 +5/+7/+2 48/2 1 As 4th level, except 2,500 gp
6th 37 17 +9/4 +10/5 +6/+8/+3 54/3 2 +1 studded leather, +1 melee, mwk ranged,
2,800 gp
7th 42 17 +10/5 +11/6 +6/+8/+3 60/3 2 +1 studded leather, +1 melee , +1 ranged,
1,400 gp
8th 48 17 +11/6 +12/7 +7/+9/+3 66/3 2 As 7th level, except 3,600 gp
9th 53 17 +12/7 +13/8 +7/+9/+4 72/4 2 As 7th level, except 6,200 gp
10th 59 18 +13/8 +15/10 +8/+11/+4 78/4 2/1 +1 studded leather, +1 melee, +1 ranged,
gloves of Dexterity +2, 6,200 gp
11th 64 19 +14/9/4 +16/11/6 +8/+11/+4 84/4 2/1 +2 studded leather, +1 melee, +1 ranged,
gloves +2, 8,200 gp
12th 70 20 +15/10/5 +18/13/8 +9/+13/+5 90/5 2/1 As 11th level, except 15,000 gp
13th 75 22 +16/11/6 +20/15/10 +9/+13/+5 96/5 2/1 +2 studded leather, amulet of natural armor
+1, ring of protection +1, +1 melee, +2
ranged, gloves +2, 12,000 gp
14th 81 22 +18/13/8 +21/16/11 +10/+14/+6 102/5 3/2/1 +2 studded leather, amulet +1, ring +1,
+2 melee, +2 ranged, gloves +2, periapt of
Wisdom +2, 12,000 gp
15th 86 23 +19/14/9 +22/17/12 +10/+14/+7 108/6 3/2/1/1 As 14th level, except +3 studded leather and
21,000 gp
16th 92 23 +22/17/12/7 +23/18/13/8 +11/+15/+7 114/6 3/3/1/1 +3 studded leather, amulet +1, ring +1,
+2 melee, +2 ranged, belt of giant Strength
+4, gloves +2, periapt +2, 19,000 gp
17th 97 24 +23/18/13/8 +25/20/15/10 +11/+16/+7 120/6 3/3/2/1 As 16th level, except gloves +4 and 30,000 gp
18th 103 25 +25/20/15/10 +27/22/17/12 +12/+17/+8 126/7 4/3/2/1 +4 studded leather, amulet +1, ring +1,
+3 melee, +3 ranged, belt +4, gloves +4,
periapt +2, 33,000 gp
19th 108 25 +26/21/16/11 +28/23/18/13 +12/+17/+8 132/7 4/4/3/2 As 18th level, except 73,000 gp
20th 114 25 +28/23/18/13 +31/26/21/16 +13/+19/+8 138/7 4/4/3/3 +4 studded leather, amulet +1, ring +1,
+4 melee, +4 ranged, belt +4, gloves +4,
periapt +2, 95,000 gp
1 If the ranger’s combat style is two-weapon fighting, as a full attack action, she can use a second light melee weapon in combat. Doing so allows
an extra attack with that weapon at the highest attack value, but all attacks that round take a –2 penalty. From 6th–11th level, doing so allows two
extra attacks with the second weapon, once at the highest attack value and once at a –5 penalty. (There’s still a –2 penalty on all attacks.) From
11th level on, doing so allows three extra attacks with the second weapon: once at the highest attack value, once at a –5 penalty, and once at a
–10 penalty. (There’s still a –2 penalty on all attacks.)
2 If the ranger’s combat style is archery, as a full attack action, she can make an extra ranged attack at the highest attack value, but all attacks that
round take a –2 penalty. From 6th–11th level, the ranger may shoot an additional arrow in the same attack (and can shoot an extra time per 5
points of base attack bonus above +6). All attacks that round take a –4 penalty, worsened by –2 for each additional arrow beyond the second.
Wild Empathy (Ex): This ranger can improve the attitude of an
animal in the same way a Diplomacy check can improve the atti-
tude of a sentient being. He rolls 1d20+17, or 1d20+13 if attempt-
ing to influence a magical beast with an Intelligence score of 1 or 2.
Ranger Spells Prepared (3/2/1/1; save DC 12 + spell level): 1st—
delay poison, entangle, resist energy; 2nd—cure light wounds, snare;
3rd—greater magic fang; 4th—tree stride.
Possessions: +3 studded leather, amulet of natural armor +1, ring of pro-
tection +1, +2 longsword, +1 short sword, +2 composite longbow (+4 Str
bonus), 12 normal arrows, 5 +3 arrows, 10 cold iron arrows, 15 sil-
vered arrows, 10 adamantine arrows, boots of striding and springing,
cloak of elvenkind, eyes of the eagle, gloves of Dexterity +2, lesser bracers of
archery, periapt of Wisdom +2, quiver of Ehlonna.
NPC ROGUE
Starting Ability Scores: Str 12, Dex 15, Con 13, Int 14, Wis 10,
Cha 8.
Increased Ability Scores: 4th, Dex 16; 8th, Dex 17; 12th, Dex
18 (20); 16th, Dex 19 (21); 17th, Dex 19 (23); 19th, Dex 19 (25);
20th, Dex 20 (26).
Sample 5th-Level NPC Rogue: Goblin Rog 5; CR 5; Small
humanoid (goblinoid); HD 5d6+5; hp 25; Init +8; Spd 30 ft.; AC 19,
touch 15, flat-footed 19; Base Atk +3; Grp –1; Atk +5 melee
(1d4/19–20, masterwork dagger) or +9 ranged (1d4/×3, masterwork
shortbow); Full Atk +5 melee (1d4/19–20, masterwork dagger) or +9
ranged (1d4/×3, masterwork shortbow); SA sneak attack +3d6; SQ
evasion, trapfinding, trap sense +1, uncanny dodge; AL N; SV Fort
+3, Ref +9, Will +2; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 6.
Skills and Feats: Appraise +10, Balance +6, Disable Device +10,
Hide +20, Jump +2, Listen +8, Move Silently +12, Open Lock +12,
Ride (worg) +8, Search +10, Spot +8, Tumble +12, Use Magic
Device +6; Improved Initiative, Shield Proficiency.
Evasion (Ex): If this rogue is exposed to any effect that normally
allows her to attempt a Reflex saving throw for half damage, she
takes no damage with a successful saving throw.
Trap Sense (Ex): This rogue has an intuitive sense that alerts her
to danger from traps, granting a +1 bonus on Reflex saves and a +1
dodge bonus to AC against attacks by traps.
Trapfinding (Ex): This rogue can use the Search skill to locate
traps when the task has a DC higher than 20. Finding a non-
magical trap has a DC of at least 20, higher if it is well hidden.
Finding a magic trap has a DC of 25 + the level of the spell used
to create it. Rogues can use the Disable Device skill to disarm
magic traps. Disabling a magic trap generally has a DC of 25 +
the level of the spell used to create it. A rogue who beats a trap’s
DC by 10 or more with a Disable Device check can generally
study a trap, figure out how it works, and bypass it (with her
party) without disarming it.
Uncanny Dodge (Ex): This rogue can react to danger before her
senses would normally allow her to do so. She retains her Dexter-
ity bonus to AC even when caught flat-footed.
Possessions: Masterwork leather armor, masterwork buckler,
masterwork dagger, masterwork shortbow, 10 normal arrows, 5
cold iron arrows, 5 silvered arrows, cloak of resistance +1, 6potions
of cure light wounds, 2 potions of neutralize poison, masterwork
thieves’ tools.
Sample 10th-Level NPC Rogue: Goblin Rog 10; CR 10;
Small humanoid (goblinoid); HD 10d6+10; hp 47; Init +8; Spd
30 ft.; AC 21, touch 16, flat-footed 21; Base Atk +11; Grp +7; Atk
+13 melee (1d4/18–20, Small +1 rapier) or +13 ranged (1d4/×3,
Small +1 shortbow); Full Atk +13/+8 melee (1d4/18–20, Small +1
rapier) or +13/+8 ranged (1d4/×3, Small +1 shortbow); SA sneak
attack +5d6; SQ evasion, improved evasion, improved uncanny
dodge, trapfinding, trap sense +3, uncanny dodge; AL N; SV
Fort +4, Ref +11, Will +3; Str 10, Dex 19, Con 13, Int 14, Wis 10,
Cha 6.
Skills and Feats: Appraise +10, Balance +12, Disable Device +10,
Hide +20, Jump +2, Listen +8, Move Silently +14, Open Lock +12,
Ride (worg) +10, Search +8, Spot +6, Tumble +12, Use Magic
Device +4; Dodge, Improved Initiative, Point Blank Shot,
Weapon Finesse.
Evasion (Ex): If this rogue is exposed to any effect that normally
allows her to attempt a Reflex saving throw for half damage, she
takes no damage with a successful saving throw.
Improved Evasion (Ex): This ability works like evasion, except
that while this rogue still takes no damage on a successful Reflex
save against spells such as fireball or a breath weapon, she now
takes only half damage on a failed save.
Improved Uncanny Dodge (Ex): This rogue cannot be flanked
except by a rogue of at least 14th level.
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–20: NPC Rogue
Skill Pts./
Level hp AC Melee Ranged F/R/W Feats Gear
1st 7 15 +2 +3 +1/+4/+0 40/1 Mwk studded leather, mwk melee, mwk ranged, 100 gp
2nd 11 15 +3 +4 +1/+5/+0 50/1 As 1st level, except 1,200 gp
3rd 16 16 +4 +5 +2/+5/+1 60/2 Mwk studded leather, mwk buckler, mwk melee, mwk ranged, 1,500 gp
4th 20 17 +5 +7 +2/+7/+1 70/2 As 3rd level, except 2,300 gp
5th 25 17 +5 +7 +2/+7/+1 80/2 As 3rd level, except 3,000 gp
6th 29 17 +6 +8 +3/+8/+2 90/3 As 3rd level, except 4,600 gp
7th 34 19 +7 +9 +3/+8/+2 100/3 +1 studded leather, +1 buckler, mwk melee, mwk ranged, 4,200 gp
8th 38 19 +8/3 +10/5 +3/+9/+2 110/3 As 7th level, except 6,400 gp
9th 43 19 +8/3 +10/5 +4/+9/+3 120/4 +1 studded leather, +1 buckler, +1 melee, +1 ranged, 5,000 gp
10th 47 19 +9/4 +11/6 +4/+10/+3 130/4 +2 buckler, bracers of armor +2, ring of protection +1, +1 melee, +1 ranged,
1,000 gp
11th 52 19 +10/5 +12/7 +4/+10/+3 140/4 As 10th level, except 6,000 gp
12th 56 22 +11/6 +15/10 +5/+13/+4 150/5 +2 buckler, amulet of natural armor +1, bracers +2, ring +1, +1 melee,
+1 ranged, gloves of Dexterity +2, 6,000 gp
13th 61 22 +12/7 +15/10 +5/+13/+4 160/5 As 12th level, except +2 melee and 8,000 gp
14th 65 22 +13/8 +16/11 +5/+14/+4 170/5 As 12th level, except +2 melee and 18,000 gp
15th 70 22 +14/9/4 +17/12/7 +6/+14/+5 180/6 Amulet +1, bracers +4, ring +2, +2 melee, +1 ranged, gloves +2, 18,000 gp
16th 74 22 +15/10/5 +18/13/8 +6/+15/+5 190/6 As 15th level, except 36,000 gp
17th 79 24 +15/10/5 +20/15/10 +6/+16/+5 200/6 Amulet +1, bracers +5, ring +2, +2 melee, +2 ranged, gloves +4, 32,000 gp
18th 83 24 +16/11/6 +21/16/11 +7/+17/+6 210/7 As 17th level, except 62,000 gp
19th 88 25 +18/13/8 +23/18/13 +7/+18/+6 220/7 Amulet +1, bracers +5, ring +2, +3 melee, +2 ranged, gloves +6, 72,000 gp
20th 92 26 +19/14/9 +26/21/16 +7/+20/+6 230/7 As 19th level, except +3 ranged and 112,000 gp
Trap Sense (Ex): This rogue has an intuitive sense that alerts her
to danger from traps, granting a +3 bonus on Reflex saves and a +3
dodge bonus to AC against attacks by traps.
Trapfinding (Ex): This rogue can use the Search skill to locate
traps when the task has a DC higher than 20. Finding a nonmag-
ical trap has a DC of at least 20, higher if it is well hidden. Find-
ing a magic trap has a DC of 25 + the level of the spell used to
create it. Rogues can use the Disable Device skill to disarm magic
traps. Disabling a magic trap generally has a DC of 25 + the level
of the spell used to create it. A rogue who beats a trap’s DC by 10
or more with a Disable Device check can generally study a trap,
figure out how it works, and bypass it (with her party) without
disarming it.
Uncanny Dodge (Ex): This rogue can react to danger before her
senses would normally allow her to do so. She retains her Dexter-
ity bonus to AC even when caught flat-footed.
Possessions: +2 buckler, bracers of armor +2, ring of protection +1, Small
+1 rapier, Small +1 shortbow, 20 arrows, 5 silvered arrows, potion of
cure serious wounds, masterwork thieves’ tools.
NPC SORCERER
Starting Ability Scores: Str 8, Dex 14, Con 13, Int 10, Wis 12,
Cha 15.
Increased Ability Scores: 4th, Cha 16; 8th, Cha 17; 12th, Cha
18 (20); 14th, Dex 14 (16); 15th, Cha 18 (22); 16th, Cha 19 (23);
18th, Cha 19 (25); 20th, Cha 20 (26).
Sample 5th-Level NPC Sorcerer: Kobold Sor 5; CR 5; Small
humanoid (reptilian); HD 5d4+3; hp 17; Init +6; Spd 30 ft.; AC 15,
touch 13, flat-footed 13; Base Atk +2; Grp –2; Atk +3 melee (1d4/×3,
halfspear) or +6 ranged (1d6/19–20, masterwork light crossbow);
Full Atk +3 melee (1d4/×3, halfspear) or +6 ranged (1d6/19–20,
masterwork light crossbow); SA —; SQ empathic link, light sensi-
tivity, share spells, Tiny viper snake familiar; AL CE; SV Fort +1,
Ref +3, Will +5; Str 10, Dex 14, Con 11, Int 8, Wis 12, Cha 16.
Skills and Feats: Bluff +6, Concentration +4, Craft (trapmaking)
+1, Hide +6, Listen +3, Profession (miner) +3, Search +1, Spellcraft
+3, Spot +3; Alertness, Improved Initiative, Toughness.
Empathic Link (Su): This sorcerer can communicate telepathi-
cally with its familiar at a distance of up to 1 mile. The master has
the same connection to an item or a place that the familiar does.
Light Sensitivity (Ex): Kobolds are sensitive to light and take a –1
circumstance penalty on attack rolls in bright sunlight or within
the radius of a daylight spell.
Share Spells (Su): This sorcerer may have any spell he casts on
himself also affect his familiar if the latter is within 5 feet at the
time. The master may also cast a spell with a target of “You” on his
familiar.
Tiny Viper Snake Familiar: This creature grants its master a +3
bonus on Bluff checks. It also grants Alertness as long as it is
within 5 feet. The familiar uses the better of its own and its
master’s base save bonuses. The creature’s abilities and characteris-
tics are summarized below.
Tiny Viper Snake Familiar: CR —; Tiny magical
beast; HD 1; hp 8; Init +3, Spd 15 ft., climb 15 ft., swim 15
ft.; AC 20, touch 15, flat-footed 17; Base Atk +0; Grp –11;
Atk +5 melee (poison, bite); Full Atk +5 melee (poison,
bite); Space/Reach 2-1/2 ft./0 ft.; SA poison; SQ deliver
touch spells, improved evasion, scent, speak with master;
AL CE; SV Fort +2, Ref +5, Will +1; Str 4, Dex 17, Con 11,
Int 8, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +15, Listen
+6, Spot +6, Swim +5; Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 11, initial and second-
ary damage 1d6 Con.
Improved Evasion (Ex): When subjected to an attack that
normally allows a Reflex saving throw for half damage,
this creature takes no damage if it makes a successful
saving throw and half damage if the saving throw fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Sorcerer Spells Known (6/7/5; save DC 13 + spell level): 0—daze,
ghost sound, mage hand, ray of frost, read magic, touch of fatigue; 1st—
cause fear, mage armor, magic missile, sleep; 2nd—blur, flaming sphere.
Possessions: Bracers of armor +1,masterwork halfspear, master-
work light crossbow, 10 bolts, potion of blur, potion of cure moderate
wounds, potion of haste, 2 scrolls of invisibility, 2 scrolls of Melf ’s acid
arrow, 2 scrolls of web, dagger.
Sample 15th-Level NPC Sorcerer: Kobold Sor 15; CR 15;
Small humanoid (reptilian); HD 15d4+3; hp 42; Init +6; Spd 30 ft.;
AC 19, touch 15, flat-footed 17; Base Atk +7; Grp +3; Atk +9 melee
(1d4+1/×3, +1 halfspear) or +11 ranged (1d6/19–20, masterwork
light crossbow); Full Atk +9/+4 melee (1d4+1/×3, +1 halfspear) or
+11 ranged (1d6/19–20, masterwork light crossbow); SA —; SQ
empathic link, light sensitivity, scry on familiar, share spells, Tiny
viper snake familiar; AL CE; SV Fort +5, Ref +7, Will +10; Str 10,
Dex 14, Con 11, Int 8, Wis 12, Cha 22.
Skills and Feats: Bluff +9, Concentration +9, Craft (trapmaking)
+1, Hide +6, Listen +3, Profession (miner) +3, Search +1, Spellcraft
+8, Spot +3; Alertness, Combat Casting, Craft Wand, Dodge,
Improved Initiative, Spell Penetration, Toughness.
Empathic Link (Su): This sorcerer can communicate telepathi-
cally with its familiar at a distance of up to 1 mile. The master has
the same connection to an item or a place that the familiar does.
Light Sensitivity (Ex): Kobolds are sensitive to light and take a –1
circumstance penalty on attack rolls in bright sunlight or within
the radius of a daylight spell.
Scry on Familiar (Sp): This sorcerer may scry on its familiar as if
casting the spell scrying once per day.
Share Spells (Su): This sorcerer may have any spell he casts on
himself also affect his familiar if the latter is within 5 feet at the
time. The master may also cast a spell with a target of “You” on his
familiar.
Tiny Viper Snake Familiar: This creature grants its master a +3
bonus on Bluff checks. It also grants Alertness as long as it is
within 5 feet. The familiar uses the better of its own and its
master’s base save bonuses. The creature’s abilities and characteris-
tics are summarized below.
Tiny Viper Snake Familiar: CR —; Tiny magical beast;
HD 15; hp 21; Init +3, Spd 15 ft., climb 15 ft., swim 15 ft.;
AC 25, touch 15, flat-footed 22; Base Atk +0; Grp –11; Atk
+5 melee (poison, bite); Full Atk +5 melee (poison, bite);
Space/Reach 2-1/2 ft./0 ft.; SA poison; SQ deliver touch
spells, improved evasion, scent, speak with master, speak
with other reptiles, spell resistance 20; AL CE; SV Fort +2,
Ref +5, Will +1; Str 4, Dex 17, Con 11, Int 8, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +15, Listen
+6, Spot +6, Swim +5; Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 11, initial and second-
ary damage 1d6 Con.
Improved Evasion (Ex): When subjected to an attack that
normally allows a Reflex saving throw for half damage,
this creature takes no damage if it makes a successful
saving throw and half damage if the saving throw fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Sorcerer Spells Known (6/8/8/7/7/7/7/4; save DC 16 + spell
level): 0—dancing lights, daze, detect magic, ghost sound, mage hand,
ray of frost, read magic, resistance, touch of fatigue; 1st—cause fear, mage
armor, magic missile, obscuring mist, sleep; 2nd—blur, flaming sphere,
invisibility, Melf ’s acid arrow, spectral hand; 3rd—dispel magic, hold
person, lightning bolt, vampiric touch; 4th—ice storm, lesser globe of
invulnerability, shout, stoneskin; 5th—cloudkill, cone of cold, hold mon-
CHAPTER 4:
NONPLAYER
CHARACTERS
ster, teleport; 6th—acid fog, disintegrate, greater dispel magic; 7th—
ethereal jaunt, prismatic spray.
Possessions: Amulet of natural armor +1, bracers of armor +3, ring of
protection +2,+1 halfspear, masterwork light crossbow, 10 bolts, cloak
of Charisma +4, potion of blur, potion of haste, 2 scrolls of dominate
person, wand of magic missile (9th-level caster, maximized), dagger.
NPC WIZARD
Starting Ability Scores: Str 10, Dex 14, Con 13, Int 15, Wis 12,
Cha 8.
Increased Ability Scores: 4th, Int 16; 8th, Int 17; 12th, Int 18
(20); 14th, Dex 14 (16); 15th, Int 18 (22); 16th, Int 19 (23); 18th, Int
19 (25); 20th, Int 20 (26).
Sample 5th-Level NPC Wizard: Drow Wiz 5; CR 6; Medium
humanoid (elf); HD 5d4+3; hp 17; Init +3; Spd 30 ft.; AC 14,
touch 13, flat-footed 11; Base Atk +2; Grp +2; Atk +2 melee
(1d6/18–20, rapier) or +6 ranged (1d4/19–20, masterwork hand
crossbow); Full Atk +2 melee (1d6/18–20, rapier) or +6 ranged
(1d4/19–20, masterwork hand crossbow); SA —; SQ drow traits;
AL NE; SV Fort +2, Ref +5, Will +6; Str 10, Dex 16, Con 11, Int 18,
Wis 12, Cha 10.
Skills and Feats: Concentration +8, Craft (alchemy) +9, Knowl-
edge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge
(history) +9, Listen +3, Search +6, Spellcraft +14, Spot +3; Brew
Potion, Combat Casting, Scribe Scroll, Toughness.
Drow Traits: Immune to magic sleep spells and effects; +2 racial
bonus on saves against enchantment spells or effects; darkvision
120 ft.; entitled to a Search check when within 5 feet of a secret or
concealed door as though actively looking for it; spell resistance
16; +2 racial bonus on Will saves against spells or spell-like abili-
ties; spell-like abilities (1/day—dancing lights, darkness, and faerie
fire as the spells from a 5th-level caster); light blindness (blinded
for 1 round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and checks while operating in
bright light); +2 racial bonus on Listen, Spot, and Search checks
(already figured into the statistics given above).
Wizard Spells Prepared (4/4/3/2; save DC 14 + spell level): 0—
daze, detect magic, ghost sound, ray of frost; 1st—mage armor, magic mis-
sile (2), magic weapon; 2nd—blur, glitterdust, Melf ’s acid arrow; 3rd—
fireball, haste.
Spellbook: 0—daze, detect magic, detect poison, flare, ghost sound, ray of
frost, read magic; 1st—color spray, identify, mage armor, magic missile,
magic weapon; 2nd—blur, bear’s endurance, glitterdust, knock, Melf ’s
acid arrow, resist energy; 3rd—dispel magic, fireball, haste, magic circle
against good.
Possessions: Bracers of armor +1,rapier, masterwork hand cross-
bow, 10 bolts, cloak of resistance +1, potion of blur, potion of cure moder-
ate wounds, potion of cure serious wounds, potion of haste, scroll of con-
fusion, 2 scrolls of fireball, scroll of web, dagger.
Sample 10th-Level NPC Wizard: Drow Wiz 10; CR 11;
Medium humanoid (elf); HD 10d4+3; hp 29; Init +3; Spd 30 ft.; AC
17, touch 14, flat-footed 14; Base Atk +5; Grp +5; Atk +6 melee
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–21: NPC Sorcerer
Skill Pts./ Spells
Level hp AC Melee Ranged F/R/W Feats per Day Gear
1st 5 12 –1 +3 +1/+2/+3 8/1 5/4 Mundane melee, mwk ranged, 550 gp
2nd 8 12 +0 +4 +1/+2/+4 10/1 6/5 As 1st level, except 1,650 gp
3rd 12 12 +0 +4 +2/+3/+4 12/2 6/6 As 1st level, except 2,150 gp
4th 15 13 +1 +5 +2/+3/+5 14/2 6/7/4 Bracers of armor +1, mundane melee, mwk
ranged, 950 gp
5th 19 13 +1 +5 +2/+3/+5 16/2 6/7/5 As 4th level, except 2,000 gp
6th 23 13 +2 +6 +3/+4/+6 18/3 6/7/6/4 As 4th level, except 4,300 gp
7th 26 14 +2 +6 +3/+4/+6 20/3 6/7/7/5 Bracers +1, ring of protection +1, mundane melee,
mwk ranged, 3,900 gp
8th 30 14 +3 +7 +3/+4/+7 22/3 6/7/7/6/3 As 7th level, except 6,100 gp
9th 33 15 +3 +7 +4/+5/+7 24/4 6/7/7/7/4 Bracers +2, ring +1, mundane melee, mwk
ranged, 5,700 gp
10th 37 15 +4 +8 +4/+5/+8 26/4 6/7/7/7/5/3 As 9th level, except 9,700 gp
11th 40 16 +4 +8 +4/+5/+8 28/4 6/7/7/7/6/4 Amulet of natural armor +1, bracers +2, ring +1,
mundane melee, mwk ranged, 12,700 gp
12th 44 17 +5/0 +9/4 +5/+6/+9 30/5 6/8/7/7/7/6/3 Amulet +1, bracers +2, ring +2, mundane melee,
mwk ranged, cloak of Charisma +2, 9,700 gp
13th 47 18 +6 /1 +9/4 +5/+6/+9 32/5 6/8/7/7/7/7/4 Amulet +1, bracers +3, ring +2, +1 melee, mwk
ranged, cloak +2, 9,300 gp
14th 51 19 +7/2 +11/6 +5/+7/+10 34/5 6/8/7/7/7/7/5/3 As 13th level, except 19,000 gp
15th 54 19 +7/2 +11/6 +6/+8/+10 36/6 6/8/8/7/7/7/7/4 As 13th level, except cloak +4 and 21,000 gp
16th 58 19 +8/3 +12/7 +6/+8/+11 38/6 6/8/8/7/7/7/7/5/3 As 13th level, except cloak +4 and 39,000 gp
17th 61 21 +8/3 +12/7 +6/+8/+11 40/6 6/8/8/7/7/7/7/6/4 Amulet +2, bracers +4, ring +2, +1 melee, mwk
ranged, cloak +4, 49,000 gp
18th 65 22 +9/4 +13/8 +7/+9/+12 42/7 6/8/8/8/7/7/7/7/5/3 Amulet +2, bracers +5, ring +2, +1 melee, mwk
ranged, cloak +6, 50,000 gp
19th 68 22 +9/4 +13/8 +7/+9/+12 44/7 6/8/8/8/7/7/7/7/6/4 As 18th level, except 90,000 gp
20th 72 22 +10/5 +14/9 +7/+9/+13 46/7 6/8/8/8/8/7/7/7/7/6 As 18th level, except 140,000 gp
Spells Known per Level
Level Spells Level Spells Level Spells Level Spells
1st 4/2 2nd 5/2 3rd 5/3 4th 6/3/1
5th 6/4/2 6th 7/4/2/1 7th 7/5/3/2 8th 8/5/3/2/1
9th 8/5/4/3/2 10th 9/5/4/3/2/1 11th 9/5/5/4/3/2 12th 9/5/5/4/3/2/1
13th 9/5/5/4/4/3/2 14th 9/5/5/4/4/3/2/1 15th 9/5/5/4/4/4/3/2 16th 9/5/5/4/4/4/3/2/1
17th 9/5/5/4/4/4/3/3/2 18th 9/5/5/4/4/4/3/3/2/1 19th 9/5/5/4/4/4/3/3/3/2 20th 9/5/5/4/4/4/3/3/3/3
(1d6+1/18–20, masterwork rapier) or +9 ranged (1d4/19–20, mas-
terwork hand crossbow); Full Atk +6 melee (1d6+1/18–20, master-
work rapier) or +9 ranged (1d4/19–20, masterwork hand cross-
bow); SA —; SQ drow traits; AL NE; SV Fort +4, Ref +7, Will +9;
Str 10, Dex 16, Con 11, Int 19, Wis 12, Cha 10.
Skills and Feats: Concentration +13, Craft (alchemy) +14, Knowl-
edge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge
(history) +14, Listen +3, Search +6, Spellcraft +19, Spot +3; Brew
Potion, Combat Casting, Craft Wondrous Item, Great Fortitude,
Scribe Scroll, Spell Penetration, Toughness.
Drow Traits: Immune to magic sleep spells and effects; +2 racial
bonus on saves against enchantment spells or effects; darkvision
120 ft.; entitled to a Search check when within 5 feet of a secret or
concealed door as though actively looking for it; spell resistance
26; +2 racial bonus on Will saves against spells or spell-like abili-
ties; spell-like abilities (1/day—dancing lights, darkness, and faerie
fire as the spells from a 10th-level caster); light blindness (blinded
for 1 round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and checks while operating in
bright light); +2 racial bonus on Listen, Spot, and Search checks
(already figured into the statistics given above).
Wizard Spells Prepared (4/5/5/4/4/2; save DC 14 + spell level):
0—daze, detect magic, ghost sound, ray of frost; 1st—magic missile (3),
shield, true strike; 2nd—blur, flaming sphere, glitterdust, Melf ’s acid
arrow, web; 3rd—dispel magic, fireball, haste, lightning bolt; 4th—ener-
vation, ice storm (2), shout; 5th—cone of cold, teleport.
Spellbook: 0—daze, detect magic, detect poison, flare, ghost sound, ray of
frost, read magic; 1st—charm person, identify, mage armor, magic mis-
sile, magic weapon, protection from good, shield, true strike; 2nd—bear’s
endurance, blur, bulls’s strength, cat’s grace, glitterdust, invisibility, Melf ’s
acid arrow, resist energy, scorching ray, web; 3rd—dispel magic, fireball,
fly, haste, hold person, invisibility sphere, lightning bolt, suggestion; 4th—
charm monster, confusion, dimension door, enervation, ice storm,
Otiluke’s resilient sphere, scrying, shout, stoneskin; 5th—cone of cold,
dominate person, telekinesis, teleport, wall of force.
Possessions: Bracers of armor +2, ring of protection +1,amulet of natu-
ral armor +1, cloak of resistance +1, masterwork rapier, masterwork
hand crossbow, 10 bolts, 3 doses drow knockout poison, spellbook.
ADJUSTMENTS BY RACE OR KIND
Add the adjustments below to the class-based statistics. Add and
apply all adjustments, such as ability score adjustments. For
example, a halfling gains a racial modifier of +2 to Dexterity (and
thus a +1 Dex bonus) and a +1 bonus on all saves, which means
that the finished character has a +2 Reflex save bonus. If a feat is
duplicated, select a new one.
See the Player’s Handbook or Dungeon Master’s Guide for other
traits by race or kind. (Racial traits that always affect a skill check
are already included in the adjustments to total skill bonuses.)
Explanations/Definitions
The following notes explain or define certain terms used in the
adjustments list.
–3 Ranks/Skill: Subtract 3 ranks from each skill modifier the
NPC is listed as having at 1st level. (The NPC has Hit Dice as a
monster and therefore doesn’t get 4 times its per-level skill ranks
at 1st level.)
Large: The NPC’s attack and AC bonuses are 1 lower, and it takes
a –4 penalty on Hide checks. The NPC’s weapon is larger, increas-
ing damage (see page 28). The creature has 10-foot reach.
Slow: The NPC’s base land speed is 20 feet instead of 30 feet.
Small: The NPC’s attack and AC bonuses are 1 higher, and it
gains a +4 bonus on Hide checks. The NPC’s weapon is smaller,
decreasing damage (see page 28).
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–22: NPC Wizard
Skill Pts./ Spells
LvlhpACMelee Ranged F/R/W Feats per Day Gear
1st 5 12 +0 +2 +1/+2/+3 16/1 + 3/2 Mundane melee, mundane ranged, 800 gp
Scribe Scroll
2nd 8 12 +1 +4 +1/+2/+4 20/1 4/3 Mundane melee, mwk ranged, 1,650 gp
3rd 12 12 +1 +4 +2/+3/+4 24/2 4/3/2 As 2nd level, except 2,150 gp
4th 16 13 +2 +5 +2/+3/+5 35/2 4/4/3 Bracers of armor +1, mundane melee, mwk
ranged, 950 gp
5th 19 13 +2 +5 +2/+3/+5 40/3 4/4/3/2 As 4th level, except 2,000 gp
6th 23 13 +3 +6 +3/+4/+6 45/4 4/4/4/3 As 4th level, except 4,300 gp
7th 26 14 +3 +6 +3/+4/+6 50/4 4/5/4/3/1 Bracers +1, ring of protection +1, mundane melee,
mwk ranged, 3,900 gp
8th 30 14 +4 +7 +3/+4/+7 55/4 4/5/4/4/2 As 7th level, except 6,100 gp
9th 33 15 +4 +7 +4/+5/+7 60/5 4/5/5/4/2/1 Bracers +2, ring +1, mundane melee, mwk
ranged, 5,700 gp
10th 37 15 +5 +8 +4/+5/+8 65/6 4/5/5/4/3/2 As 9th level, except 9,700 gp
11th 40 16 +5 +8 +4/+5/+8 70/6 4/5/5/5/3/2/1 Amulet of natural armor +1, bracers +2, ring +1,
mundane melee, mwk ranged, 12,700 gp
12th 44 17 +6/1 +9/4 +5/+6/+9 105/7 4/6/5/5/4/4/2 Amulet +1, bracers +3, ring +1, mundane melee,
mwk ranged, headband of intellect +2, 9,700 gp
13th 47 18 +7/2 +9/4 +5/+6/+9 112/7 4/6/5/5/5/4/2/1 Amulet +1, bracers +3, ring +2, +1 melee, mwk
ranged, headband +2, 9,300 gp
14th 51 19 +8/3 +11/6 +5/+7/+10 119/7 4/6/5/5/5/4/3/2 Amulet +1, bracers +3, ring +2, +1 melee, mwk
ranged, gloves of Dexterity +2, headband +2,
15,000 gp
15th 54 20 +8/3 +11/6 +6/+8/+10 144/9 4/6/6/5/5/5/4/2/1 Amulet +2, bracers +3, ring +2, +1 melee, mwk
ranged, gloves +2, headband +4, 11,000 gp
16th 58 20 +9/4 +12/7 +6/+8/+11 152/9 4/6/6/5/5/5/4/3/2 As 15th level, except 29,000 gp
17th 61 22 +9/4 +12/7 +6/+8/+11 160/9 4/6/6/5/5/5/5/3/2/1 Amulet +2, bracers +5, ring +2, +1 melee, mwk
ranged, gloves +2, headband +6, 26,000 gp
18th 65 23 +10/5 +13/8 +7/+9/+12 189/10 4/6/6/4/5/5/5/4/3/2 As 17th level, except bracers +6 and 45,000 gp
19th 68 23 +10/5 +13/8 +7/+9/+12 198/10 4/6/6/6/5/5/5/5/3/3 As 17th level, except bracers +6 and 85,000 gp
20th 72 23 +11/6 +14/9 +7/+9/+13 230/11 4/6/6/6/6/5/5/5/5/4 As 17th level, except bracers +6 and 135,000 gp
Weapon Proficiency: Regardless of class, the NPC is proficient at
least with simple weapons and weapons listed for its kind in the
Monster Manual.
NPC Adjustments
The statistics given here represent adjustments to a creature’s abil-
ities and skills. If a creature has racial Hit Dice, this material
includes relative adjustments to base attack bonus and skill modi-
fiers. In addition to the adjustments noted below, add feats based
on total Hit Dice and add the base creature’s special attacks and
special qualities.
Aasimar (Planetouched): +2 Wis, +2 Cha. +2 Listen, +2 Spot.
Bugbear: +2 CR. +4 Str, +2 Dex, +2 Con, –2 Cha. +3d8 HD. +2
base attack. +1 Fort, +3 Ref, +1 Will. +3 natural armor. –3
ranks/skill, +2 Climb, +4 Hide, +2 Listen, +6 Move Silently, +2
Spot.
Derro: +3 CR. +4 Dex, +2 Con, –6 Wis, +6 Cha. +3d8 HD. +3
base attack. +1 Fort, +3 Ref, +3 Will. +2 natural armor. –3
ranks/skill, +2 Bluff, +7 Hide, +4 Listen, +7 Move Silently. Small.
Speed 20 ft.
Doppelganger: +3 CR. +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis,
+2 Cha. +4d8 HD. +4 base attack. +1 Fort, +4 Ref, +4 Will. +4 natu-
ral armor. –3 ranks/skill, +9 Bluff, +8 Disguise, +4 Listen, +4 Sense
Motive, +4 Spot.
Drow (Elf): +1 CR. +2 Dex, –2 Con, +2 Int, +2 Cha. +2 Listen, +2
Search, +2 Spot.
Dwarf, Duergar: +1 CR. +2 Con, –4 Cha. +1 Listen, +4 Move
Silently, +1 Spot. Speed 20 ft.
Dwarf, Deep: +2 Con, –2 Cha. Speed 20 ft.
Dwarf, Hill [Common]: +2 Con, –2 Cha. Speed 20 ft.
Dwarf, Mountain: +2 Con, –2 Cha. Speed 20 ft.
Elf, Gray: –2 Str, +2 Dex, –2 Con, +2 Int. +2 Listen, +2 Search,
+2 Spot.
Elf, High [Common]: +2 Dex, –2 Con. +2 Listen, +2 Search,
+2 Spot.
Elf, Wild: +2 Dex, –2 Int. +2 Listen, +2 Search, +2 Spot.
Elf, Wood: +2 Str, +2 Dex, –2 Con, –2 Int. +2 Listen, +2 Search,
+2 Spot.
Gnoll: +1 CR. +4 Str, +2 Con, –2 Int, –2 Cha. +2d8 HD. +1 base
attack. +3 Fort. +1 natural armor. –3 ranks/skill, +2 Listen, +3 Spot.
Gnome, Forest: –2 Str, +2 Con, +2 Cha. +2 Craft (alchemy), +4
Hide, +2 Listen. Small. Speed 20 ft.
Gnome, Rock [Common]: –2 Str, +2 Con. +2 Craft (alchemy),
+2 Listen. Small. Speed 20 ft.
Gnome, Svirfneblin: +1 CR. –2 Str, +2 Dex, +2 Wis, –4
Cha. +2 Fort, +2 Ref, +2 Will. +4 dodge bonus to AC. Small.
Speed 20 ft.
Goblin: –2 Str, +2 Dex, –2 Cha. +4 Move Silently, +4 Ride.
Small.
Half-Celestial: +1 CR (up to 5 HD), +2 CR (6–10 HD), +3 CR
(11 or more HD). +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha. +1
natural armor. Wings (fly at double land speed). Add these modi-
fiers to the base creature’s adjustments.
Half-Dragon: +2 CR. +8 Str, +2 Con, +2 Int, +2 Cha. +4 natu-
ral armor. Base creature’s Hit Die increases one size to max of
d12 (no effect on class Hit Dice). If Large, it has wings (fly at
double land speed). Add these modifiers to the base creature’s
adjustments.
Half-Elf: +2 Diplomacy, +2 Gather Information, +1 Listen, +1
Search, +1 Spot.
Half-Fiend: +1 CR (up to 4 HD), +2 CR (5–10 HD), +3 (11 or
more HD). +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha. +1 natural armor.
Wings (fly at land speed). Add these modifiers to the base crea-
ture’s adjustments.
Half-Orc: +2 Str, –2 Int, –2 Cha.
Halfling, Deep: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1
attack with thrown weapon (if any). +2 Listen. Small. Speed 20 ft.
Halfling, Lightfoot [Common]: –2 Str, +2 Dex. +1 Fort, +1
Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Climb, +2
Jump, +2 Listen, +2 Move Silently. Small. Speed 20 ft.
Halfling, Tallfellow: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1
attack with thrown weapon (if any). +2 Listen, +2 Search, +2 Spot.
Small. Speed 20 ft.
Hobgoblin: +2 Dex, +2 Con. +4 Move Silently.
Human: 1 extra feat. +1 skill (ranks = level +3).
Kobold: –4 Str, +2 Dex, –2 Con. +1 natural armor. +2 Craft (trap-
making), +2 Profession (miner), +2 Search. Small.
Lizardfolk: +1 CR. +2 Str, +2 Con, –2 Int. +2d8 HD. +1 base
attack. +3 Ref. +5 natural armor. –3 ranks/skill, +5 Balance, +6
Jump, +6 Swim.
Mind Flayer: +8 CR. +2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6
Cha. +8d8 HD. +6 base attack. +2 Fort, +2 Ref, +6 Will. +3 natural
armor. –3 ranks/skill, +8 Bluff, +6 Concentration, +8 Hide, +4
Intimidate, +8 Knowledge (any one), +8 Listen, +8 Move Silently,
+4 Sense Motive, +8 Spot.
Minotaur: +4 CR. +8 Str, +4 Con, –4 Int, –2 Cha. +6d8 HD. +6
base attack. +2 Fort, +5 Ref, +5 Will. +5 natural armor. –3 ranks/skill,
+3 Intimidate, +7 Listen, +4 Search, +7 Spot. Large.
Ogre: +2 CR. +10 Str, –2 Dex, +4 Con, –4 Int, –4 Cha. +4d8 HD.
+3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor. –3
ranks/skill, +3 Climb, +2 Listen, +2 Spot.Large. Speed 40 ft.
Ogre Mage: +8 CR. +10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha.
+5d8 HD. +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor.
–3 ranks/skill, +8 Concentration, +8 Listen, +8 Spellcraft, +8 Spot.
Large. Speed 50 ft.
Orc: +4 Str, –2 Int, –2 Wis, –2 Cha.
Tiefling (Planetouched): +2 Dex, +2 Int, –2 Cha. +2 Bluff, +2
Hide.
Troglodyte: +1 CR. –2 Dex, +4 Con, –2 Int. +2d8 HD. +1 base
attack. +3 Fort. +6 natural armor. –3 ranks/skill, +6 Hide, +3 Listen.
Multiattack (see the Monster Manual).
Werebear (Lycanthrope): +5 CR. +2 Str, +2 Con, –2 Cha. +4
base attack. +5 Fort, +5 Ref, +2 Will. +2 natural armor. +2 Listen, +2
Spot, +4 Swim. Iron Will, Track. See the Monster Manual for bear
and hybrid form. NPC loses gear in animal form.
Wereboar (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Cha. +2
natural armor. +2 base attack. +3 Fort, +3 Ref, +1 Will. +3 Listen, +3
Spot. See the Monster Manual for boar and hybrid form. NPC loses
gear in animal form.
Wererat (Lycanthrope): +1 CR. +2 Dex, +2 Con, –2 Cha. +2
natural armor. +2 Fort, +2 Ref, +2 Will. +1 Hide, +1 Move Silently.
Alertness, Iron Will. See the Monster Manual for rat or hybrid
form. NPC loses gear in animal form.
Weretiger (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Int. +2 nat-
ural armor. +4 base attack. +5 Fort, +5 Ref, +2 Will. +3 Listen, +3
Spot. Alertness, Iron Will. See the Monster Manual for tiger or
hybrid form. NPC loses gear in animal form.
Werewolf (Lycanthrope): +1 CR. +2 Str, –2 Int, +4 Wis, –2
Cha. +2 natural armor. +1 base attack. +3 Fort, +3 Ref, +0 Will. +1
Listen, +1 Spot. Iron Will, Track. See the Monster Manual for wolf
or hybrid form. NPC loses gear in animal form.
Table 4–23: NPC Gear Value
NPC Level Value of Gear NPC Level Value of Gear
1st 900 gp 11th 21,000 gp
2nd 2,000 gp 12th 27,000 gp
3rd 2,500 gp 13th 35,000 gp
4th 3,300 gp 14th 45,000 gp
5th 4,300 gp 15th 59,000 gp
6th 5,600 gp 16th 77,000 gp
7th 7,200 gp 17th 100,000 gp
8th 9,400 gp 18th 130,000 gp
9th 12,000 gp 19th 170,000 gp
10th 16,000 gp 20th 220,000 gp
CHAPTER 4:
NONPLAYER
CHARACTERS
NPC ATTITUDES
In general, you run an NPC just as a player would run a PC: You
take whatever actions the character would take, assuming the
action is possible. That’s why it’s important to determine an NPC’s
general outlook and characteristics ahead of time if possible, so
you know how to play the character properly.
When a PC is dealing with NPCs, you determine the NPCs’ atti-
tude, and a character may try to use Diplomacy to influence this
attitude as described on page 72 of the Player’s Handbook. A charac-
ter without ranks in Diplomacy makes a Charisma check instead.
Choose the attitude of an NPC or NPCs based on circum-
stances. Most people met in a neutral city are indifferent. Most
guards are indifferent but suspicious, because that’s what’s
expected of them.
NPC Charisma Checks to Alter Other NPCs’ Attitudes:
Should it come up, an NPC can use a Diplomacy or Charisma
check to influence another NPC. However, NPCs can never
influence PC attitudes. The players always make their characters’
decisions.
FLESHING OUT NPCS
An NPC with a hacking cough and strong opinions about the king
is always more interesting than one you portray only as Kiale, the
2nd-level commoner. Remember that NPCs aren’t just game sta-
tistics, they are individuals with personalities, quirks, and opin-
ions. You should strive to make many of the NPCs you use in your
game memorable characters whom the PCs will either like or dis-
like depending on how you play them. (Sometimes an NPC is not
memorable or just leaves the characters flat. That’s okay; not every-
one is memorable in real life, either.)
This doesn’t mean that you need to write every NPC’s life story
beforehand. As a rule of thumb, give an NPC one or two distinc-
tive traits. Think of these traits as what the characters will remem-
ber the NPC by. (“Let’s go back and see that guy with the bad
breath. He seemed to know what he was talking about, even if
talking to him was unpleasant.”)
Table 4–24: One Hundred Traits gives suggestions you can
choose from when creating NPCs (or you can roll them randomly
from the list if you desire). This table is only the beginning. Many
more traits could be added to the list. None of the ones listed here
have any effect on ability scores, skills, or game mechanics. Some
may seem to interact with game statistics (such as strong body
odor and Charisma). In such a case, don’t modify the Charisma
score, but play the NPC so that the trait fits. For example, a char-
acter with body odor and a medium or high Charisma score is par-
ticularly personable to overcome the trait. A lawful good character
with the cruel trait has no patience with or compassion for evil. A
character with a high Dexterity score who has the trait of walking
with a limp has sharp reflexes despite the drawback.
You can also use game statistics to decide traits. If a character
has a low Constitution score, he tires easily, so he might be over-
weight. If a character is highly intelligent, he might be quick with
a joke or a snappy comeback. If a character has a lot of physical
skills and feats, she’s probably athletic and muscular. Alignments
also lend themselves to distinctive traits, such as altruism, sadism,
or a love for freedom.
CHAPTER 4:
NONPLAYER
CHARACTERS
Table 4–24: One Hundred Traits
d% Trait
01 Distinctive scar
02 Missing tooth
03 Missing finger
04 Bad breath
05 Strong body odor
06 Pleasant smelling (perfumed)
07 Sweaty
08 Hands shake
09 Unusual eye color
10 Hacking cough
11 Sneezes and sniffles
12 Particularly low voice
13 Particularly high voice
14 Slurs words
15 Lisps
16 Stutters
17 Enunciates very clearly
18 Speaks loudly
19 Whispers
20 Hard of hearing
21 Tattoo
22 Birthmark
23 Unusual skin color
24 Bald
25 Particularly long hair
27 Unusual hair color
28 Walks with a limp
29 Distinctive jewelry
30 Wears flamboyant or outlandish
clothes
31 Underdressed
32 Overdressed
33 Nervous eye twitch
34 Fiddles and fidgets nervously
35 Whistles a lot
36 Sings a lot
37 Flips a coin
38 Good posture
39 Stooped back
40 Tall
41 Short
42 Thin
43 Fat
44 Visible wounds or sores
45 Squints
46 Stares off into distance
47 Frequently chewing something
48 Dirty and unkempt
49 Clean
50 Distinctive nose
51 Selfish
52 Obsequious
53 Drowsy
54 Bookish
55 Observant
56 Not very observant
57 Overly critical
58 Passionate artist or art lover
59 Passionate hobbyist (fishing, hunting,
gaming, animals, etc.)
60 Collector (books, trophies, coins,
weapons, etc.)
61 Skinflint
62 Spendthrift
63 Pessimist
64 Optimist
65 Drunkard
66 Teetotaler
67 Well mannered
68 Rude
69 Jumpy
70 Foppish
71 Overbearing
72 Aloof
73 Proud
74 Individualist
75 Conformist
76 Hot tempered
77 Even tempered
78 Neurotic
79 Jealous
80 Brave
81 Cowardly
82 Careless
83 Curious
84 Truthful
85 Liar
86 Lazy
87 Energetic
88 Reverent or pious
89 Irreverent or irreligious
90 Strong opinions on politics or morals
91 Moody
92 Cruel
93 Uses flowery speech or long words
94 Uses the same phrases over and over
95 Sexist, racist, or otherwise prejudiced
96 Fascinated by magic
97 Distrustful of magic
98 Prefers members of one class over all
others
99 Jokester
100 No sense of humor (See #26)
ncounters are to adventures what adventures are to cam-
paigns. Good adventures make up good campaigns. Creat-
ing a campaign is the most difficult, but most rewarding,
task a DM faces.
It’s important to distinguish between a campaign and a
world, since the terms often seem to be used interchangeably. A
campaign is composed of a series of adventures, the nonplayer
characters (NPCs) involved in those adventures, and the events
surrounding everything that happens in those adventures. When
you guide players through adventures you have designed and the
players choose the paths for their characters within those adven-
tures, you are running a campaign.
A world is a fictional place in which a campaign is set. It’s also
often called a campaign setting. A campaign requires a world in
which the action takes place, but whether you create your own
world or use an already established setting, the campaign you run
is always your own.
A campaign generally has the same set of characters (see The
Adventuring Party, below) throughout. They are the link between the
campaign’s adventures. You might think of such a campaign as a series
of novels or movies, with the same characters facing new challenges
that aren’t necessarily related to the challenges that came before.
ESTABLISHING A CAMPAIGN
A campaign first requires a world. A “world” is a consistent envi-
ronment for the campaign. Geography and people are consistent
in the world: Ravensburg is always on the same side of the river,
and the NPCs remember the player characters after the first
meeting. You have two options when it comes to making a world
for your campaign.
•Use a Published Campaign Setting: The advantage of
using a published setting is that you don’t have to do so
much work. A lot of the creation is done for you, often
from the basics down to the details. Of course, you are
always free to pick and choose from the published mate-
rial and use only what you like. One drawback to using
a published world is that your players might read the
same products that you do and might therefore know
as much (or more) about the world as you do. If this
happens, don’t let the players dictate the world to you.
(“No, I think Ravensburg is ruled by a queen. . . .”)
Above all, even if it’s a published product, it’s your
world.
•Create Your Own World: For more information on
how to do this, see World-Building, page 135.
Once you have a fictional game world and an
adventure for the characters to start with, the cam-
paign can begin. The most important purpose of a
campaign is to make the players feel that their char-
acters live in a real world. This appearance of real-
ism, also called verisimilitude, is important because
it allows the players to stop feeling like they’re play-
ing a game and start feeling more like they’re play-
ing roles. When immersed in their roles, they are
more likely to react to evil Lord Erimbar than they
are to you playing Lord Erimbar.
You will know you have succeeded when the play-
ers ask you increasingly probing questions, questions
not just of the depth of “What’s beyond those
woods?” but such as “If the rangers around the
wood keep such a close watch on the edges of the
Illus. by A. Swekel
forest, how can the orc raiders keep attacking the nearby vil-
lages without warning?” When the players ask questions of that
sort, they’re thinking in character. Don’t ever answer such a
question with “Because I said so” or “Because I’m the DM.”
Doing that encourages metagame thinking (see page 11). Either
provide an answer, or ask how the character is going to go about
finding out.
Occasionally, a player will see a loophole or inconsistency in
what you have created. Use such an observation to your advan-
tage rather than admitting that you’ve made a mistake. Make the
quest for the answer a part of the adventure. When the players
discover that the leader of the rangers is taking bribes from the
orcs to look the other way, they will feel rewarded for asking the
right questions, and they will trust the verisimilitude of your
world that much more.
THE ADVENTURING PARTY
Bringing the group of adventurers (the party) together can be a
challenge. Not for the players—they are all sitting around the
table—but for the characters. What brings such a disparate
group of races and professions together and makes them a team
that goes on adventures together? The objective when answer-
ing this question is to avoid the dissatisfaction players feel when
they sense that they are adventuring with their comrades only
because these folks are the other PCs. One way to prevent this
feeling is to have the players create their characters together
and put the burden of determining how they have come
together on them before the first adventure ever starts. Here are
a few other suggestions.
Happenstance: The first adventure is set up so that someone
is putting out a call for mercenaries or adventurers to do some
task, and the characters are the men and women who happened
to answer the call. Alternatively, all the characters meet and dis-
cover that they are headed to the same place.
History: The characters are lifelong friends who have met in
the past. Despite their different backgrounds and training, they
are already good friends.
Mutual Acquaintances: The characters don’t start as friends
but are introduced as trusted friends of mutual friends.
Outside Intervention: The characters are called together by
an outside force—someone with authority enough to get them
to do as she says—and are commanded to work together, at least
on the first adventure.
The Cliché: The characters all meet in a tavern over mugs of
ale and decide to work together.
BEGINNING THE CAMPAIGN
Start small. Set the first adventure in whatever locale you desire,
give the players the information they need for that adventure, and
let them know just a little about the surrounding area. Later, you can
expand on this information, or the PCs can explore and find out
more firsthand. With each successive playing session, give the play-
ers a little more information about the campaign setting. Slowly, it
will blossom before them into what seems to be a real world.
A great moment in any DM’s career is when the players begin to
refer to places and people you have created in the campaign as if
they were real: “They’d never let you get away with that in the City
of Greyhawk!” “I wonder what Lord Nosh is up to these days? He
was looking for an apprentice when we saw him last.” When those
sorts of comments start to flow, you can bask in the glow of a suc-
cessful campaign.
MAINTAINING A CAMPAIGN
Once it’s going, maintaining a campaign becomes as much work
as preparing adventures. Keep track of everything that happens,
everything that you tell the players about the setting, and work to
make it all into a fully actualized world. Build each adventure
upon those that came before. Learn from what’s happened—both
the good and the bad.
CONTEXT
The most important facet of a campaign is a context in which you
can set adventures and players can place their characters.
Consistency: The way to make your campaign consistent is to
keep accurate notes. If the Inn of the Blue Boar had a creaky door
when the PCs visit the place, make sure it has a creaky door when
they return (unless you have a reason for why it doesn’t creak any-
more). Once the players notice consistent details (minor ones, such
as the creaking door, or major ones, such as a high priestess’s name),
they begin to feel that the world you have created is a real place.
Keep a notebook or binder with all your notes for the campaign, so
that everything is at your fingertips during a game session. If a
player asks for the name of the place that someone her character
met said was under siege, you should have the answer for her.
Calendars and Timekeeping: Keep close track of time. Track
the passing of each season so you can describe the weather. Mark
the coming and going of holy days and other dates of importance.
This practice helps you organizationally, as well as encouraging
you to establish a calendar for your setting. It is another way to
give your world verisimilitude.
CHAPTER 5:
CAMPAIGNS
VARIANT: UPKEEP
Instead of worrying about meal prices, lodging, replacing torn clothing,
and other miscellaneous costs, as well as to represent the kinds of
costs that turn up in daily life that aren’t reflected on the tables in
Chapter 7 of the Player’s Handbook, you can require each player to pay
a monthly upkeep cost based on the lifestyle of the character.
The upkeep can be assumed to take into consideration every
expense except the cost of specific adventuring equipment—even
taxes. Ultimately, each player should choose the level of upkeep she’s
willing to pay.
From most modest to priciest, the levels of upkeep are self-
sufficient, meager, poor, common, good, and extravagant.
Self-Sufficient: Cost 2 gp per month. Even if you own your home (or
live with someone else), raise your own food, make your own clothes,
and so on, you occasionally need to purchase a new pair of shoes, pay
a road toll, or buy staples such as salt. Common laborers earn about 3
gp per month, so they usually have to be self-sufficient just to survive.
Meager: Cost 5 gp per month. A meager upkeep assumes that you
eat little (or hunt and gather a fair amount of your food in the wild) and
sleep in flophouses and occasionally in the street or in the wild.
Poor: Cost 12 gp per month. Poor upkeep means providing for your-
self from the most basic of travelers’ accommodations, which are
nevertheless better than living on the street or in the woods.
Common: Cost 45 gp per month. You live in inns and eat tavern
meals every day, a practice that quickly grows to be moderately expen-
sive. This level of upkeep assumes the occasional night drinking in the
tavern or a nice glass of wine with dinner.
Good: Cost 100 gp per month. You always stay in your own room at
inns, and you eat healthy, solid meals with a glass of wine. You main-
tain a jaunty style with your clothing and try to keep yourself supplied
with the good things in life.
Extravagant: Cost 200 gp per month. You buy and use only the best.
You take the finest rooms in the finest inns, eat lavish meals with the
best wines, attend and throw stunning parties, have regal clothing, and
make flamboyant gestures through large expenditures. You may even
own your own impressive home with servants.
pqqqqrs
pqqqqrs
Events: Stagnation is unrealistic. Change encourages a feeling
of realism. Droughts ruin crops, kingdoms go to war, the queen
gives birth to a daughter, the price of steel rises as the iron mines
close up, and new taxation policies raise an uproar among the
common folk. In the campaign world, just as in the real world,
new events happen every day. Unlike in our world, the campaign
world might not have the technology to disseminate information
quickly, but eventually word of change does reach the characters.
Not all events need to be catalysts for adventures. Some serve well
just providing background.
A Reactive Environment: Actions that the PCs take should
affect the campaign. If the PCs burn down a tavern in the middle
of town, the authorities will be after them at least for questioning,
if not for punishment or restitution (see Player Characters Out of
Control, page 135). When the PCs accomplish something great,
people in the campaign world hear about it. Common folk begin
to recognize the characters’ names and perhaps even their faces. If
the characters free a town from a tyrant, the next time they come
to that town, conditions should be better—or at least different.
BUILDING ON THE PAST
Another key to maintaining a campaign is building on the past to
heighten drama, establish motivation, and flesh out the world. Set
the characters up for a hard fall. Establish a place in the campaign
world as a wonderful, free, and peaceful area. Then, later on in the
campaign, have that place invaded and ravaged by an evil force.
Having already established in the characters’ (and players’) minds
that it was a great place, you won’t need to provide any sort of
exposition to explain why the villains are so evil or give the char-
acters motivation to get involved in stopping them.
Use what has come before and prepare for what is still to come.
That approach is what makes a campaign different from a series of
unrelated adventures. Some strategies for building on the past to
maintain a campaign include using recurring characters, having the
PCs form relationships beyond the immediate adventure, changing
what the PCs know, hitting the PCs where it hurts, preparing the
PCs for the future, and foreshadowing coming events.
Recurring Characters: While this group includes Johanna the
innkeeper, who is at the inn each time the PCs return from the
dungeon, it also extends to other characters as well. The mysteri-
ous stranger that they saw in a back alley of the City of Greyhawk
reappears on the road to the Duchy of Urnst, revealing his identity
and original intentions. The villain responsible for inciting the
goblins to attack the village returns, this time in possession of a
powerful magic item. The other adventurers the PCs encountered
in the dungeons below Castle Reglis show up just in time to help
fight off the black dragon Irrkuth. Overused recurring characters
can make a setting seem artificial, but reusing existing characters
judiciously not only lends realism but reminds PCs of their own
past, thus reaffirming their place in the campaign.
Relationships Beyond the Adventure: The PCs make friends
with the innkeeper’s son and visit him every time they are in town
just to hear another of his jokes. A PC falls in love with an azer
princess, and eventually they marry. Old Kragar, a retired fighter,
looks upon the PCs as the children he never had. Every year, the
centaurs of Chalice Wood deliver a present to the PC who slew the
green dragon on the anniversary of his heroic deed. Relationships
such as these flesh out the campaign world.
Change What the PCs Know:The king of the elves is replaced
by a usurper. The once dangerous roads near the Winding River
are now safe, thanks to increased patrols and a powerful group of
NPC adventurers who slew most of the monsters in the area.
Change a few facts, and you intrigue the players by making them
want to know why or how things changed.
Hit Them Where It Hurts: If a PC makes friends with the
blacksmith in town, you can make things interesting by having
the blacksmith tell the PC that his son was among those kid-
napped when the slavers attacked. If the PCs really enjoy visiting
the village of Shady Grove, put Shady Grove in the path of the evil
cleric’s advancing army. Don’t overdo revelations of this sort, or
else the PCs will never grow attached to anything, for fear of put-
ting that thing in danger. However, this strategy works as a pow-
erful motivator when used in moderation.
Prepare the PCs for the Future: If you know that later in the
campaign you want to have trolls rise up from their lairs and begin
raiding the Deep Cities of the dwarves, have the PCs hear about
the Deep Cities or even visit them on an adventure long before
this happens. Doing this will make the troll adventure much more
meaningful when it occurs. Threading information into early
adventures that informs the PCs of elements of future adventures
helps weave a campaign into a whole.
Foreshadow Coming Events: If the kobold that the charac-
ters captured speaks about a new troll king, and the PCs hear from
dwarves and gnomes the occasional tale of a battle with a troll,
they will be better prepared for the time when they must try to
stop the trolls from destroying the Deep Cities. They might even
follow up on the leads you plant without your ever having to initi-
ate the adventure at all.
CHARACTERS AND THE
WORLD AROUND THEM
The PCs live in a living, breathing world. Included here are spe-
cific details regarding character classes and their place in the
world.
PCS AND NPCS
The NPC classes presented in Chapter 4 of this book showcase the
difference between PCs and the rest of the world: The PCs are
among the most capable members of the populace, or at least
among those with the greatest potential. The variance of ability
scores (from 3 to 18 or higher) shows that not all people in the
world are created equal, and not all have the same opportunities.
Having the same opportunities, in this case, means having
training. Training is the difference between an adept and a wizard,
a warrior and a fighter, a commoner and an expert. An NPC with
good ability scores might still be a warrior rather than a fighter
because she has never had the opportunity to obtain the training
to be a fighter. She can swing a sword, but she does not have the
finesse of a trained fighter. In theory, however, she could be
trained as a fighter at some point after beginning her career as a
warrior, gaining fighter levels through multiclassing.
Obviously, however, training isn’t always helpful. Someone
with an Intelligence score of 6 is never going to be a wizard, since
he is unable to cast spells. In theory, though, anyone with the
intelligence, the inclination, and the training can learn wizardry.
CLASS ROLES IN SOCIETY
Characters, particularly as they advance in level, need to know
how they and those like them fit into the world. This section may
be helpful in giving an idea of what classes particular NPCs might
belong to, what sorts of NPCs one might find in a world, how PCs
can fit in, and what PCs can potentially aspire to. Of course, PCs
can form whatever goals they wish, but the following information
might at least generate some ideas.
Barbarian: Barbarians, by their nature, have no place in civi-
lized society. In their own tribal society they are hunters, war-
riors, and war chiefs. But in a civilized community, the best they
can hope for is to join fighters’ organizations and fill a fighter’s
roles. Often, fighters from a civilized society will not follow a
barbarian leader unless he has somehow proved himself worthy
of their loyalty. Barbarians of legend often aspire to gather those
like them and found their own tribe, or even their own kingdom.
CHAPTER 5:
CAMPAIGNS
Bard: Bards serve as entertainers, either on their own, singing
for their supper, or in troupes. Some bards aspire to be an aristo-
crat’s personal troubadour. Bards occasionally gather in colleges of
learning and entertainment. Well-known, high-level bards often
found bard colleges. These colleges serve as the standard educa-
tional system for a city as well as a kind of guild where bards can
find training and support.
Cleric: Most clerics have an organizational structure built
right into their class. Religions usually have hierarchies, and each
cleric has his place within the structure. Clerics may be assigned
duties by their churches, or they might be free agents. Clerics can
serve in the military of an aristocrat sanctioned by their religion,
or within some autonomous church-based military order estab-
lished for defense. A high-level cleric can hope to one day be the
shepherd of his own congregation and temple, although some
become religious advisors to aristocrats or the leaders of commu-
nities of their own, with the people of the community looking to
the cleric for religious and temporal guidance. Clerics often work
with paladins, and virtually every knightly order has at least one
cleric member.
Druid: Druids are often loners. They cloister themselves deep in
the wilderness in sacred groves or other areas that they have
claimed for themselves, sometimes working with a single ranger or
a group of rangers. Druids sometimes organize themselves in loose
affiliations. On rare occasions, druids sharing a particular focus
may organize themselves as a tight-knit order. Sometimes creatures
such as satyrs, centaurs, or other fey join these groups as well.
All druids are at least nominally members of druidic society,
which spans the globe. The society is so loose, however, that it may
have little influence on a particular druid.
Druids assist and sometimes even lead small, rural communi-
ties that benefit from their wisdom and power.
Fighter: These characters often serve as mercenaries or officers
in the army. The sheriff in a small town might well be a fighter.
Common soldiers and guards are usually warriors (see page 109).
Fighters may be loners or may gather to form martial societies
for training, camaraderie, and employment (as mercenary compa-
nies, bodyguards, and so on). High-level fighters of great renown
typically found such societies. A fighter of common birth can
hope to become an aristocrat’s champion one day, but those with
aspirations to true greatness plan on earning their own grants of
land to become nobility in their own right.
Monk: The tradition of monk training started in distant lands
but now has become common enough that local people can go off
to monasteries and learn the spiritual and martial arts. In large
cities, monks learn their skills in special academies. Monks often
serve the monastery or academy that trained them. Other times,
however, they may join a different monastery or academy. A high-
level monk with a good reputation can even found her own mon-
astery or academy.
Only on rare occasions does a monk find a place in society out-
side her monastery. Such monks can become spiritual advisors,
military commanders, or even law enforcers. A unit of monks in
an army or in the local constabulary would be feared indeed.
Paladin: Paladins are knights, working for their church or
within a knightly order. Qualifying for an order is often difficult,
and membership always requires that the paladin follow a specific
code of conduct. These orders sometimes allow nonpaladins as
members, with good-aligned rangers and fighters being the most
common sort of nonpaladin members.
Paladins can serve in the military force of an aristocrat sanc-
tioned by their religion, or within some autonomous church-
based military order established for defense. A high-level paladin
might seek to rule her own domain (to bestow her just benevo-
lence upon the masses), establish her own temple where none
existed before, or to serve as the trusted lieutenant of a high priest
or worthy aristocrat. Paladins in such service are often called justi-
ciars or something similar, implying that the paladin is in charge
of dispensing church-sanctioned justice.
Ranger: Rangers often seclude themselves, wandering into the
wilderness for long stretches of time. If they aspire to leadership,
it is often as the warden of a small frontier community. Some
rangers form loose-knit and often secretive organizations. These
ranger groups watch over events in the land, and their members
gather to exchange information. They often have the best view of
the grand picture of everything that occurs. High-level rangers
aspire to found their own ranger societies or to establish and rule
new communities, often those they have carved out of the wilder-
ness itself.
Rangers and druids often work together, even sharing the same
secretive network. Sometimes a ranger group includes a few
druids, or vice versa.
Rogue: Rogues may serve in armies as spies or scouts. They can
work as operatives of temples or as general troubleshooters for
aristocrats, having attained these unique positions because of the
versatility of their skills and abilities.
Frequently, however, rogues gather together in guilds
devoted to their area of expertise: theft. Thieves’ guilds are
common. The larger a city is, the more likely it is to have a
thieves’ guild. The populace and the constabulary sometimes
hate these guilds. At other times they are tolerated or even
accepted, so long as they don’t allow themselves to get out of
hand in their work. Acceptance is often gained through bribery
in politically corrupt areas.
Sorcerer: To the general populace, sorcerers are indistinguish-
able from wizards. They often fill the same roles as wizards in
society, although they rarely join wizards’ guilds, since they have
no need to research and study. Sorcerers, more than wizards, keep
to themselves. Sorcerers are more likely to hang about the fringes
of society, among creatures that other people would consider
monsters.
Conversely, some sorcerers find that military life suits them
even better than wizards. Sorcerers focused on battle spells are
more deadly than wizards, and they often are better with weapons.
A high-level sorcerer might aspire to the same sorts of goals a
wizard would. Despite their similarities, their differing
approaches means wizards and sorcerers find themselves in con-
flict more often than they get along.
Wizard: Wizards can serve many roles in society. Wizards for
hire are useful to the military as firepower (some armies employ
entire units of wizards to blast the enemy, protect troops from
danger, tear down castle walls, and so on). Or a wizard can serve
the community as a well-paid troubleshooter—someone able to
rid the town of vermin, stop the levee from bursting, or foretell
the future. A wizard can open a shop and sell magic items she cre-
ates or cast needed spells for a fee. She can aspire to serve an aris-
tocrat as an advisor and chief wizard, or to even rule over a com-
munity on her own. Sometimes, the public fears a wizard for her
power, but more often than not the local wizard is a highly
respected member of the community.
Wizards sometimes gather in guilds, societies, or cabals for
mutual research, and to live among those who understand the
endless fascination of magic. Only the most powerful and famous
of wizards have the reputations necessary to found permanent
establishments, such as a wizard’s school. Where they exist, wiz-
ards’ guilds control such issues as the price and availability of
spells and magic items in a community.
GUILDS AND ORGANIZATIONS
As mentioned in many of the preceding descriptions, characters
often gather in groups with characters of the same class. Some-
times this is simply the best way to keep one’s place in society and
to make friends with common interests. Sometimes it’s required
by law or outside pressure. For example, if you’re a wizard in the
CHAPTER 5:
CAMPAIGNS
town of Dyvers, you had better register with the local wizards’
cabal. To do otherwise and use magic without the cabal’s blessing
results in swift retribution. Thieves’ guilds are also notorious for
the displeasure with which they view nonmember rogues operat-
ing in their area, and the vigor of their response. On the other
hand, guilds can be simply beneficial to members of the appropri-
ate class (see below). Or they can be a way of controlling charac-
ters of a specific class by some outside force. For example, a city
might require all bards who perform within its city walls to be
licensed by the local bards’ guild, the better to suppress scandalous
ballads that are overly critical of local figures.
Guilds often require dues, oaths of loyalty, or other commit-
ments from their members. The extent of these requirements
should be based on the number and quality of benefits a member
gains. Tangible benefits include any or all of the following.
•Training
•Equipment availability (sometimes at a discount)
•Lodging
•Information
•Job opportunities
•Influential contacts
•Legal benefits (members are allowed to do things others can’t)
•Safety
One good reason to join a guild is to get an assist in character
training. If you use training requirements and/or costs in your
game, guilds can offer training at reduced rates to their members.
And guild members are always assured of having a trainer when
the time comes. Guilds that offer training often do so for free, but
then they require yearly dues of at least 1,000 gp. Other groups
offer training at half normal cost and only charge dues of 50 gp.
Not every organization need be based on class. The Defenders
of Truth is an organization made up of members of almost every
class (even rogues) based on upholding order and the rights of the
people in a localized community. The Society of the Claw is a
secretive, evil group of monks, fighters, rogues, and sorcerers who
seek to overthrow the king and take control of the kingdom on
their own.
WAR AND OTHER CALAMITIES
As a campaign progresses, the land or even the world will eventu-
ally be shaken by drastic events. The most common of these dras-
tic events is the outbreak of war. War can provide a backdrop for
the campaign, existing mainly in the background of the action. It
can also help generate adventures, because people and places will
develop needs based on the conflict, such as when a city cut off
from all supplies needs help, a plague started by the war ravages
the land, or a shipment of arms needs guards. It can even involve
the PCs directly as they join one side or the other, acting as spies,
a small strike force, or even commanders in the army.
During wartime, authorities may restrict or even confiscate
materials and supplies—horses, food, weapons, vital ores, and
other equipment. Able-bodied people may be conscripted into the
ranks of the army. The PCs may find themselves unable to get the
equipment they require for an adventure, or may even find their
equipment—or themselves—confiscated by the authorities for
the war effort.
INVASION IN THE D&D GAME
A war staged in a fantasy world is similar to one fought in the real
world, but the fantastic elements of the setting—magic, heroes,
and monsters—create some obvious differences in tactics that are
reflected in the composition of the armies. In a war in the D&D
game, an invasion force usually has several components: the army,
monsters, and the strike team.
The Army: If a major invasion takes place, the invading army is
composed mainly of conscripts. These serve as skirmishers and
infantry. More extensively trained professional soldiers with
better equipment support the conscripts as infantry and archers.
Knights, cavalry, and units composed of wizards, sorcerers, and/or
clerics fill specialized roles in the army.
Typical Conscript: A typical conscript is a 1st-level commoner
wearing padded armor and carrying a wooden shield and a half-
spear. After a conscript has been dealt even one wound, even if he’s
still above 0 hit points, he most likely drops to the ground and pre-
tends to be dead. Conscripts don’t follow orders well, and they
often break ranks and flee when the fight goes against them.
Typical Soldier: Most soldiers are 1st-level warriors who wear
studded leather armor and carry either a Small or Medium martial
weapon (default to a longsword) and a wooden shield or a long-
bow. These soldiers are professionals or experienced conscripts
from harsh lands where conflict is common. They’re better trained
and more likely to hold their ground and follow orders than typi-
cal conscripts.
Typical Mounted Soldier: A typical mounted soldier is a 1st-level
warrior wearing scale mail and bearing a light lance, a wooden
shield, and a Medium martial weapon (default to a longsword).
These soldiers are always professionals, and they are among the
best trained typical warriors on the field.
Knights and Spellcasters: Actual members of the fighter class are
rare on the battlefield. Typically, they wear chainmail or a breast-
plate and serve as armed knights (though they may not hold a
title) and commanders. Just as rare as actual fighters are wizards,
sorcerers, or clerics present to provide magical support and fire-
power. Well-funded and well-organized armies have small units of
low-level spellcasters armed with wands or other magic items that
allow them to execute multiple magical attacks. Other armies
elect to have a single spellcaster with each unit of soldiers to cast
protective spells or supplement the soldiers’ attacks with offensive
spells. Clerics are particularly welcome additions to any army,
since they wear armor without hampering their spellcasting and
wield weapons effectively in addition to casting spells. They can
also help heal the fallen. In fact, a small unit of clerics with wands
of cure light wounds is an effective second wave that can be assigned
to follow the main force into battle and heal the fallen, providing a
wave of reinforcements.
Monsters: Aerial cavalry on griffons or hippogriffs, charmed
monsters and animals, and summoned creatures frequent the
battlefield. Mounted lancers on elephants and triceratopses clash
with goblins riding worgs and orcs riding dire tigers. Dragons
circle the combat, their breath weapons decimating entire units of
soldiers at once.
The Strike Team: Exceptional characters of higher than 1st
level serve their side in a special way. They assist the main army in
a battle, as mentioned above, as knights or magical support, or
they work in a mixed-class unit (similar to an adventuring party)
that confronts special threats such as enemy commanders, a
defender’s strong points, charmed monsters, or their counterparts
on the opposite side. They can also form small strike teams that go
into enemy territory to take out commanders, destroy supply
storehouses, steal plans, weaken defenses, or perform any number
of other special missions. Having a party serve as a strike team is a
great way to get PCs involved in a war without having to run end-
less huge battles at the forefront of the game session. (Although
such battles can be entertaining, they’re just as useful to the cam-
paign in general if they remain in the background.)
OTHER CALAMITIES
Other major threats beyond war include earthquakes, large-scale
storms (such as hurricanes), plagues, and famine. Like war, these
calamities drain the resources of the common folk. They also
create dangerous and horrible situations that spark adventures
for PCs who seek to solve the problems or alleviate the suffering
of others.
CHAPTER 5:
CAMPAIGNS
OTHER CAMPAIGN ISSUES
Other factors in dealing with campaigns include introducing new
players to an ongoing campaign, fostering player goals, changing
alignments, managing the transition of PCs from low to high
levels, and coping with increasing character power.
INTRODUCING NEW PLAYERS
Players come and go. When a new player joins the group, take the
average of the levels of the existing PCs and allow the new player
to create a character of that level. The only exception to this guide-
line is when the new player is completely unfamiliar with the
D&D game. In that case, it’s easiest for that player to start with a
1st-level character.
Working a new character into the group is similar to establish-
ing why the group got together in the first place, but can be more
difficult if the party is in the middle of an adventure. A few possi-
bilities are given below.
•The new PC is a friend or relative of one of the existing PCs and
finally caught up with the group to join in.
•The new PC is a prisoner of the foes the existing PCs are fight-
ing. When they rescue him, he joins their group.
•The new PC was a part of another adventuring group that was
wiped out except for her.
•The new PC was sent to the site for reasons unrelated to the
party’s adventure (which might lead later to another adventure
that the new PC can initiate) and joins with the existing PCs
because there’s strength in numbers.
FOSTERING PLAYER GOALS
Players should eventually develop goals for their characters. Goals
might include joining a particular guild, starting their own
church, building a fortress, starting a business, obtaining a partic-
ular magic item, getting powerful enough to defeat the enemies
threatening their hometown, finding a lost brother, or tracking
down the villain who escaped them long ago. You should not only
encourage goals for characters, but you should be willing to
design adventures based around them. Goals shouldn’t be easy to
attain, but a player should always at least have the opportunity to
realize the goals he developed for his character (assuming they are
at all realistic).
CHANGING ALIGNMENT
A character can have a change of heart that leads to the adoption
of a different alignment. Alignments aren’t commitments, except
in specific cases (such as for paladins and clerics). Player charac-
ters have free will, and their actions often dictate a change of
alignment. Here are two examples of how a change of alignment
can be handled.
•A player creates a new character, a rogue named Garrett. The
player decides he wants Garrett to be neutral good and writes
that on Garrett’s character sheet. By the second playing session
of Garrett’s career, however, it’s clear that the player isn’t playing
Garrett as a good-aligned character at all. Garrett likes to steal
minor valuables from others (although not his friends) and does
not care about helping people or stopping evil. Garrett is a
neutral character, and the player made a mistake when declaring
Garrett’s alignment because he hadn’t yet really decided how he
wanted to play him. The DM tells the player to erase “good” on
Garrett’s character sheet, making his alignment simply “neutral.”
No big deal.
•An NPC traveling with the PCs is chaotic evil and is pretending
to be otherwise because he was sent to spy on them and foil
their plans. He has been evil all his life, and he has lived among
others who acted as he did. As he fights alongside the good-
aligned PC adventurers, however, he sees how they work
together and help each other. He begins to envy them their
camaraderie. Finally, he watches as the paladin PC gives his life
to save not only his friends, but an entire town that was poised
on the brink of destruction at the hands of an evil sorcerer.
Everyone is deeply moved, including the evil NPC, and the
town celebrates and honors the paladin’s self-sacrifice. The
townfolk hail the adventurers as heroes. The NPC is so moved
that he repents, casting aside his own evil ways (and his
mission). He becomes chaotic neutral, but he is well on his way
to becoming chaotic good, particularly if he remains in the
company of the PCs. If the PCs had not acted so gallantly, he
might not have changed his ways. If they turn on the NPC
when they learn of his past, he may turn back to evil.
Most characters incur no game penalty for changing alignment,
but you should keep a few points in mind.
You’re in Control: You control alignment changes, not the
players. If a player says, “My neutral good character becomes
chaotic good,” the appropriate response from you is “Prove it.”
Actions dictate alignment, not statements of intent by players.
Alignment Change Is Gradual: Changes in alignment should
not be drastic. Usually, a character changes alignment only one
step at a time—from lawful evil to lawful neutral, for example,
and not directly to neutral good. A character on her way to adopt-
ing another alignment might have other alignments during the
transition to the final alignment.
Time Requirements: Changing alignment usually takes time.
Changes of heart are rarely sudden (although they can be). What
you want to avoid is a player changing her character’s alignment to
evil to use an evil artifact properly and then changing it right back
when she’s done. Alignments aren’t garments you can take off and
put on casually. Require an interval of at least a week of game time
between alignment changes.
Indecisiveness Indicates Neutrality: Wishy-washy charac-
ters should just be neutral. If a character changes alignment over
and over again during a campaign, what’s really happened is that
the character hasn’t made a choice, and thus she is neutral.
Exceptions: There are exceptions to all of the above. For in-
stance, it’s possible (although unlikely) that the most horrible neu-
tral evil villain has a sudden and dramatic change of heart and im-
mediately becomes neutral good.
THE TRANSITION
FROM LOW TO HIGH LEVEL
One of the most rewarding and fun aspects of a campaign, for
players and DMs alike, is the slow but steady transition from 1st
level through the low levels (2nd–5th) to the middle levels
(6th–11th) into the high levels (12th–15th) and finally to the very
high levels (16th–20th). You should be aware that low-level play
and high-level play are very different experiences. At low levels,
it’s difficult to keep the characters alive. At high levels, it’s difficult
to cause them a lot of harm. Although you should be impartial
overall, at low levels make sure that the challenges the PCs face
aren’t far too tough for them. There’s plenty of time at the higher
levels when you can feel free to take off the kid gloves and throw
whatever you want at them. High-level characters have the power
and resources to survive and overcome just about anything.
Low Level
As characters start out and even after they gain a few levels, the
following points apply.
•Characters are fragile. Save bonuses, AC, and hit points are all
low.
•Characters can face only a few encounters before resting.
•Characters shouldn’t stray far from civilization.
•Characters can’t count on having a specific capability. Even if a
cleric prepares a certain spell, for example, there’s no guarantee
that he will still have it in his repertoire when he really needs it.
Spell durations are short, and resources are few.
CHAPTER 5:
CAMPAIGNS
Higher Levels
As characters gain more levels, the following points become in-
creasingly pertinent.
•Characters are very tough. Save bonuses, AC, and hit points are
all high.
•Characters can survive many encounters before resting. At very
high levels, the need for rest is rarely an issue.
•Characters can provide their own food, their own magic items,
and their own healing. They can even raise each other from the
dead.
•Given time, characters can do almost anything. Even if the wiz-
ard in the group doesn’t know the disintegrate spell, you can
place a barrier that can only be bypassed by disintegrate and
count on the party being able to get past it. (They can obtain
access to the spell in some way, or use their other resources to
achieve the same goal.) At very high levels, don’t be afraid to
throw just about any challenge in the way of the characters. All
kinds of character actions—movement, durability, dealing
damage, influencing others, accumulating information, and
adaptation to circumstances and environments—have a higher
chance of success at higher levels.
CHARACTER POWER LEVELS
As the campaign progresses, the PCs get more powerful through
level advancement, the acquisition of money and magic items, and
the establishment of their reputations. You have to carefully
match this advancement with increasing challenges, both in foes
who must be overcome and in the deeds that must be performed.
In addition, however, you need to watch the PCs closely and
make sure that they neither get out of control because of their
increased power nor fail to use what’s put before them. While it’s
up to them to make decisions regarding their characters’ advance-
ment and what they do with their newfound abilities, it’s up to you
to keep control of the campaign, maintain balance (see Keeping
Game Balance, page 13), and keep things running smoothly.
Character Wealth
One of the ways in which you can maintain measurable control on
PC power is by strictly monitoring their wealth, including their
magic items. Table 5–1: Character Wealth by Level is based on
average treasures found in average encounters compared with the
experience points earned in those encounters. Using that infor-
mation, you can determine how much wealth a character should
have based on her level.
The baseline campaign for the D&D game uses this “wealth by
level” guideline as a basis for balance in adventures. No adventure
meant for 7th-level characters, for example, will require or assume
that the party possesses a magic item that costs 20,000 gp.
Table 5–1: Character Wealth by Level
Character Character
Level Wealth Level Wealth
2nd 900 gp 12th 88,000 gp
3rd 2,700 gp 13th 110,000 gp
4th 5,400 gp 14th 150,000 gp
5th 9,000 gp 15th 200,000 gp
6th 13,000 gp 16th 260,000 gp
7th 19,000 gp 17th 340,000 gp
8th 27,000 gp 18th 440,000 gp
9th 36,000 gp 19th 580,000 gp
10th 49,000 gp 20th 760,000 gp
11th 66,000 gp
Player Characters out of Control
Power can get out of hand. Power corrupts. PCs may do things that
show their arrogance, or their contempt for those below them, as
they advance in power. A 10th-level fighter may feel that he no
longer has to treat the duke with respect since he can single-hand-
edly defeat all the duke’s soldiers. A powerful wizard might feel so
unstoppable that she wantonly tosses around fireballs in the
middle of town. While it’s fine for PCs to enjoy their abilities as
they advance in level (that’s the whole point), they shouldn’t be
allowed to do whatever they wish. Even high-level characters
shouldn’t run about completely unchecked.
Players should always remember one fact: There’s always someone
more powerful. You should set up your world with the idea that the
PCs, while special, are not unique. Other characters, many of them
quite powerful, have come along before the PCs. Institutions of
influence have had to deal with individuals of great power long
before the PCs. The duke may have some powerful warrior or fighter
on retainer as a champion for when someone gets out of line. The
city constabulary probably has a rod of negation or a scroll of antimagic
field to deal with out-of-control wizards. The point is that NPCs with
resources will be prepared for great danger. The sooner the PCs real-
ize this, the less likely they will run amok in your campaign world.
WORLD-BUILDING
You may wish to build your own world. It’s a challenging and
rewarding task, but it can also be a time-consuming one.
Once you have decided to create your own world, you face a
number of choices. Do you make it like the real world, drawing from
history and real-world knowledge, or do you create something com-
pletely different? Do you draw from your favorite fictional setting or
create it all on your own? Do the laws of physics work as we know
them, or is the world flat with a dome of stars overhead? Do you use
the standard races, classes, and equipment in the Player’s Handbook, or
do you create new ones? The questions alone are daunting, but for
those who love world-building, they are also exciting.
So where do you start? There are two approaches to creating a
campaign world.
Inside Out: Start with a small area and build outward. Don’t even
worry about what the whole world looks like, or even the kingdom.
Concentrate first on a single village or town, preferably with a dun-
geon or other adventure site nearby. Expand slowly and only as
needed. When the PCs are ready to leave the initial area (which
might not be for ten or more playing sessions, depending on your
first adventures), expand outward in all directions so you’re ready no
matter which way they go. Eventually, you will have an entire king-
dom developed, with the whole derived from what follows from the
initial starting point. Proceed to other neighboring lands, determin-
ing the political situation in each one. Keep accurate notes as you
play, for you may develop rumors of hostilities with a neighboring
kingdom before you ever develop the kingdom itself!
The advantage to this method is that you don’t need to do a lot
of work to get started. Whip up a small area—probably with a
small community—design an adventure, and go. This method
also ensures that you won’t develop areas of the campaign that are
never visited by the PCs and that you can develop things (and
change your mind) as you go.
Outside In: Start with the big picture—draw a map of an entire
continent or a portion thereof. Alternatively, you could start with a
grand design for how a number of kingdoms and nations interact
or the outline of a vast empire. You could even start with a cosmol-
ogy, deciding how the deities interact with the world, where the
world is positioned in relation with other worlds, and what the
world as a whole looks like. Only after you have this level of con-
cept design worked out should you focus on a particular area.
When you begin more detailed work, start with large-scale basics
and work down to small-scale details. For example, after you have
constructed your continent map, pick a single kingdom and create
the ruler or rulers and the general conditions. From there, focus on
some substate or region within the kingdom, develop who and
what lives there (and why), and pepper the region with a few hooks
CHAPTER 5:
CAMPAIGNS
and secrets for later development. Finally, once you get down to the
small scale—a single community, a particular patch of forest or
valley, or wherever you choose to start the campaign—develop the
area in great detail. The specifics of the small area should reflect and
tie back to the basics you have set up for the larger areas.
This method ensures that once you have started the campaign,
you’re already well on your way to having a complete setting.
When things are moving along quickly in the campaign, you can
focus on the characters and individual adventures, because the
world is mostly done. This method also allows you to use fore-
shadowing of larger events, faraway places, and grander adven-
tures early on in the campaign.
GEOGRAPHY
Campaigns need worlds. Worlds have geography. This means that
when creating your world, you need to place the mountains, the
oceans, the rivers, the towns, the secret fortresses, the haunted
forests, the enchanted places, and all the other locales and features.
If you want a realistic world, use encyclopedias and atlases to
learn more about topography, climate, and geography (natural
and political). You only need the basics to create a fantasy world,
unless you or your players are sticklers for accuracy. Research and
learn as much as you need to create a world that will please your
players. In general, however, if you know a little about how ter-
rain affects climate, how different types of terrain interact
(mountains usually follow coastlines, for example), and how both
climate and terrain determine where people usually live, that
should be enough.
When you’re done, you can create the map or maps you need for
your campaign.
Climate/Terrain Types
There are three different climate types and eight different terrain
types that you need to be concerned with in the D&D game, al-
though you could create additional types for your own world.
These climate and terrain types are those referenced in monster
descriptions in the Monster Manual and in the wilderness en-
counter lists found in Chapter 3: Adventures.
You should assign each region of your world a climate/ter-
rain type to designate what sort of landscape it has, what sea-
sons and weather conditions prevail there, and what creatures
inhabit the area.
Some of these types are incompatible. For example, without
some sort of magical event, you won’t find a tropical rain forest (a
warm climate zone) next to an arctic plain (a cold climate zone).
Some terrain types are much more habitable to the common races
from which PCs are derived than others, although all have mon-
sters, animals, and intelligent creatures native to them.
Cold:This climate type describes arctic and subarctic areas.
Any area that has winter conditions for a larger portion of the year
than any other seasonal variation is cold.
Temperate: This climate type describes areas that have alter-
nating warm and cold seasons of approximately equal length.
Warm: This climate type describes tropical and subtropical
areas. Any area that has summer conditions for a larger portion of
the year than any other seasonal variation is warm.
Aquatic: This terrain type is composed of fresh or salt water.
Desert: This terrain type describes any dry area with sparse
vegetation.
Plains: Any fairly flat area that is not a desert, marsh, or forest is
considered plains.
Forest: Any area covered with trees is forest terrain.
Hills: Any area with rugged but not mountainous terrain is
hills terrain.
Mountains: Rugged terrain that is higher in elevation than
hills is considered mountains.
Marsh: Low, flat, waterlogged areas are marsh terrain.
Underground: Subterranean areas are designated as under-
ground terrain.
Ecology
Once you have determined the lay of the land, you can develop
what lives where.
The Monster Manual gives a climate/terrain type for each kind
of creature. With that information to work with, decide which
creatures live where within each region of your world. If you have
room on your map to mark such information, do so. It will help
you keep track of things later on, both when determining random
encounters and when developing adventure plots. For example, if
you know that the PCs are on their way to the village of Thorris,
you can see that living in the marsh nearby are hags, harpies, and
a black dragon that the travelers might encounter. You can also use
this information to create an adventure involving Thorris and the
black dragon in which the dragon coerces the trolls to attack the
people living there.
Considering the ecology issues of the marsh helps you explain
the creatures’ existences. What do the hags eat? What about the
harpies? They must compete for resources, so do they avoid each
other, or do they fight? The world is a predator-heavy one, based on
the creatures described in the Monster Manual. Designing your
world’s ecology means coming up with a way to make sense of how
it all works together. Perhaps there’s bountiful prey in most areas
that an overall abundance of vibrant, energy-rich plant life might
help explain. Perhaps the predators prey upon each other. You don’t
have to design a complete food chain, but giving thought to some
ecology issues will help you answer player questions later—and
that will help make your world seem real to them.
DEMOGRAPHICS
Once the geography is determined, you can populate your world.
This step is more important than monster placement and general
ecology, not only because the PCs will spend more time in civi-
CHAPTER 5:
CAMPAIGNS
BEHIND THE CURTAIN:
HOW REAL IS YOUR FANTASY?
This section on world-building assumes that your campaign is set in a
fairly realistic world. That is to say that while wizards cast spells, deities
channel power to clerics, and dragons raze villages, the world is round,
the laws of physics are applicable, and most people act like real people.
The reason for this assumption is that unless they are told otherwise,
this situation is what your players expect.
That said, you could create a world that is very different from even
these basic premises. Your campaign could be set within a hollow world,
on a flat world, or on the inside of a tube that spins around the sun.
You could change the laws of physics to produce a world with
objects or materials so light that they float, areas where time flows at a
different rate, or the very real threat that the ocean might wash seafar-
ers off the side of the world so that they fall forever in an eternal water-
fall. One point to keep in mind if you’re going to change premises that
we all take for granted, however, is that you should try to maintain
some consistency. If time passes more slowly as you move away from
the central Mountain of the Earth’s Heart, then this fact should always
be true. The people of the world should understand and accept this
reality. If that’s the way the world works, it wouldn’t seem odd to them.
You could establish a land where people are so truly good that no
government or organization is needed to maintain order or peace. Or
you could create a land where everyone is born evil, the scions of an
evil progenitor god, and they all work together for the downfall of good-
ness. Such people are not realistic, but they’re certainly interesting.
pqqqqrs
pqqqqrs
lized areas, but also because the players have real-world experi-
ences to measure their game experiences against when they’re
among other people.
People, in general, live in the most convenient places possible.
They try to place their communities near sources of water and
food, in comfortable climates, and close to sources of transporta-
tion (seas, rivers, flat land to build roads on, and so on). Of course,
exceptions exist, such as a town in the desert, an isolated commu-
nity in the mountains, and a secret city in the middle of a forest or
at the top of a mesa. But there is also always a reason for those ex-
ceptions: The city at the top of the mesa is placed there for defense,
and the isolated community in the mountains exists because the
people there want to cut themselves off from the rest of the world.
Table 5–2: Random Town Generation shows a breakdown of dif-
ferent community sizes. Small communities are much more
common than larger ones. In general, the number of people living
in small towns and larger communities should be about 1/10 to
1/15 the number living in villages, hamlets, thorps, or outside a
community at all. You might create a metropolis at the civilized
center of the world with 100,000 people, but such a community
should be the exception, not the rule. The more closely a city’s loca-
tion conforms to the ideal parameters (near food and water, in a
comfortable climate, close to sources of transportation), the larger it
can become. A secret city on top of a mesa might exist, but it’s
unlikely to be a metropolis. People living in cities need food, so if no
nearby sources of food (farms, plenty of wild animals, herds of live-
stock) are present, the community needs efficient transportation
sources to ship food in. It needs some other renewable resource as
well, such as nearby forests to harvest for timber or minerals to
mine, to produce something to exchange for the imported food.
Small, agricultural-based communities are likely to surround a
larger city and help to supply the city population with food. In
such cases, the larger community is probably a source of defense (a
walled town, a castle, a community fielding a large number of de-
ployable troops) that inhabitants of surrounding communities can
seek refuge in or rely on to defend them in times of need.
Sometimes, a number of nearby small communities clump to-
gether with no large community at the center. These small villages
and hamlets form a support network, and the local lord often
boasts a centrally located castle or fortress used as a defensible
place to which the villagers can flee when threatened.
On a larger scale, the borders of kingdoms and countries usu-
ally coincide with physical, geographical barriers. Countries that
draw boundaries through plains, farms, and undulating hills usu-
ally fight a lot of battles over such borders and have to redraw the
borders frequently until they coincide with natural barriers.
Therefore, mountain ranges, rivers, or abrupt landscape changes
should usually mark the borders between lands in your world.
GENERATING TOWNS
When the PCs come into a town and you need to generate facts
about that town quickly, you can use the following material. To ran-
domly determine the size of a community, roll on Table 5–2 below.
Table 5–2: Random Town Generation
d% Town Size Population* GP Limit
01–10 Thorp 20–80 40 gp
11–30 Hamlet 81–400 100 gp
31–50 Village 401–900 200 gp
51–70 Small town 901–2,000 800 gp
71–85 Large town 2,001–5,000 3,000 gp
86–95 Small city 5,001–12,000 15,000 gp
96–99 Large city 12,001–25,000 40,000 gp
100 Metropolis 25,001 or more 100,000 gp
* Adult population. Depending on the dominant race of the
community, the number of nonadults will range from 10% to 40%
of this figure.
Community Wealth and Population
Every community has a gold piece limit based on its size and pop-
ulation. The gold piece limit (see Table 5–2) is an indicator of the
price of the most expensive item available in that community.
Nothing that costs more than a community’s gp limit is available
for purchase in that community. Anything having a price under
that limit is most likely available, whether it be mundane or magi-
cal. While exceptions are certainly possible (a boomtown near a
newly discovered mine, a farming community impoverished after
a prolonged drought), these exceptions are temporary; all commu-
nities will conform to the norm over time.
To determine the amount of ready cash in a community, or the
total value of any given item of equipment for sale at any given
time, multiply half the gp limit by 1/10 of the community’s popu-
lation. For example, suppose a band of adventurers brings a bagful
of loot (one hundred gems, each worth 50 gp) into a hamlet of 90
people. Half the hamlet’s gp limit times 1/10 its population equals
450 (100 ÷2 = 50; 90 ÷10 = 9; 50 ×9 = 450). Therefore, the PCs can
only convert nine of their recently acquired gems to coins on the
spot before exhausting the local cash reserves. The coins will not
be all bright, shiny gold pieces. They should include a large
number of battered and well-worn silver pieces and copper pieces
as well, especially in a small or poor community.
If those same adventurers hope to buy longswords (price 15 gp
each) for their mercenary hirelings, they’ll discover that the
hamlet can offer only 30 such swords for sale, because the same
450 gp limit applies whether you’re buying or selling in a given
community.
Power Center for the Community
Sometimes all the DM needs to know about a community is who
holds the real power. To determine this fact randomly, use the
table below, modifying the d20 roll according to the size of the
community. As indicated in the list of modifiers, any community
the size of a small city or larger has more than one power center.
The types of power centers—conventional, monstrous, nonstan-
dard, and magical—are defined below.
Power Centers
Community Size Modifier to d20 roll
Thorp –1
Hamlet +0
Village +1
Small town +2
Large town +3
Small city +4 (roll twice)
Large city +5 (roll three times)
Metropolis +6 (roll four times)
d20 Power Center Type
13 or less Conventional*
14–18 Nonstandard
19 or more Magical
* 5% of communities with a conventional power center have a
monstrous power center in addition to the conventional one.
Conventional: The community has a traditional form of
government—a mayor, a town council, a noble ruling over the
surrounding area under a greater liege, a noble ruling the commu-
nity as a city-state. Choose whichever form of government seems
most appropriate to the area.
Monstrous: Consider the impact on a community of a
dragon that occasionally makes nonnegotiable demands and
insists on being consulted in major decisions, or a nearby ogre
tribe that must be paid a monthly tribute, or a mind flayer
secretly controlling the minds of many of the townsfolk. A
monstrous power center represents any influence (beyond just
CHAPTER 5:
CAMPAIGNS
a simple nearby danger) held by a monstrous being or beings
not native to the community.
Nonstandard: While the community may have a mayor or a
town council, the real power lies in other hands. It may center on
a guild—a formal organization of merchants, craftsmen, profes-
sionals, thieves, assassins, or warriors who collectively wield great
influence. An aristocracy, in the form of one or more rich individ-
uals with no political office, may exert influence through wealth.
A prestigious aristocracy, such as a group of accomplished adven-
turers, may exert influence through their reputation and experi-
ence. Wise elders may exert influence over those who respect
their age, reputation, and perceived wisdom.
Magical: This type of power center can take the form of a
temple full of priests or a single sorcerer cloistered in a tower. A
wizard or cleric might be the actual, official ruler of the town, or
she may just be someone with a great deal of influence.
Alignment of Power Centers
The alignment of the ruler or rulers of a community need not con-
form to the alignment of all or even the majority of the residents,
although this is usually the case. In any case, the alignment of the
power center strongly shapes the residents’ daily lives. Due to
their generally organized and organizing nature, most power cen-
ters are lawful.
To randomly determine the alignment of a power center, roll
d% and refer to the table below. How a power center of a given
alignment acts, or how it is perceived by the community, is dis-
cussed following the table.
Power Center Alignment
d% Alignment d% Alignment
01–35 Lawful good 64 Chaotic neutral
36–39 Neutral good 65–90 Lawful evil
40–41 Chaotic good 91–98 Neutral evil
42–61 Lawful neutral 99–100 Chaotic evil
62–63 True neutral
Lawful Good: A community with a lawful good power center
usually has a codified set of laws, and most people willingly obey
those laws.
Neutral Good: A neutral good power center rarely influences
the residents of the community other than to help them when
they are in need.
Chaotic Good: This sort of power center influences the
community by helping the needy and opposing restrictions on
freedom.
Lawful Neutral: A community with a lawful neutral power
center has a codified set of laws that are followed to the letter.
Those in power usually insist that visitors (as well as residents)
obey all local rules and regulations.
True Neutral: This sort of power center rarely influences the
community. Those in power prefer to pursue their private goals.
Chaotic Neutral: This sort of power center is unpredictable,
influencing the community in different ways at different times.
Lawful Evil: A community with a lawful evil power center us-
ually has a codified set of laws, which most people obey out of fear
of harsh punishment.
Neutral Evil: The residents of a community with a neutral evil
power center are usually oppressed and subjugated, facing a dire
future.
Chaotic Evil: The residents of a community with a chaotic evil
power center live in abject fear because of the unpredictable and
horrific situations continually placed upon them.
Conflicting Power Centers
If a community has more than one power center, and two or more
of the power centers have opposing alignments (either good vs.
evil or law vs. chaos), they conflict in some way. Such conflict is
not always open, and sometimes the conflicting power centers
grudgingly get along.
For example, a small city contains a powerful chaotic good wiz-
ards’ guild but is ruled by a lawful good aristocrat. The wizards are
sometimes exasperated by the strict laws imposed by the aristocrat
ruler and occasionally break or circumvent them when it serves
their (well-intentioned) purposes. Most of the time, though, a rep-
resentative from the guild takes their concerns and disagreements
to the aristocrat, who attempts to equitably resolve any problems.
Another example: A large city contains a powerful lawful evil
fighter, a lawful good temple, and a chaotic evil aristocrat. The self-
ish aristocrat is concerned only with his own gain and his de-
bauched desires. The fighter gathers a small legion of warriors,
hoping to oust the aristocrat and take control of the city herself.
Meanwhile, the clerics of the powerful temple help the citizenry
as well as they can, never directly confronting the aristocrat but
aiding and abetting those who suffer at his hands.
Community Authorities
It’s often important to know who makes up the community’s
authority structure. The authority structure does not necessarily
indicate who’s in charge, but instead who keeps order and
enforces the authority that exists.
Constable/Captain of the Guard/Sheriff: This position gen-
erally devolves upon the highest-level warrior in a community, or
one of the highest-level fighters. To randomly determine the class
and level of a community’s constable, roll d% and refer to the fol-
lowing table.
d% Officeholder
01–60 Highest-level warrior
61–80 Second highest-level fighter
81–100 Highest-level fighter
Use the tables in the next section to determine the constable’s level.
Guards/Soldiers: For every 100 people in the community
(round down), the community has one full-time guard or soldier.
In addition, for every 20 people in the community, an able-bodied
member of the local militia or a conscript soldier can be brought
into service within just a few hours.
Other NPCs in the Community
For detailed city play, knowing exactly who lives in the commu-
nity becomes important. The following guidelines allow you to
determine the levels of the most powerful locals and then extrap-
olate from that to determine the rest of the classed characters
living there.
Highest-Level NPC in the Community for Each Class: Use
the following tables to determine the highest-level character in a
given class for a given community. Determine the appropriate
community modifier by consulting the first table below; then
refer to the second table, roll the dice indicated for the class, and
apply the modifier to get a result.
A result of 0 or lower for character level means that no charac-
ters of that kind can be found in the community. The maximum
level for any class is 20th.
Total Characters of Each Class
Use the following method for determining the levels of all the
characters in a community of any given class.
For PC classes, if the highest-level character indicated is 2nd
level or higher, assume the community has twice that number of
characters of half that level. If those characters are higher than 1st
level, assume that for each such character, the community has two
of half that level. Continue until the number of 1st-level charac-
ters is generated. For example, if the highest-level fighter is 5th
CHAPTER 5:
CAMPAIGNS
level, then the community also has two 3rd-level fighters and four
1st-level fighters.
Do the same for NPC classes, but leave out the final stage that
would generate the number of 1st-level individuals. Instead, take
the remaining population after all other characters are generated
and divide it up so that 91% are commoners, 5% are warriors, 3%
are experts, and the remaining 1% is equally divided between aris-
tocrats and adepts (0.5% each). All these characters are 1st level.
Using these guidelines and the tables in the previous section,
the breakdown by class and level for the population of a typical
hamlet of two hundred people looks like this:
•One 1st-level aristocrat (mayor)
•One 3rd-level warrior (constable)
•Nine 1st-level warriors (two guards, seven militia members)
•One 3rd-level expert smith (militia member)
•Seven 1st-level expert crafters and professionals of various sorts
•One 1st-level adept
•One 3rd-level commoner barkeep (militia member)
•One hundred sixty-six 1st-level commoners (one is a militia
member)
•One 3rd-level fighter
•Two 1st-level fighters
•One 1st-level wizard
•One 3rd-level cleric
•Two 1st-level clerics
•One 1st-level druid
•One 3rd-level rogue
•Two 1st-level rogues
•One 1st-level bard
•One 1st-level monk
In addition to the residents you generate using the system
described above, you might decide that a community has some
sort of special resident, such as the single, out-of-place 15th-level
sorcerer who lives just outside a thorp of fifty people, or the secret
assassins’ guild brimming with high-level characters hidden in a
small town. Residents such as these that you create “on the fly” do
not count against the highest-level characters who are actually
part of the community.
Racial Demographics
The racial mix of a community depends on whether the community
is isolated (little traffic and interaction with other races and places),
mixed (moderate traffic and interaction with other races and places),
or integrated (lots of interaction with other races and places).
Racial Mix of Communities
Isolated Mixed Integrated
96% human 79% human 37% human
2% halfling 9% halfling 20% halfling
1% elf 5% elf 18% elf
1% other races 3% dwarf 10% dwarf
2% gnome 7% gnome
1% half-elf 5% half-elf
1% half-orc 3% half-orc
If the area’s dominant race is other than human, place that race
in the top spot, put humans in the #2 rank, and push each other
race down one rank. For example, in a dwarven town, the popula-
tion is 96% dwarf, 2% human, 1% halfling, and 1% other races. (All
dwarven communities are isolated.) You may also change the
figures slightly to reflect various racial preferences. For example, a
mixed elven village is 79% elf, 9% human, 5% halfling, 3% dwarf,
2% gnome and 2% half-elf (with no half-orcs). You might decide to
switch the percentages of gnomes and dwarves for an elven
community.
ECONOMICS
Although treasure is what’s important to PCs, you should have a
fair grasp of the economic system that surrounds the treasure they
earn, as well as the prices charged for services, equipment, and
magic items. Economics in your campaign doesn’t have to be con-
voluted or tedious, but it should at least be internally consistent. If
the price of a broadsword in Thorris is 20 gp, it shouldn’t suddenly
shoot up to 200 gp without some explanation, such as the flow of
metal or ore being cut off, the only smiths in 100 miles all being
killed in a terrible accident, or something equally bizarre.
Coinage
The economic system in the D&D game is based on the silver
piece (sp). A common laborer earns 1 sp a day. That’s just enough
to allow his family to survive, assuming that this income is sup-
plemented with food his family grows to eat, homemade clothing,
and a reliance on self-sufficiency for most tasks (personal groom-
ing, health, animal tending, and so on).
In your campaign, however, the PCs will deal primarily with
gold pieces. The gold piece (gp) is a larger, more substantial unit of
currency. The main reason why PCs typically receive and spend
gold pieces is that, as adventurers, they take much larger risks
than common folk and earn much larger rewards if they survive.
Many of the people with whom adventurers interact also deal
primarily in gold. Weaponsmiths, armorsmiths, and spellcasters all
make more money (sometimes far more money) than common
people. Spellcasters willing to make magic items or cast spells for
hire can make a lot of money, although expenditures of personal
power (experience points) are often involved, and the demand for
such expensive items is unsteady at best and can be depended on
only in large cities. Nobles with whom the PCs might interact also
CHAPTER 5:
CAMPAIGNS
Community Modifiers
Community Size Community Modifier
Thorp –3
1
Hamlet –2
1
Village –1
Small town +0
Large town +3
Small city +6 (roll twice)
2
Large city +9 (roll three times)
2
Metropolis +12 (roll four times)
2
1 On a d% roll of 96–100, a thorp or a hamlet adds +10 to the
modifier when determining the level of a ranger or druid.
2 Cities this large can have more than one high-level NPC per class,
each of whom generates lower-level characters of the same class, as
described below.
Highest-Level Locals
Class Character Level
Adept 1d6 + community modifier
Aristocrat 1d4 + community modifier
Barbarian
1
1d4 + community modifier
Bard 1d6 + community modifier
Cleric 1d6 + community modifier
Commoner 4d4 + community modifier
Druid 1d6 + community modifier
Expert 3d4 + community modifier
Fighter 1d8 + community modifier
Monk
1
1d4 + community modifier
Paladin 1d3 + community modifier
Ranger 1d3 + community modifier
Rogue 1d8 + community modifier
Sorcerer 1d4 + community modifier
Warrior 2d4 + community modifier
Wizard 1d4 + community modifier
1 Where these classes are more common, level is 1d8 + modifier.
deal mostly in gold, since they purchase whole ships and buildings
and finance caravans and even armies using such currency.
Some economies have other forms of currency, such as trade
bars or letters of credit representing various amounts of gold that
are backed by powerful governments, guilds, or other organiza-
tions to insure their worth. Some economies even use coins of dif-
ferent metals: electrum, iron, or even tin. In some lands, it’s even
permissible to cut a gold coin in half to make a separate unit of
currency out of a half gold piece.
Taxes and Tithes
Taxes paid to the queen, the emperor, or the local baroness might
consume as much as one-fifth of a character’s wealth (although
these expenses can vary considerably from land to land). Repre-
sentatives of the government usually collect taxes yearly, biannu-
ally, or quarterly. Of course, as travelers, adventurers might avoid
most collection periods (and so you can ignore taxes for the PCs if
you want). Those who own land or a residence may find them-
selves assessed and taxed, however.
Tithes are paid to the church by those who are faithful participants
in a religion. Tithes often amount to as much as one-tenth of a char-
acter’s adventuring earnings, but collection is voluntary except in
strict, oppressive religions that have their own tithe collectors. Such
onerous religious taxation requires the support of the government.
Moneychangers
Characters who find their saddlebags full of ancient coin or foreign
money probably need to exchange their wealth for the local cur-
rency before they can spend any of it. In a setting in which dozens
of small nations and kingdoms are crowded close together, the
moneychanger is the person at the hub of the economic system.
Typically, a moneychanger charges a fee of one-tenth of the
starting sum in order to convert currency. For example, if a charac-
ter has a pouch full of 100 platinum pieces (pp) that she needs to
convert to gold pieces, the moneychanger charges 10 pp for the
conversion. The character receives 900 gp, and the moneychanger
keeps the rest.
Supply and Demand
The law of supply and demand can drastically affect the value of any
currency. If characters start flashing around a lot of gold and pump-
ing it into the local economy, merchants may quickly raise prices.
This isn’t a matter of gouging the rich—it’s just the way a small
economy works. A tavernkeeper who makes 100 gp from boarding
a group of successful adventurers spends his newfound wealth just
as the heroes did, and in a small town, everyone starts spending more
in a short time. More spending means higher consumption, so
goods and services become harder to come by, and prices increase.
Supply and demand can also affect the campaign in ways that
don’t have anything directly to do with gold. For instance, if the
local lord commandeered most of the region’s horses for his
knights, then when the PCs decide to purchase half a dozen fine
steeds, they find there aren’t any to be had at a reasonable price.
They have to settle for second-rate nags or spend much more
than they had planned to in order to convince someone to part
with a horse.
POLITICS
Intrigue between kingdoms, city-states at war, and political
maneuvering are all fun aspects of many campaigns. For your own
campaign, you at least need to determine who is in charge where.
If there’s any chance that rulers, nobility, and politics in general
will become more involved than that, use the following material
as a starting point. As always, research into real-world political sys-
tems and structures (particularly historical examples) can enrich
your fictional setting. At the same time, don’t be afraid to make up
something wholly new and completely nonhistorical.
Political Systems
The number of possible political systems is nearly limitless. Feel
free to use more than one type for different lands. Such mixing
and matching accentuates the differences in place and culture.
Note that any of the political systems listed below might be
matriarchies (ruled only by women) or patriarchies (ruled only by
men), but most make no such distinctions.
Monarchy: Monarchy is rule by a single leader. The monarch
wields supreme power, sometimes even by divine right. Monarchs
belong to royal bloodlines, and successors to the throne are almost
always drawn from blood relatives. Rarely, a monarch rules with
power granted by a mandate of the populace, usually established
through representatives chosen by noble houses. The monarchy is
likely to be the most common political system in your campaign.
Monarchs often have advisors and a court of nobles who work
with them to administer the land. This arrangement creates a class
system of nobles and nonnobles. Common people in such a land
often do not have many of the rights and privileges of the nobility.
Tribal or Clan Structure: A tribe or clan usually has a single
leader who wields great—almost absolute—power like the mon-
arch in a monarchy. Although rulership is often drawn from a
single bloodline, rulers are chosen based on their fitness to govern.
They are also continually judged on this criterion and replaced if
found wanting. Usually a council of elders exists to choose and
judge the leader. In fact, the council is often convened only for this
purpose. Sometimes the council also advises the chief or leader.
Tribes exist as a social structure by grouping together otherwise
disparate family units and uniting them for strength and the ad-
vantages of working together. Clans are similar in function but
carry the added distinction of being extended family units. In
both cases, the group usually interacts with other tribes and clans,
and often has particular laws and customs about how certain clans
within a tribe must interact or how the tribe must interact with
other tribes.
Feudalism: Feudalism is a complicated class-based system
with successive layers of lieges and lackeys. It often exists under a
monarchy. Serfs (peasants) work for a landed lord, who in turn
owes fealty to a higher lord, who in turn owes fealty to an even
higher lord, and so on, until the line reaches the supreme liege
lord, who is usually a monarch.
The common people in a feudal state are always lowly and with-
out rights. They are virtually owned by their immediate liege.
Lords are generally free to abuse their power and exploit those
under them as they see fit.
Republic: A republic is a system of government headed by
politicians representing the people. The representatives of a
republic rule as a single body, usually some sort of council or
senate, which votes on issues and policies. Sometimes the repre-
sentatives are appointed, and sometimes they are elected. The wel-
fare of the people depends solely on the level of corruption among
the representatives. In a mainly good-aligned republic, conditions
can be quite pleasant. An evil republic is as terrible a place to live
as a land under the grip of a tyrant.
In an advanced republic, the people directly elect the represen-
tatives. This type of republic is often called a democracy. In such
lands, the right to vote becomes a class-based privilege. Citizen-
ship might be a status that can be bought or earned, it might be
granted automatically to those born in the location governed by
the republic, or it might only transfer via bloodline. Because
having the entire populace vote on representatives is cumber-
some, this political system usually works only in small areas, such
as a city-state.
Magocracy: In a magocracy, those who wield arcane magic
have a large amount of political power. The ruler is usually the
most powerful wizard or sorcerer in the land, although sometimes
the ruler is merely a member of a royal bloodline who must be an
arcane spellcaster. Thus, such a system could be a monarchy, and
CHAPTER 5:
CAMPAIGNS
the viable heir to the throne would be the oldest member of the
bloodline capable of casting spells. In a true magocracy in which
the ruler is the most powerful spellcaster, the monarch may be
challenged at certain specific times each year by contenders who
believe themselves to be more powerful than she is.
In a magocracy, arcane spellcasters usually have the most rights
and freedoms, and nonspellcasters are looked down upon. Divine
spellcasters sometimes are outlawed, but usually they are treated
as secondary to arcane spellcasters (although still higher in station
than those who cast no spells).
Such societies are often magic-rich. They are likely to have col-
leges that teach the intricacies of spellcasting, and magic-using
units in their military organizations. They may use magic for even
mundane tasks. Very rarely, a magocracy treats magic in the oppo-
site way, as a closely guarded secret. Nonnoble arcane spellcasters
would then be forbidden.
Theocracy: A theocracy is a political system in which clerics
(or druids) rule. The ruler is the direct representative of the deity
or deities that the theocracy is based upon. Most theocracies are
similar to monarchies, but once a ruler is chosen, he normally
remains in the position for life. The people cannot question the
word of a deity or his representative.
Some theocracies see their leaders as ascending to divinity or
semidivinity in and of themselves. Past (and sometimes present)
rulers are worshiped as deities. Such rulers wield absolute power,
and their bloodline carries the divine right to rule, so their succes-
sors are chosen from their descendants. A ruler doesn’t need to be
a cleric in such a case (although he often is), since he is not a
divine representative but a deity. In such a theocracy, it’s possible
that even an infant can be chosen as a ruler if he has divine blood.
Others: It’s not too difficult to imagine a political system based on
rule by other classes, by the oldest, the strongest, or the wealthiest.
For your world, use whatever criteria you wish to determine the
political structure of a group. Most of the time, however, the stranger
the criterion, the smaller the group. For example, a kingdom where
the ruler is determined by a test of skill, intelligence, and stamina
might be expansive, but a land where the ruler is the most talented
bard would probably be small. Being able to play the lute well is
impressive, but it doesn’t necessarily ensure fitness to rule.
Cultural Tendencies
Human societies run the gamut of different political structures.
Other races seem to favor one or a few over the others.
Dwarves: Dwarves usually form monarchies, although a few
theocracies dedicated to dwarven gods are possible. Dwarves are
extremely lawful and rigid in their politics, fearing lawlessness
and anarchy. They value order and security over personal freedom,
and thus are inclined to judge political matters on what’s best for
the greatest number concerned. Dwarven societies usually have a
strict and exacting code of laws.
Elves: Elves are likely to live within monarchies as well. Of all
races, however, elves are the most likely to adopt a magocracy.
Elves prize individual freedom and fear tyrants. Elf rulers judge
each situation and case individually rather than according to a
strict, codified set of laws.
Gnomes: Gnomes favor small monarchies, although gnome
democracies, gnome republics, and gnome clans exist as well. Like
halflings, gnomes have less need for a strong government and
enjoy personal freedom. Gnome kings and queens usually have
only a small impact on the daily life of their subjects, and they usu-
ally do not carry as elevated a status above the common gnome as
a human regent might over her human subjects.
Halflings: Since they are usually nomadic and most often live
in small groups, halflings prefer a sort of tribal or clan system. Rul-
ership is often bestowed upon the eldest member of a group, al-
though most halflings rule with a light touch. True halfling leader-
ship is based around the family unit, with parents giving direction
to children. Halflings, more than any other race, seem to naturally
work well with each other. They have little need for a strong ruling
hand or a codified set of laws to maintain order and peace.
Orcs and Other Chaotic Evil Cultures: Orcs are usually too
wild and corrupt to value a strict system of government other than
rule by the strong. Orc leaders rule by intimidation and threats
and thus usually command only a small populace. (Orc nations are
rare.) If an orc leader fails to rule, it is because he was weak. Most
chaotic evil cultures tend to have small populations unless many
individuals are cowed by a single powerful master.
Goblins and Other Lawful Evil Cultures: Goblins live in
tribal communities that bear the trappings of monarchy. The
truth, however, is that their government is rulership by the strong.
If a goblin ruler can be killed, his killer usually takes his place.
Lawful evil humanoids often use a similar system, although
kobolds often establish magocracies, and more sophisticated cul-
tures frequently develop codified laws and rules of succession.
Such complex societies are rife with backstabbing and betrayals,
though, exemplifying the very definition of Byzantine politics.
High-Level Characters
Sometimes high-level characters build their own castles and estab-
lish their own territories. This usually occurs either on land
granted to them by a ruler or in an area of relatively unclaimed
wilderness that they have cleared. A just or generous character is
likely to draw people toward her stronghold or cleared area.
Before she knows it, she’s a ruler.
How the character governs is completely up to her. However, the
NPCs involved will react appropriately to character actions and
decrees. In exchange for protection, plots of land, and fair rulership,
a character can expect to collect taxes or tithes from those she rules.
Neglect, mistreatment, or overtaxation of the populace can lead to a
revolt, which might take the form of an appeal to another more
powerful lord to depose or conquer the character, hired assassins
making attempts against the character’s life, or an outright uprising
in which the peasants wield their pitchforks against their ruler.
In reality, however, such events are rare. More often than not,
people live with the ruler that they have—for good or ill—for a
long time. Those under a poor or unjust ruler will suffer for
months or years before they feel compelled to act.
LEGAL ISSUES
You don’t have to develop a legal code for each country you invent.
Assume common-sense laws are in place. Murder, assault, theft,
and treason are illegal and are punishable by imprisonment or
death. As long as the laws make sense and the authorities are fairly
consistent in enforcing them (or it’s clear why they’re not consis-
tent), the players won’t think twice about the law. Develop a few
unusual laws as points of interest, such as these examples.
•In one barony in the Shield Lands, lying is illegal, punishable
by three days in the pillory.
•In the city of Highfolk, it is against the law to mistreat an animal.
•Anyone wearing red in the sight of the emperor is imprisoned
for one month.
Some places might have laws that directly affect adventurers.
These laws might specify which weapons can be owned or carried
by nonnobles or prohibit the use of some weapons even by
nobles, restricting their use to the royal guard. These laws might
restrict or prohibit magic use. They might limit the number of
well-armed people who can gather publicly without a permit or
sanction. All these laws would be put in place if the ruler or rulers
of the area were concerned about powerful people roaming
around uncontrolled—a legitimate worry to those in power. No
king, duke, or mayor is going to want independent adventurers to
be more powerful than his own guards, lackeys, or troops (and
thus himself) unless he trusts them absolutely or has some way to
control them.
CHAPTER 5:
CAMPAIGNS
SOCIAL CLASSES
Most societies are, to one degree or another, class-based. Use these
easy definitions for the typical society.
Upper Class: Nobles, the wealthiest of merchants, and the most
important leaders (guildmasters, for example) make up the upper
class. Lawmakers, administrators, and other officials are drawn
from this class. Having noble blood or being a member of a wealthy
merchant family allows entrance into the class by birth, while
attaining wealth or significant position can raise one to this status.
By virtue of their wealth, adventurers are likely to rise to the up-
per class quickly. However, they may be rejected by other mem-
bers of the upper class based on how society around them views
sword-wielding, spell-slinging, self-governing mercenaries. Other
members of the upper class might look upon adventurers as
heroes, but they are just as likely to look upon them as dangerous
threats to public safety (as well as their personal safety) and to the
existing sociopolitical structure.
Middle Class: Merchants, master artisans, educated profes-
sionals, and most significant guild members make up the middle
class. Lesser officials such as tax collectors and town clerks are
sometimes drawn from the middle class. This status is normally
based on one’s occupation and education. Its primary determinant
for membership is not birth, but wealth.
Lower Class: Tradesfolk, journeymen, laborers, subsistence
farmers, impoverished freeholders, personal servants, and virtu-
ally everyone else are members of the lower class. Members of the
lower class tend to be poorer and less educated than middle-class
people. While sometimes a council of elders or some similar body
exists to watch over the interests of and argue for the lower class,
most of the time no officials or lawmakers come from these ranks.
Slaves: Some cultures (usually evil ones) practice slavery.
Slaves are lower in station than even members of the lower class.
Though they need not be uneducated or even unskilled, most
slaves are laborers or servants.
MAGIC IN YOUR WORLD
Some DMs create cities in their campaigns that function just like
medieval historical towns. They are populated by people who
aren’t accustomed to (or who don’t believe in) magic, who don’t
know anything about magical or mythical monsters, and who
have never seen a magic item.
This sort of creative work is a mistake. It will cause your players
serious strain in their belief in the reality of your world for them
to see that they wield spells and magic items, and the lands and
dungeons surrounding the city are filled with magic and mon-
sters, but yet in the middle of the city everything looks and acts
like Europe during the Middle Ages.
The presence of magic in your game world forces you to deviate
from a truly historical setting. When you create anything for your
world, the idea that magic could possibly alter it should be in the
back of your mind. Would the king simply surround his castle
with a wall when levitate and fly spells are common? How do the
guards of the treasury make sure that someone doesn’t just tele-
port in or slip through the walls while ethereal?
Unless you are going to run a divergent game of some sort,
magic is prevalent enough in the world that it will always be taken
into account by smart individuals. A merchant wouldn’t be flab-
bergasted by the idea that someone might try to steal from her
while invisible. A swindler would be aware that someone might
be able to detect his thoughts or his lies.
Magic shouldn’t be something that common people are
unaware of. Spellcasters may be fairly rare in the big picture, but
they’re common enough that people know that when Uncle Rufus
falls off the back of the wagon, they could take him to the temple
to have the priests heal the wound (although the average peasant
probably couldn’t afford the price). Only the most isolated farmer
might not see magic or the results of magic regularly.
Here are a few points to consider when fitting magic into your
world.
•A tavern frequented by adventurers might have a “No detec-
tions” sign above the bar to allow the patrons to relax in an
atmosphere where they don’t need to worry about someone
discerning their alignments, reading their thoughts, figuring
which of their items are magical, and so on.
•Merchants might jointly employ a small squad of wizards who
wander about the marketplace invisibly while watching for
thieves, casting detect thoughts on suspicious characters, and
using see invisibility to look for magic-using robbers.
•The town guard might employ a spellcaster or two (or more) to
supplement its defensive strength, deal with unruly spellcast-
ers, and help facilitate interrogations.
•A court might use detect thoughts or discern lies to help make accu-
rate judgments in important cases.
•A town might use simple spells to make life easier, such as
continual flame to make a sort of streetlight. Very sophisticated
or wealthy cities might use magic portals to dispose of sewage
and carpets of flying to deliver urgent messages.
Magic Items
The magic items described in Chapter 7 all have prices. The as-
sumption is that, while they are rare, magic items can be bought
and sold as any other commodity can be. The prices given are far
beyond the reach of almost everyone, but the very rich, including
mid- to high-level PCs, can buy and sell these items or even have
spellcasters make them to order. In very large cities, some shops
might specialize in magic items if their clientele is very wealthy or
includes a large number of adventurer (and such shops would
have lots of magical protections to ward away thieves). Magic
items might even be available in normal markets and shops occa-
sionally. For example, a weaponsmith might have a few magic
weapons for sale along with her normal wares.
Superstitions
Just because magic works and most people are aware of it doesn’t
mean they know exactly how it works or when it’s in effect. Super-
stitions (ritual activity that doesn’t produce actual results) are still
likely to be common. To add some flavor to your world and provide
details that convey both the quirks and underlying fears and con-
cerns of a society, invent some superstitions (or adapt some from
the real world). Consider the following ideas to get you started.
•Common folk believe that particular charms and trinkets sold
by a vendor are lucky, when actually they have no magical
power (such as a rabbit’s foot in the real world).
•In some cultures, special hand signs or spoken words are oblig-
atory in certain situations (such as saying “Gesundheit!” after a
sneeze).
•Someone claims to be able to see omens in the movements of
birds. Does he have a good reputation because he tells supersti-
tious people what they want to hear, or because he actually has
some sort of magical ability?
Restrictions on Magic
In some civilized areas, the use of magic might be restricted or
prohibited. A license might be required, or perhaps official per-
mission from the local ruler would enable a spellcaster to use his
powers, but without such permission, magic use is forbidden. In
such a place, magic items and in-place magical effects are rare, but
protections against magic might not be.
Some localities might prohibit specific spells. It could be a crime
to cast any spells used to steal or swindle, such as those that bestow
invisibility or produce illusions. Enchantments (particularly charm
spells, compulsion effects, suggestion spells, and domination effects)
tend to be readily forbidden, since they rob their subjects of free
will. Destructive spells are likewise prohibited, for obvious reason.
CHAPTER 5:
CAMPAIGNS
A local ruler could have a phobia about a specific effect or spell
(such as polymorph effects if she were afraid of being impersonated)
and enact a law restricting that type of magic.
RELIGION
No force affects society more strongly than religion. You need to
match the religions in your world with the societies you present.
How does the priesthood interact with the populace? What do most
people think of the religion, the deity, or the clerics? Most of the time,
in addition to serving a deity, a religion is geared toward filling some
niche in society: recordkeeping, officiating at ceremonies, judging
disputes, tending the poor or sick, defending the community, educat-
ing the young, keeping knowledge, preserving customs, and so on.
Sometimes a religious hierarchy is not unified. You can create
interesting political intrigues by placing different factions of cler-
ics of the same deity in opposition based on doctrine or approach
(or even alignment). Different orders within the priesthood might
be distinguished by different choices of domains. A deity that of-
fers access to the Good, Knowledge, Law, and War domains might
have clerics of law and war (the justifiers) opposing those of good
and knowledge (the prophets).
The Pantheon and the Campaign Setting
As an example, here’s how the religions of the deities presented in
the Player’s Handbook fit into society.
Boccob: Boccob’s priesthood is usually a somber group that
takes its pursuit of knowledge and arcana very seriously. The cler-
ics of the Archmage of the Deities wear purple robes with gold
trim. Rather than meddle in public affairs and politics, they keep
to themselves and their own agendas.
Corellon Larethian: Clergy members who serve the Cre-
ator of the Elves operate as defenders and champions of their
race. They often serve as leaders and settle disputes in elven
communities.
Ehlonna: The clergy of Ehlonna are hearty woodsfolk. Her
clerics wear pale green robes and are quick to protect the wood-
lands against all threats.
Erythnul: The priesthood of Erythnul maintains a low profile
in most civilized lands. In savage areas, members of the priesthood
are known as bullies and murderous tyrants. Many evil
humanoids worship Erythnul, but their priests do not cooperate
with each other to advance the overall goals of the religion. Clerics
of Erythnul favor rust-red garments or blood-stained robes.
Fharlanghn: Fharlanghn’s clerics are wanderers who seek to
help fellow travelers. Fharlanghn’s clerics dress in nondescript
brown or green clothing, and they move around frequently. A trav-
eler who comes to one of Fharlanghn’s wayside shrines, which are
common along most well-used roads, won’t find a particular cleric
watching over a particular shrine more than once.
Garl Glittergold: Clerics of Garl Glittergold serve gnome com-
munities as educators and protectors. They teach the young valu-
able gnome lore and skills using a light-handed humor. They also
protect their fellow gnomes, ever watchful of the forces of evil
humanoids that might threaten their community.
Gruumsh: Gruumsh, the evil god of the orcs, maintains a reli-
gion based on intimidation and fear. His clerics strive to become
chieftains of orc tribes or advisors to the chief. Many pluck out
one of their own eyes to emulate their deity.
Heironeous: The religious hierarchy of Heironeous is organ-
ized like a military order. It has a clear chain of command, lines of
supply, and well-stocked armories. Clerics of Heironeous fight
against worshipers of Hextor whenever they can and spend the rest
of their time protecting the civilized lands from the threats of evil.
Hextor: Strength and power govern Hextor’s priesthood. Al-
though evil, it is not as secretive as other dark religions. Temples of
Hextor operate openly in many cities. Clerics of Hextor wear
black clothing adorned with skulls or gray faces.
Kord: Kord’s clerics value strength, but not domination. Kord’s
temples sometimes resemble warrior feasthalls, and his clerics,
who favor red and white garb, often seem more like fighters.
Moradin: Moradin’s clerics preside over most formal cere-
monies in dwarven culture, keep genealogical records, educate
the young, and serve as part of the defense force of a community.
Nerull: The Reaper is feared across the lands. His rust-red
garbed clerics are murderous psychopaths who work in secret,
plotting against all that is good. They have no overall hierarchy,
and they even work against each other at times.
Obad-Hai: Clerics of Obad-Hai have no hierarchy. They treat
all those of their order as equals. They wear russet-colored cloth-
ing and maintain hidden woodland shrines that are usually
located far from civilization. They keep to the wilderness and to
themselves, rarely getting involved in society.
Olidammara: Olidammara’s religion is loosely organized at
best, and few temples are dedicated solely to him. That said, his
clerics are numerous. They usually work among urban folk or
wander the countryside. Olidammara’s clerics often work at some
other profession, in addition to operating as clerics (typically serv-
ing as minstrels, brewers, or jacks-of-all-trades), and thus can be
found almost anywhere doing or wearing anything.
Pelor: The clerics of the Shining One work to aid the poor and
the sick, and thus most common folk look upon them with great
favor. Pelor’s temples are sanctuaries for the impoverished and dis-
eased, and his yellow-robed clerics are usually kind, quiet folk,
roused only in their opposition against evil.
St. Cuthbert: The no-nonsense order of St. Cuthbert does not
suffer fools gladly or abide evil in any way. His clerics concern
themselves with the needs of the common people over nobles or
the well educated. They are zealous in their desire to convert
others to their faith and quick to destroy their opponents.
Vecna: Vecna’s priesthood is made up of isolated cells of cultists
who seek dark, arcane secrets to further their evil schemes. Black
and red are the clerics’ favored colors.
Wee Jas: Wee Jas’s priesthood has a strict hierarchy. Her clerics
are known for their discipline and obedience to their superiors.
They work as officiators at funerals, maintain graveyards, or oper-
ate libraries of arcane lore. They wear black or gray robes.
Yondalla: Yondalla’s clerics help other halflings lead safe, pros-
perous lives by following her guidance. They often serve as com-
munity leaders.
Creating New Deities
You can create your own deities and religions. You’re free to set
them up however you please. Deities can exist as individuals or as
a unified pantheon that interacts all the time.
Each deity should have a portfolio, which describes a sphere or
spheres of influence. Elements of a portfolio can be concepts such
as peace or death, events such as war or famine, elements such as
fire or water, activities such as travel or entertainment, types of
people or professions such as wizards or smiths, as well as races,
alignments, places, or outlooks. Deities with similar portfolios
may work together or may be in conflict, depending on their
alignments and respective power.
The domains that a cleric of a deity can choose from should
always be based on the deity’s portfolio. In general, it’s appropriate
to assign no more than four domains to any deity. However, some
deities might need more that four domains to represent the
breadth of their dominion, while others might need just two or
three, if they are very focused.
Polytheism is the assumption in the baseline DUNGEONS &
DRAGONS setting. You could create a monotheistic world, but a
strong, singular religion probably wields great political and socio-
logical power (such as what occurred in Europe during the Dark
Ages), which is a change with serious implications that might
ripple throughout your entire campaign setting.
CHAPTER 5:
CAMPAIGNS
BUILDING A
DIFFERENT WORLD
The rules in the previous section leave a lot of room for flexibility
when it comes to creating your world. However, they assume a few
basic aspects: a medieval level of technology, a Western European
flavor, and a moderately historical basis. You might want to reach
beyond these boundaries and create a very different sort of world.
SOCIETY/CULTURE
You can deviate from the typical campaign simply by changing the
cultural basis of the real-world history upon which it is modeled.
Establishing an African, Mesoamerican, or Arabian campaign can
be rewarding and entertaining. Don’t, however, feel limited by the
culture you have chosen. If you don’t like the fact that most his-
torical African warriors didn’t wear metal armor, ignore it. Though
the default cultural assumption for most D&D game worlds is
medieval Europe, most of those worlds deviate widely from his-
tory, too. Don’t forget all the other basic factors of setting design
mentioned earlier, either. Lots of magic that actually works will
change an Arabian campaign as much as a European one.
Asian Culture
As an extended example, assume a DM decides that she wants to
create a campaign setting based not on Western culture, but Asian.
Specifically, she wants to tailor her creation (in tone and look) to
feudal Japan and ancient China. She decides not to change the PC
race selections but disallows anyone from taking bard as a class,
ruling that it’s strictly Western. She changes the name of the paladin
class to samurai, and she adjusts the powers of the class to have a non-
religious basis by basing the class’s special abilities instead on inner
ki power. She designs new classes for ninjas, wu jen, and kensai.
Taking a look at the weapon, armor, and equipment lists in
Chapter 7 of the Player’s Handbook, she sees that most of that mate-
rial fits her needs, but she adds a number of weapons that she finds
in her research (detailed on Table 5–3: Asian Weapons).
Asian Weapons: All the weapons on Table 7–5: Weapons in the
Player’s Handbook (page 116) work with an Asian campaign. In
particular, the dagger, trident, shuriken, kama, nunchaku, siang-
ham, kukri, halfspear, shortspear, longspear, handaxe, shortbow,
composite shortbow, composite longbow, quarterstaff, light flail,
light crossbow, sickle, scythe, club, and battleaxe are appropriate.
The new weapons on Table 5–3: Asian Weapons are detailed below.
Blowgun: This weapon is used to propel small needles a long dis-
tance. It is silent, and its needles most often are used to poison foes.
Needles, Blowgun: These 2-inch-long iron needles are sold in
small wooden cases of 20. A full case is so light that its weight is
negligible. The tips of the needles are often coated with poison
such as greenblood oil, bloodroot, blue whinnis, shadow essence,
or deathblade.
Wakizashi: This small, slightly curved short sword is made with
a skill only masterful weaponsmiths possess. It counts as a master-
work weapon and grants its wielder a +1 bonus on attack rolls. A
masterwork weapon’s bonus on attack rolls does not stack with an
enhancement bonus on attack rolls.
Kusari-Gama: This small sickle is attached to a length of chain.
A kusari-gama is an exotic weapon that has reach. It can strike
opponents 10 feet away. In addition, unlike other weapons with
reach, it can be used against an adjacent foe. It can be used in all
respects like a spiked chain (see page 115 of the Player’s Handbook)
for trip attacks, disarming other foes, and using its wielder’s Dex-
terity modifier instead of her Strength modifier in attack rolls.
Katana: While functionally a bastard sword, this sword is the
most masterfully made nonmagical weapon in existence. It counts
as a masterwork weapon and grants its wielder a +1 bonus on
attack rolls. A katana is too large to use in one hand without spe-
cial training; thus, it is an exotic weapon. A Medium creature can
use a katana two-handed as a martial weapon, or a Large creature
can use it one-handed in the same way. With Exotic Weapon Pro-
ficiency (katana), a Medium creature can use it in one hand. A
masterwork weapon’s bonus on attack rolls does not stack with an
enhancement bonus on attack rolls.
Other Asian Elements:The DM designs her world, filling it with
feudal lords who each serve a more powerful lord above them and
rule over the people below them in station. Monasteries are common,
with monks serving alongside clerics as representatives of spiritual
enlightenment. Certain arts, such as poetry, theater, and fine art, take
on a greater importance in society (which is ironic, since she has done
away with the bard), and so entertainment becomes a skill that almost
every character needs to succeed in this campaign.
TECHNOLOGY
Technology defines a setting as much as culture does. If gunpow-
der is available, the world changes. Suddenly, a commoner with a
rifle is a serious threat to an armored soldier, and high castle walls
are no longer proof against invasion, which makes people, in turn,
less elitist and isolationist.
Extremely Low Tech
A campaign set in a Bronze Age world where weapons are more
crude and armor is less advanced, or even an Ice Age/Stone Age
world where metal is barely available (if at all), can be very inter-
esting. In such a campaign, survival often becomes a central focus,
since finding food and keeping warm are suddenly much more
difficult. There might not be shops from which to obtain goods
(particularly in an Ice Age/Stone Age campaign) or even safe
places to spend the night. Killing a huge beast means not only vic-
tory, it also means meat to eat, fur or skin to wear, and bones to
fashion into weapons and tools.
Stone Age: Attacks with weapons made of bone or stone have a
–2 penalty on attack and damage rolls (with a minimum damage
of 1). Stone-age cultures don’t make bone or stone chainmail—
they use leather, padded, wood, or bone armor. Historically, only a
few exceptions to this rule exist, and those forms of armor are all
made of bronze.
Bone has hardness 6 and 10 hit points per inch of thickness.
Stone has hardness 8 and 15 hit points per inch of thickness.
Bronze Age: Weapons of bronze, while clearly inferior to steel
items, are not nearly as bad as stone or bone weapons. Attacks with
weapons made of bronze have a –1 penalty on attack and damage rolls
(with a minimum damage of 1). Bronze shields have the same protec-
tive value as steel shields, and their cost and weight are the same. A
bronze shield has hardness 9 (compared to iron’s 10), however. A
small bronze shield has 7 hit points, and a large bronze shield has 14
hit points. While the relative softness of bronze diminishes its useful-
ness in weapons, it allows elaborately sculpted bronze breastplates. A
bronze breastplate’s armor bonus is 1 lower than a steel breastplate’s
(+4), but its maximum Dexterity bonus is 1 higher (also +4).
Bronze has hardness 9 and 20 hit points per inch of thickness.
Advancing the Technology Level
Conversely, a DM could advance the pseudohistorical basis for the
game a few hundred years and set his campaign in a Renaissance-
style setting. Doing this would allow him to incorporate weapons
and maybe a few more bits of equipment from a little later in his-
tory. Clocks, hot air balloons, printing presses, and even crude
steam engines might be available. Most important to PCs, how-
ever, would be the new weapons (see Table 5–4: Renaissance
Weapons), which are detailed below
Renaissance Firearms: Firearms should be treated like other
ranged projectile weapons. Exotic Weapon Proficiency (firearms)
gains a creature proficiency with all firearms; otherwise, a –4
penalty is assessed on all attack rolls.
CHAPTER 5:
CAMPAIGNS
Gunpowder: While gunpowder burns (1 ounce consumes itself
in 1 round and illuminates like a sunrod) or even explodes in the
right conditions, it is chiefly used to propel a bullet out of the
barrel of a pistol or a rifle, or it is formed into a bomb (see below).
An ounce of gunpowder is needed to propel a bullet. Gunpowder
is sold in small kegs (15-pound capacity, 20 pounds total weight,
250 gp each) and in water-resistant powder horns (2-pound capac-
ity and total weight, 35 gp for a full powder horn). If gunpowder
gets wet, it cannot be used to fire a bullet.
Bullets: These large, round, lead projectiles are sold in bags of 10
for 3 gp. A bag of bullets weighs 2 pounds..
Pistol: This firearm holds a single shot and requires a standard
action to reload.
Musket: The musket holds a single shot and requires a standard
action to reload.
Renaissance Explosive Weapons: These explosives require
no proficiency to use. Scoring a hit with one of these weapons
requires a successful ranged touch attack aimed at a square. A
direct hit with an explosive weapon means that the weapon has hit
the creature it was aimed at and everyone within the blast radius,
including that creature, takes the indicated damage.
If the explosive misses, it still lands somewhere. Roll 1d8 to
determine the misdirection of the throw, with 1 indicating the
direction back toward the thrower and 2 through 8 counting
clockwise around the target square. (See the diagram on page 158
of the Player’s Handbook.) Then, count 1 square away from the
target square for every two range increments of the attack.
Bomb: This round gunpowder bomb must be lit before it is
thrown. Lighting a bomb is a move action. The explosive deals 2d6
points of fire damage. Anyone caught within the blast radius can
make a DC 15 Reflex save to take half damage.
Smoke Bomb: This cylindrical bomb must be lit before it is
thrown. Lighting it is a move action. Two rounds after it is lit, this
nondamaging explosive emits a cloud of smoke (as a fog cloud
spell) in a 20-foot radius. A moderate wind (11+ mph) disperses
the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog
in 1 round.
Modern and Future Technology
You could create a setting with high technology. Perhaps a starship
from a much more highly advanced civilization landed or crashed
in the campaign world. The crash might have happened long ago,
so that now the starship is a mysterious, specialized dungeon set-
ting in its own right, with a special sort of magic (advanced tech-
nology) and monsters (aliens and robots that survived the crash).
Or perhaps the advanced civilization was native to the campaign
world but is now long gone, leaving behind remnants of its
ancient cities filled with strange secrets, which now form sites for
adventures. In such a campaign, you could decide that many of the
strange creatures found in the world result from ancient genetic
engineering. Finally, perhaps members of some advanced civiliza-
tion have come to the campaign world with their advanced sci-
ence and now serve as patrons or overlords. They dole out their
technology in small doses to those who serve them well.
No matter what rationale you use to place high-tech items in
your game, they should always be like very rare magic items or
artifacts—difficult or impossible to reproduce. Treating them as
artifacts (see page 277) is most appropriate. They shouldn’t domi-
nate the game, but should serve as an occasional diversion. It’s fun
for some players when their characters occasionally use a big gun
against a dragon rather than a sword, and it’s an interesting diver-
sion to run into a warbot in a dungeon rather than a band of trolls.
But in a fantasy game, most players don’t want to do that every day.
Some advanced technological weapons are detailed below.
These weapons have no costs provided, because they cannot be
manufactured. They can only be found as artifacts.
These weapon statistics also show how to rate something in
your game that you might not know how to handle. Since you
probably have a good idea what a pistol is like, or a laser, you can
deal with such situations on firmer ground. For example, you
might want to develop a trap that fires large needles rapidly. You
could use the statistics for an automatic rifle or extrapolate from
them to get what you want. When explaining the trap, you could
even describe it to the players as resembling a machine gun to
help them understand it.
CHAPTER 5:
CAMPAIGNS
Table 5–3: Asian Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type
Ranged Weapons
Blowgun 1 gp 1 1 ×210 ft. 2 lb. Piercing
Needles, blowgun (20) 1 gp — — —
1
—
Martial Weapons
Light Melee Weapons
Wakizashi
2
300 gp 1d4 1d6 19–20/×2— 3 lb. Slashing
Exotic Weapons
Light Melee Weapons
Kusari-gama
3
10 gp 1d4 1d6 ×2—3 lb. Slashing
One-Handed Melee Weapons
Katana
4
400 gp 1d8 1d10 19–20/×2— 6 lb. Slashing
1 No weight worth noting.
2 Except as indicated, treat a wakizashi as a masterwork short sword.
3 Reach weapon.
4 Except as indicated, treat a katana as a masterwork bastard sword.
Table 5–4: Renaissance Weapons
Exotic Weapons (Firearms) Cost Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type
One-Handed Ranged Weapons
Pistol 250 gp 1d8 1d10 ×350 ft. 3 lb. Piercing
Two-Handed Ranged Weapons
Musket 500 gp 1d10 1d12 ×3150 ft. 10 lb. Piercing
Explosive Weapons
1
Cost Damage Blast Radius Range Increment Weight Damage Type
Bomb 150 gp 2d6 5 ft. 10 ft. 1 lb. Fire
Smoke bomb 70 gp Smoke
2
10 ft. 1 lb. —
1 Bombs and smoke bombs require no proficiency to use. 2 See description.
The d20 MODERN® Roleplaying Game, a D&D-compatible role-
playing game for present-day adventures, contains a much more
extensive treatment of firearms and other high-tech gear.
Modern Era Firearms: Firearms should be treated like other
ranged projectile weapons. The Exotic Weapon Proficiency
(firearms) feat gives a creature proficiency with all firearms; other-
wise, a –4 penalty is assessed on all attack rolls.
Ammunition: Modern era firearms use bullets essentially similar
to those used in Remaissance firearms. Ten bullets weigh 1 pound,
and a magazine that holds bullets for an automatic weapon weighs
1/2 pound.
The new weapons on Table 5–5: Modern Era Weapons are
detailed below.
Pistol, Automatic: An automatic pistol can fire fifteen times
before reloading and can be used to attack more than once per
round if the user has the ability to make multiple attacks. Releas-
ing an empty magazine and inserting a new one is a move action.
Pistol, Revolver: A revolver can fire six times before it needs
reloading (which requires a full-round action).
Rifle, Hunting: A hunting rifle can fire five times before it needs
reloading (which requires a full-round action).
Rifle, Automatic: An automatic rifle can fire thirty times before it
needs reloading. Releasing an empty magazine and inserting a
new one is a move action. As an attack, an automatic rifle can
instead spray a space 10 feet across with ten bullets. If the attacker
succeeds on an attack roll against AC 10, everyone in that space
must make a DC 15 Reflex save or take the weapon’s damage.
Shotgun: A shotgun is most effective at close range; on any suc-
cessful attack, a –1 penalty is applied to the damage roll for each
range increment of the attack. It can fire six times before it needs
reloading (which requires a full-round action). The weapon uses
shotgun shells, cylindrical cartridges that have a built-in firing cap
at their base. They are packed with a mixture of gunpowder and
small lead pellets.
Grenade Launcher: A grenade launcher can fire fragmentation or
smoke grenades using its range increment, but must be reloaded
each time it fires, requiring a standard action. A grenade launcher
is a tube set on a metal tripod and equipped with a sighting mech-
anism. A single smoke grenade or fragmentation grenade easily
slips into the tube.
Modern Era Explosive Weapons: These explosive grenade-
like weapons work just like Renaissance grenadelike weapons (see
above). for determining how attacks are made and what happens if
the weapon misses its target.
Dynamite: This short, thin cylinder of explosive material has a
fuse that must be lit before it is thrown or set. Lighting a stick of
dynamite is a move action, and the dynamite goes off in the same
round or up to several minutes later (depending on how long the
fuse is). The explosive has a blast radius of 5 feet and deals 2d6
points of bludgeoning damage. Anyone caught within the blast
radius can make a DC 15 Reflex save to take half damage.
It’s possible to bind together several sticks of dynamite so they
ignite and explode at the same time. Each additional stick in-
creases the damage by 1d6 (maximum damage 10d6) and the burst
radius by 5 feet (maximum burst radius 20 feet).
Grenade, Fragmentation: A fragmentation grenade looks like a
large egg, sometimes mounted on a 1-foot-long stick with small
fins. If thrown, it uses its range increment, but if launched from a
grenade launcher, it uses that weapon’s range increment. Frag-
mentation grenades are advanced antipersonnel explosives that
deal slashing damage in a 20-foot radius. Anyone caught within
the blast radius can make a DC 15 Reflex save to take half damage.
Grenade, Smoke: A smoke grenade looks like a squat cylinder,
sometimes mounted on a 1-foot-long stick with small fins. If
thrown, it uses its range increment, but if launched from a
grenade launcher, it uses that weapon’s range increment. One
round after it lands or hits its target, this nondamaging explosive
emits a cloud of smoke (as the fog cloud spell) in a 20-foot radius. A
moderate wind (11+ mph) disperses the smoke in 4 rounds; a
strong wind (21+ mph) disperses the fog in 1 round.
Futuristic Weapons: Futuristic weapons are like other ranged
projectile weapons, though the type of damage they deal is special.
The Exotic Weapon Proficiency (futuristic) feat gives a creature
proficiency with all futuristic weapons; otherwise, a –4 penalty is
assessed on all attack rolls.
The new weapons on Table 5–6: are detailed below.
CHAPTER 5:
CAMPAIGNS
Table 5–5: Modern Era Weapons
Exotic Weapons (Firearms) Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type
One-Handed Ranged Weapons
Pistol, automatic 2d4 2d6 ×240 ft. 3 lb. Piercing
Revolver 2d6 2d8 ×230 ft. 3 lb. Piercing
Two-Handed Ranged Weapons
Rifle, hunting 2d8 2d10 ×280 ft. 8 lb. Piercing
Rifle, automatic 2d6 2d8 ×280 ft. 8 lb. Piercing
Shotgun 2d6 2d8 ×2 30 ft. 7 lb. Piercing
Grenade launcher
11
—70 ft. 7 lb. —
1 Fires fragmentation grenades or smoke grenades; see the Explosive Weapons table, below.
Explosive Weapons
1
Damage Blast Radius Range Increment Weight Damage Type
Dynamite 3d6
2
5 ft.
2
10 ft. 1 lb. Bludgeoning
Grenade, fragmentation 4d6 20 ft. 10 ft. 1 lb. Slashing
Grenade, smoke Smoke 20 ft. 10 ft. 2 lb. —
1 Dynamite and grenades require no proficiency to use.
2 See description.
Table 5–6: Futuristic Weapons
Exotic Weapons (Firearms) Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type
One-Handed Ranged Weapons
Laser pistol 3d4 3d6 ×240 ft. 2 lb. —
Two-Handed Ranged Weapons
Antimatter rifle 6d6 6d8 ×2120 ft. 10 lb. —
Flamer 3d4
1
3d6
1
—20 ft. 8 lb. Fire
Laser rifle 3d6 3d8 ×2100 ft. 7 lb. —
1 See description.
Laser Pistol: A laser pistol fires fifty times before a new energy
cell (weight 1 pound) needs to be reloaded and has a rate of fire
equal to the attacker’s number of attacks. Reloading the weapon is
a move action.
Antimatter Rifle: An antimatter rifle is a devastating short-range
attack weapon that can be fired once per round. It holds an energy
cell (weight 1 pound) that is depleted after two shots. Reloading
the weapon is a move action.
Laser Rifle: A laser rifle fires thirty times before a new energy
cell (weight 1 pound) needs to be reloaded and has a rate of fire
equal to the attacker’s number of attacks. Reloading the weapon is
a move action.
Flamer: A flamer can be fired once per round. Unlike other
ranged weapons, it deals damage to every square in a 5-foot-wide
stream extending out to the flamer’s maximum range (200 feet). It
contains a fuel pack with enough concentrated flamer fuel for ten
shots. Installing a new fuel pack requires a full-round action.
ADVENTURING
ON OTHER PLANES
When characters reach higher levels, their grasp extends to other
dimensions of reality—or, as we call them, planes of existence.
The PCs may rescue a friend from the evil depths of the Abyss, or
sail the shining waters of the River Oceanus. They might hoist a
tankard with the friendly giants of Ysgard, or face the chaos of
Limbo to reach a wizened githzerai sage.
The planes of existence in the D&D game world make up the
D&D cosmology, which is the topic of this section. These planes
are strange and usually dangerous environments; the strangest of
them are as unlike the so-called “real world” as any place can be.
While planar adventures can be dangerous, they can be wondrous
as well. The characters might visit a plane composed entirely of
solid fire, or test their mettle on a battlefield where the fallen are
resurrected with each dawn.
Because the spells required to reach other planes are all 6th
level and higher, planar adventures are almost exclusively the
province of high-level PCs. Not only are the other planes full of
powerful outsiders and elementals, but the planes themselves
have deadly environments that only well-prepared adventurers
can withstand.
The D&D cosmology has twenty-seven different planes of exis-
tence, offering everything from the normality of the Material
Plane (the real world) to the serenity of the Astral Plane to the per-
vasive evil of the Nine Hells. This section details the traits and char-
acteristics that certain planes have in common and features a short
description of each plane that includes a possible adventure site.
WHAT IS A PLANE?
The planes of existence are different realities with interwoven con-
nections. Except for rare linking points, each plane is effectively its
own universe with its own natural laws. The planes are home to
more powerful variations of familiar creatures and unique mon-
sters, all of which have adapted to their strange environments.
The planes break down into a number of general types: the
Material Plane, the Transitive Planes, the Inner Planes, the Outer
Planes, and the demiplanes.
Material Plane: This plane is the one most familiar to charac-
ters and is usually the “home base” for a standard D&D campaign.
The Material Plane tends to be the most Earthlike of all planes and
operates under the same set of natural laws that our own real
world does. Even though the Material Plane is a comfortable place
for PCs, it is a strange and dangerous environment for many crea-
tures that are native to other planes but find themselves on the
Material Plane at least temporarily (perhaps as the result of a
summon monster spell or similar magic).
Transitive Planes: These three planes have one important
common characteristic: Each is used to get from one place to
another. The Astral Plane is a conduit to all other planes, while the
Ethereal Plane and the Plane of Shadow both serve as means of
transportation within the Material Plane they’re connected to.
These planes have the strongest regular interaction with the Mate-
rial Plane and are often accessed by using various spells. They have
native inhabitants as well.
Inner Planes: These six planes are manifestations of the basic
building blocks of the universe. Each is made up of a single type of
energy or element that overwhelms all others. The natives of a par-
ticular Inner Plane are made of the same energy or element as the
plane itself.
Outer Planes: The deities live on the Outer Planes, as do crea-
tures such as celestials, demons, and devils. Each of the seventeen
Outer Planes has an alignment, representing a particular moral or
ethical outlook, and the natives of each plane tend to behave in
agreement with that plane’s alignment. The Outer Planes are also
the final resting place of souls from the Material Plane, whether
that final rest takes the form of calm introspection or eternal
damnation.
Demiplanes: This catch-all category covers all extradimen-
sional spaces that function like planes but have measurable size
and limited access. Other kinds of planes are theoretically infinite
in size, but a demiplane might be only a few hundred feet across.
Access to demiplanes may be limited to particular locations (such
as a fixed gateway) or particular situations (such as a time of year
or a weather condition). Some demiplanes are created by powerful
magic, some naturally evolve, and some appear according to the
will of the deities.
In the D&D cosmology, also known as the Great Wheel, the
planes are connected in a specific fashion, as depicted in the dia-
gram on page 153. (The diagram does not show demiplanes,
because the location and even the existence of these extradimen-
sional spaces is constantly changing.)
PLANAR TRAITS
Each plane of existence has its own properties—the natural laws
of its universe.
Planar traits are broken down into a number of general areas.
All planes have the following kinds of traits.
Physical Traits: These traits determine the laws of physics and
nature on the plane, including how gravity and time function.
Elemental and Energy Traits: These traits determine the
dominance of particular elemental or energy forces.
Alignment Traits: Just as characters may be lawful neutral or
chaotic good, many planes are tied to a particular moral or ethical
outlook.
Magic Traits: Magic works differently from plane to plane, and
magic traits set the boundaries for what it can and can’t do.
Physical Traits
The two most important natural laws set by physical traits are how
gravity works and how time passes. Other physical traits pertain to
the size and shape of a plane and how easily a plane’s nature can be
altered.
Gravity: The direction of gravity’s pull may be unusual, and it
might even change directions within the plane itself.
Normal Gravity: Most planes have gravity similar to that of the
Material Plane. That is, if something weighs 10 pounds on the
Material Plane, it weighs 10 pounds on the other plane as well. The
usual rules for ability scores, carrying capacity, and encumbrance
apply. Unless otherwise noted in a description, every plane in the
D&D cosmology has the normal gravity trait.
Heavy Gravity: The gravity on a plane with this trait is much more
intense than on the Material Plane. As a result, Balance, Climb,
Jump, Ride, Swim, and Tumble checks incur a –2 circumstance
CHAPTER 5:
CAMPAIGNS
penalty, as do all attack rolls. All item weights are effectively
doubled, which might affect a character’s speed. Weapon ranges are
halved. A character’s Strength and Dexterity scores are not affected.
Characters who fall on a heavy gravity plane take 1d10 points of
damage for each 10 feet fallen, to a maximum of 20d10 points of
damage.
No Gravity: Individuals on a plane with this trait merely float in
space, unless other resources (such as magic or force of will) are
available to provide a direction for gravity’s pull.
Objective Directional Gravity: The strength of gravity on a plane
with this trait is the same as on the Material Plane, but the direc-
tion is not the traditional “down” toward the ground. It may be
down toward any solid object, at an angle to the surface of the
plane itself, or even upward, creating a chandelierlike world
where everyone has to hang on or be thrown out into the void.
In addition, objective directional gravity may change from
place to place. The direction of “down” may vary, so individuals
may suddenly find themselves falling upward (similar to the
reverse gravity spell) or walking up walls.
Travelers on planes with objective directional gravity tend to be
cautious. No one wants to discover the hard way that the 100-foot
corridor ahead has become a 100-foot-deep pit.
Subjective Directional Gravity: The strength of gravity on a plane
with this trait is the same as on the Material Plane, but each indi-
vidual chooses the direction of gravity’s pull. Such a plane has no
gravity for unattended objects and nonsentient creatures. This
sort of environment can be very disorienting to the newcomer,
but is common on “weightless” planes such as the Plane of Air.
Characters on a plane with subjective directional gravity can
move normally along a solid surface by imagining “down” near
their feet. If suspended in midair, a character “flies” by merely
choosing a “down” direction and “falling” that way. Under such a
procedure, an individual “falls” 150 feet in the first round and 300
feet in each succeeding round. Movement is straight-line only. In
order to stop, one has to slow one’s movement by changing the
designated “down” direction (again, moving 150 feet in the new
direction in the first round and 300 feet per round thereafter).
It takes a DC 16 Wisdom check to set a new direction of gravity
as a free action; this check can be made once per round. Any char-
acter who fails this Wisdom check in successive rounds receives a
+6 bonus on subsequent checks until he or she succeeds.
Time: The rate of time’s passage can vary on different planes,
though it remains constant within any particular plane. Time
becomes interesting when one moves from plane to plane, but it
still moves at the same apparent rate for the traveler.
In other words, time is always subjective for the viewer. If
someone is magically frozen in place for a year, at the end of that
time he or she thinks mere seconds have passed. But to everyone
else, a year has elapsed.
The same subjectivity applies to various planes. Travelers may
discover that they’ll pick up or lose time while moving among the
planes, but from their point of view, time always passes naturally.
Normal Time: This trait describes the way time passes on the
Material Plane. One hour on a plane with normal time equals one
hour on the Material Plane. Unless otherwise noted in a descrip-
tion, every plane in the D&D cosmology has the normal time trait.
Timeless: On planes with this trait, time still passes, but the
effects of time are diminished. See the description of the Astral
Plane, page 154, for an example of how the timeless trait can affect
certain activities or conditions such as hunger, thirst, aging, the
effects of poison, and healing.
The danger of a timeless plane is that once one leaves such a
plane for one where time flows normally, conditions such as
hunger and aging do occur retroactively. A character who hasn’t
eaten for ten years on a timeless plane might be ravenous (though
not dead), and one who has been “stuck” at age twenty for fifty
years might now reach age seventy in a heartbeat. Traditional tales
of folklore tell of places where heroes live hundreds of years, only
to crumble to dust as soon as they leave.
Shape and Size: Planes come in a variety of sizes and shapes.
Most planes (including all of those in the D&D cosmology) are
infinite, or at least so large that they may as well be infinite.
Infinite: Planes with this trait go on forever, though they may
have finite components within them (such as spherical worlds).
Or they may consist of ongoing expanses in two directions, like a
map that stretches out infinitely.
Morphic Traits: This trait measures how easily the basic
nature of a plane can be changed. Some planes are responsive to
sentient thought, while others can be manipulated only by
extremely powerful creatures. And some planes respond to phys-
ical or magical efforts.
Alterable Morphic: On a plane with this trait, objects remain
where they are (and what they are) unless affected by physical
force or magic. You can build a castle, animate a statue, or grow
crops in an alterable plane, changing your immediate environ-
ment as a result of tangible effort. Unless otherwise noted in a
description, every plane in the D&D cosmology other than the
Outer Planes has the alterable morphic trait.
Highly Morphic: On a plane with this trait, features of the plane
change so frequently that it’s difficult to keep a particular area
stable. Such planes may react dramatically to specific spells, sen-
tient thought, or the force of will. Others change for no reason. In
the D&D cosmology, Limbo is a highly morphic plane.
Magically Morphic: Specific spells can alter the basic material of a
plane with this trait. The Plane of Shadow, which can be drawn
elsewhere and used to duplicate other spells, is a good example of
a magically morphic plane.
Divinely Morphic: Specific unique beings (deities or similar great
powers) have the ability to alter objects, creatures, and the land-
scape on planes with this trait. Ordinary characters find these
planes similar to alterable planes in that they may be affected by
spells and physical effort. But the deities may cause these areas to
change instantly and dramatically, creating great kingdoms for
themselves. All of the Outer Planes except for Limbo are divinely
morphic, which is one reason deities live there.
Elemental and Energy Traits
Within the D&D cosmology, four basic elements and two types of
energy together make up everything. The elements are earth, air,
fire, and water. The types of energy are positive and negative.
The Material Plane reflects a balancing of those elements and
energies; all are found there. Each of the Inner Planes is domi-
nated by one element or type of energy. Other planes may show
off various aspects of these elemental traits. Many planes in the
D&D cosmology have no elemental or energy traits; these traits
are noted in a plane’s description only when they are present.
Air-Dominant: Mostly open space, planes with this trait have
just a few bits of floating stone or other elements. They usually
have a breathable atmosphere, though such a plane may include
clouds of acidic or toxic gas. Creatures of the earth subtype, such
as earth elementals, are uncomfortable on air-dominant planes
because they have little or no natural earth to connect with. They
take no actual damage, however.
Earth-Dominant: Planes with this trait are mostly solid. Trav-
elers who arrive run the risk of suffocation (see page 304) if they
don’t reach a cavern or other pocket within the earth. Worse yet,
individuals without the ability to burrow are entombed in the
earth and must dig their way out (5 feet per turn). Creatures of the
air subtype, such as air elementals, are uncomfortable on earth-
dominant planes because these planes are tight and claustropho-
bic to them. But they suffer no inconvenience beyond having dif-
ficulty moving.
Fire-Dominant: Planes with this trait are composed of flames
that continually burn without consuming their fuel source. Fire-
CHAPTER 5:
CAMPAIGNS
dominant planes are extremely hostile to Material Plane creatures,
and those without resistance or immunity to fire are soon immo-
lated. Unprotected wood, paper, cloth, and other flammable mate-
rials catch fire almost immediately, and those wearing unprotected
flammable clothing catch on fire (see page 303). In addition, indi-
viduals take 3d10 points of fire damage every round they are on a
fire-dominant plane. Creatures of the water subtype are extremely
uncomfortable on fire-dominant planes. Those that are made of
water, such as water elementals, take double damage each round.
While these conditions are typical for all sites on the Elemental
Plane of Fire, the circumstances are much worse at locations such
as lava pools, magma rivers, and volcano springs. In the D&D cos-
mology, parts of some evil-aligned Outer Planes are also fire-dom-
inant, and they too have their unusually deadly locations.
Water-Dominant: Planes with this trait are mostly liquid. Vis-
itors who can’t breathe water or reach a pocket of air will likely
drown (see page 304). Creatures of the fire subtype are extremely
uncomfortable on water-dominant planes. Those made of fire,
such as fire elementals, take 1d10 points of damage each round.
Positive-Dominant: An abundance of life characterizes planes
with this trait. The two kinds of positive-dominant traits are
minor positive-dominant and major positive-dominant.
A minor positive-dominant plane is a riotous explosion of life
in all its forms. Colors are brighter, fires are hotter, noises are
louder, and sensations are more intense as a result of the positive
energy swirling through the plane. All individuals in a positive-
dominant plane gain fast healing 2 as an extraordinary ability.
Major positive-dominant planes go even further. A creature on
a major positive-dominant plane must make a DC 15 Fortitude
save to avoid being blinded for 10 rounds by the brilliance of the
surroundings. Simply being on the plane grants fast healing 5 as
an extraordinary ability. In addition, those at full hit points gain 5
additional temporary hit points per round. These temporary hit
points fade 1d20 rounds after the creature leaves the major posi-
tive-dominant plane. However, a creature must make a DC 20 For-
titude save each round that its temporary hit points exceed its
normal hit point total. Failing the saving throw results in the crea-
ture exploding in a riot of energy, killing it.
The positive energy protection spell prevents its target from receiving
the fast healing extraordinary ability, risking blindness, or receiving
the temporary hit points while on a positive-dominant plane.
Negative-Dominant: Planes with this trait are vast, empty
reaches that suck the life out of travelers who cross them. They
tend to be lonely, haunted planes, drained of color and filled with
winds bearing the soft moans of those who died within them. As
with positive-dominant planes, negative-dominant planes can be
either minor or major. On minor negative-dominant planes,
living creatures take 1d6 points of damage per round. At 0 hit
points or lower, they crumble into ash.
Major negative-dominant planes are even more severe. Each
round, those within must make a DC 25 Fortitude save or gain a
negative level. A creature whose negative levels equal its current
levels or Hit Dice is slain, becoming a wraith.
The death ward spell protects a traveler from the damage and
energy drain of a negative-dominant plane.
Alignment Traits
In the D&D cosmology, each of the Outer Planes has a predisposi-
tion to a certain alignment. Most of the inhabitants of these planes
also have the plane’s particular alignment, even powerful creatures
such as deities. In addition, creatures of alignments contrary to the
plane have a tougher time dealing with its natives and situations.
The alignment trait of a plane affects social interactions there.
Characters who follow other alignments than most of the inhabi-
tants do may find life more difficult.
Alignment traits have multiple components. First are the moral
(good or evil) and ethical (lawful or chaotic) components; a plane
can have either a moral component, an ethical component, or one
of each. Second, the specific alignment trait indicates whether
each moral or ethical component is mildly or strongly evident.
Good-Aligned/Evil-Aligned: These planes have chosen a side
in the battle of good versus evil. No plane can be both good-
aligned and evil-aligned.
Law-Aligned/Chaos-Aligned: Law versus chaos is the key
struggle for these planes and their residents. No plane can be both
law-aligned and chaos-aligned.
Each part of the moral/ethical alignment trait has a descriptor,
either “mildly” or “strongly,” to show how powerful the influence
of alignment is on the plane. A plane could be mildly good-aligned
and strongly chaos-aligned, for example.
Mildly Aligned: Creatures who have an alignment opposite
that of a mildly aligned plane take a –2 circumstance penalty on all
Charisma-based checks. Evil characters on a mildly good-aligned
plane, for example, have a hard time getting along with the natives.
Strongly Aligned: On planes that are strongly aligned, a –2 cir-
cumstance penalty applies on all Charisma-based checks made by
all creatures not of the plane’s alignment—in other words, neutral
characters take the penalty too. In addition, the –2 penalty affects
all Intelligence-based and Wisdom-based checks, too: It’s as if the
plane itself was standing in your way.
A strongly good-aligned, strongly law-aligned plane would
apply the –2 penalty to all creatures with a neutral aspect in their
alignment (as well as to evil or chaotic creatures).
The penalties for the moral and ethical components of the
alignment trait do stack. A neutral evil character on a mildly good-
aligned, strongly chaos-aligned plane would take a –2 penalty on
Charisma-based checks for being evil on a mildly good plane, and
another –2 penalty on Intelligence-, Wisdom-, and Charisma-
based checks for being neutral on a strongly chaos-aligned plane.
Such a character would have a –4 circumstance penalty on
Charisma-based checks and a –2 circumstance penalty on Intelli-
gence- and Wisdom-based checks.
Neutral-Aligned: A mildly neutral-aligned plane does not
apply a circumstance penalty to anyone. Such a plane could be-
come a gathering point where those of different alignments could
meet, or the prize that extraplanar forces fight over. In the D&D
cosmology, the Outer Plane known as the Outlands is an example
of a mildly neutral-aligned plane.
The Material Plane in the D&D cosmology is considered mildly
neutral-aligned, though it may contain high concentrations of evil or
good, law or chaos in places. This fact often makes the Material Plane
a battleground for the various aligned planes and their natives, who
may try to change the alignment trait of the Material Plane itself.
Magic Traits
A plane’s magic trait describes how magic works on the plane com-
pared to how it works on the Material Plane. Particular locations
on a plane (such as those under the direct control of deities) may
be pockets where a different magic trait applies.
Normal Magic: This magic trait means that all spells and
supernatural abilities function as written. Unless otherwise noted
in a description, every plane in the D&D cosmology has the
normal magic trait.
Wild Magic: On a plane with the wild magic trait, such as
Limbo in the D&D cosmology, spells and spell-like abilities func-
tion in radically different and sometimes dangerous ways. Any
spell or spell-like ability used on a wild magic plane has a chance
to go awry. The caster must make a level check (DC 15 + the level
of the spell or effect) for the magic to function normally. For spell-
like abilities, use the level or HD of the creature employing the
ability for the caster level check and the level of the spell-like abil-
ity to set the DC for the caster level check.
Failure on this check means that something strange happens;
roll d% and consult the following table.
CHAPTER 5:
CAMPAIGNS
Impeded Magic: Particular spells and spell-like abilities are
more difficult to cast on planes with this trait, often because the
nature of the plane interferes with the spell. Fireball spells may be
cast on the Elemental Plane of Water, but the opposing natures of
the spell and the plane makes it difficult.
To cast an impeded spell, the caster must make a Spellcraft
check (DC 20 + the level of the spell). If the check fails, the spell
does not function but is still lost as a prepared spell or spell slot. If
the check succeeds, the spell functions normally.
Enhanced Magic: Particular spells and spell-like abilities are
easier to use or more powerful in effect on planes with this trait
than they are on the Material Plane.
Natives of a plane with the enhanced magic trait are aware of
which spells and spell-like abilities are enhanced, but planar trav-
elers may have to discover this on their own.
If a spell is enhanced, certain metamagic feats can be applied to
it without changing the spell slot required or the casting time.
Spellcasters on the plane are considered to have that feat or feats
for the purpose of applying them to that spell. Spellcasters native
to the plane must gain the feat or feats normally if they want to use
them on other planes as well.
For example, spells with the fire descriptor are maximized and
enlarged on the Elemental Plane of Fire. Wizards on this plane
can prepare maximized, enlarged versions of their fire spells
even if they don’t have the Maximize Spell and Enlarge Spell
feats, and they use the same spell slots they would to cast these
spells normally (not maximized or enlarged) on the Material
Plane. Sorcerers on this plane can cast maximized, enlarged fire
spells without using higher-level slots, and it takes them no extra
time to do so.
Limited Magic: Planes with this trait permit only the use of
spells and spell-like abilities that meet particular qualifications.
Magic can be limited to effects from certain schools or subschools,
to effects with certain descriptors, or to effects of a certain level (or
any combination of these qualities). Spells and spell-like abilities
that don’t meet the qualifications simply don’t work.
HOW PLANES INTERACT
By definition, planes are infinite or near-infinite expanses,
whether they are flat worlds, layered vaults, or spheres hanging in
space. How, then, can they interact with each other?
As a metaphor, imagine the various planes of a cosmology float-
ing near each other in a three-dimensional constellation or clus-
ter. They are not necessarily “above” or “below” each other, though
there is a social tendency to call good-aligned planes “upper”
planes and evil-aligned planes “lower” planes. What is important
to the D&D cosmology is whether two given planes are separate,
coterminous, or coexistent.
Separate Planes: Two planes that are separate do not overlap or
directly connect to each other. They are like planets in different
orbits. Any Outer Plane, for example, has no direct connection
with the Material Plane. The two planes are separate, and the only
way to get from one plane to the other is to go through a third
plane, such as the Astral Plane.
Coterminous Planes: Planes that touch at specific points are
coterminous. Where they touch, a connection exists, and travelers
can leave one reality behind and enter the other. It’s possible, for
example, to sail from Hades to the Abyss on the River Styx.
Coexistent Planes: If a link between two planes can be cre-
ated at any point, the two planes are coexistent. These planes
overlap each other completely. A coexistent plane can be reached
from anywhere on the plane it overlaps. When moving on a coex-
istent plane, it is often possible to see into or interact with the
plane it coexists with. The Ethereal Plane is coexistent with the
Material Plane, and inhabitants of the Ethereal Plane can see into
the Material Plane. With the right magic, inhabitants of the
Material Plane can likewise see and interact with those on the
Ethereal Plane (see invisibility and magic missile, for example, both
affect the Ethereal Plane).
THE D&D COSMOLOGY
The D&D cosmology is structured as follows.
The Material Plane is at its center.
The Plane of Shadow and the Ethereal Plane are coexistent with
the Material Plane. All planes, including the Plane of Shadow and
the Ethereal Plane, are coexistent with the Astral Plane, which
envelops the whole cosmology like a cloud.
The six Inner Planes surround the Material Plane. They are sep-
arate from the Material Plane and from each other (they do not
have connections between them). They are each coexistent with
the Astral Plane. Each of the Inner Planes has the appropriate ele-
mental or energy trait.
The Outer Planes are arranged in a great wheel around the
Material Plane. Each Outer Plane is coterminous to the planes on
CHAPTER 5:
CAMPAIGNS
d% Effect
01–19 Spell rebounds on caster with normal effect. If the spell
cannot affect the caster, it simply fails.
20–23 A circular pit 15 feet wide opens under the caster’s feet; it is
10 feet deep per level of the caster.
24–27 The spell fails, but the target or targets of the spell are
pelted with a rain of small objects (anything from flowers to
rotten fruit), which disappear upon striking. The barrage
continues for 1 round. During this time the targets are
blinded and must make Concentration checks (DC 15 +
spell level) to cast spells.
28–31 The spell affects a random target or area. The DM should
randomly choose a different target from among those in
range of the spell or center the spell at a random place
within range of the spell. To generate direction randomly,
roll 1d8 and count clockwise around the compass, starting
with south. To generate range randomly, roll 3d6. Multiply
the result by 5 feet for close range spells, 20 feet for
medium range spells, or 80 feet for long range spells.
32–35 The spell functions normally, but any material components
are not consumed. The spell is not expended from the
caster’s mind (a spell slot or prepared spell can be used
again). An item does not lose charges, and the effect does
not count against an item’s or spell-like ability’s use limit.
36–39 The spell does not function. Instead, everyone (friend or foe)
within 30 feet of the caster receives the effect of a heal spell.
40–43 The spell does not function. Instead, a deeper darkness and a
silence effect cover a 30-foot radius around the caster for
2d4 rounds.
44–47 The spell does not function. Instead, a reverse gravity effect
covers a 30-foot radius around the caster for 1 round.
48–51 The spell functions, but shimmering colors swirl around the
caster for 1d4 rounds. Treat this a glitterdust effect with a
save DC of 10 + the level of the spell that generated this
result.
52–59 Nothing happens. The spell does not function. Any material
components are used up. The spell or spell slot is used up,
and charges or uses from an item are used up.
60–71 Nothing happens. The spell does not function. Any material
components are not consumed. The spell is not expended
from the caster’s mind (a spell slot or prepared spell can be
used again). An item does not lose charges, and the effect
does not count against an item’s or spell-like ability’s use
limit.
72–98 The spell functions normally.
99–100 The spell functions strongly. Saving throws against the spell
incur a –2 penalty. The spell has the maximum possible effect,
as if it were cast with the Maximize Spell feat. If the spell is
already maximized with the feat, there is no further effect.
either side of it but separate from the other Outer Planes. The
exception is the Concordant Domain of the Outlands, which is
coterminous to every other Outer Plane and thus serves as a cen-
tral hub for dealings between outsiders.
The Outer Planes are coexistent with the Astral Plane. They are
separate from the Ethereal Plane and the Plane of Shadow, so cer-
tain spells (ethereal jaunt, for example) aren’t available to a caster on
the Outer Planes. Each Outer Planes is made up of related layers
(see Layered Planes, below), and the most common access to an
Outer Plane is through the top layer of each plane. The good-
aligned planes, also called the celestial planes or the upper planes,
are linked by the path of the River Oceanus. The evil-aligned
planes, also called the infernal planes or the lower planes, are
linked by the path of the River Styx.
A large number of finite demiplanes connect all over the place.
Individual conduits, freestanding portals, and vortices are also
common.
Layered Planes
Infinities may be broken into smaller infinities, and planes into
smaller, related planes. These layers are effectively separate planes
of existence, and each layer can have its own planar traits. Layers
are connected to each other through a variety of planar gates, nat-
ural vortices, paths, and shifting borders.
Access to a layered plane from elsewhere usually happens on a
specific layer: the first layer of the plane, which can be either the
top layer or the bottom layer, depending on the specific plane.
Most fixed access points (such as portals and natural vortices)
reach this layer, which makes it the gateway for other layers of the
plane. The plane shift spell also deposits the spellcaster on the first
layer of the plane.
All layers of a plane are connected to the Astral Plane, so travel-
ers can reach specific layers directly through spells such as astral
projection. Often the first layer is the one most hospitable to planar
travelers.
Random Planar Destinations
Spells such as prismatic spray and banishment may send an individ-
ual to a random plane. To determine where a character winds up,
roll on Table 5–7: Random Planar Destinations.
Table 5–7: Random Planar Destinations
d% Plane
01–05 Heroic Domains of Ysgard
06–10 Ever-Changing Chaos of Limbo
11–15 Windswept Depths of Pandemonium
16–20 Infinite Layers of the Abyss
21–25 Tarterian Depths of Carceri
26–30 Gray Waste of Hades
31–35 Bleak Eternity of Gehenna
36–40 Nine Hells of Baator
41–45 Infernal Battlefield of Acheron
46–50 Clockwork Nirvana of Mechanus
51–55 Peaceable Kingdoms of Arcadia
56–60 Seven Mounting Heavens of Celestia
61–65 Twin Paradises of Bytopia
66–70 Blessed Fields of Elysium
71–75 Wilderness of the Beastlands
76–80 Olympian Glades of Arborea
81–89 Concordant Domain of the Outlands
90–91 Elemental Plane of Fire
92–93 Elemental Plane of Earth
94–95 Elemental Plane of Air
96–97 Elemental Plane of Water
98 Positive Energy Plane
99 Negative Energy Plane
100 Demiplane of your choice
The table assumes that the character’s plane of origin is either
the Material Plane, the Astral Plane, the Ethereal Plane, or the
Plane of Shadow. If the character’s plane of origin is instead one of
the planes mentioned on Table 5–7, then substitute the Material
Plane for the plane of origin’s line on the table. For example, break-
ing a staff of power (page 245) on the Elemental Plane of Fire sends
the wielder to the Material Plane if a 91 is rolled.
The layer and exact location of an individual’s arrival on the par-
ticular plane is up to you. Transportation to a random plane does
not guarantee survival there, and individuals who risk such effects
should be aware of the dangers.
PLANE DESCRIPTIONS
The planes that make up the Great Wheel are briefly described
below.
Each of the Transitive Planes and Inner Planes has its own
random encounter table. The Outer Planes share four random
encounter tables; use the appropriate one as directed in the plane’s
description. All the encounter tables in this section are intention-
ally general; if you’re designing a site-based adventure on another
plane, use the appropriate table as a starting point for your own
encounters.
THE ETHEREAL PLANE
The Ethereal Plane is a misty, fog-bound dimension that is coexis-
tent with the Material Plane and often other planes as well. Travel-
ers within the Ethereal Plane describe the plane as a collection of
swirling mists and colorful fogs. The Material Plane itself is visible
from the Ethereal Plane, but it appears muted and indistinct, its
colors blurring into each other and its edges turning fuzzy. Ethe-
real denizens watch the Material Plane as though viewing it
through distorted and frosted glass.
While it is possible to see into the Material Plane from the
Ethereal Plane, the Ethereal Plane is usually invisible to those on
the Material Plane. Normally, creatures on the Ethereal Plane
cannot attack creatures on the Material Plane, and vice versa. A
traveler on the Ethereal Plane is invisible, incorporeal, and
utterly silent to someone on the Material Plane. This makes the
Ethereal Plane very useful for reconnaissance, spying on oppo-
nents, and other occasions when it’s handy to move around with-
out being detected.
The Ethereal Plane is mostly empty of structures and impedi-
ments. However, the plane has its own inhabitants. Some of these
are other ethereal travelers, but the ghosts found here pose a par-
ticular peril to those who walk the fog.
It has the following traits.
•No gravity.
•Alterable morphic. The plane contains little to alter, however.
•Mildly neutral-aligned.
•Normal magic. Spells function normally on the Ethereal Plane,
though they do not cross into the Material Plane. It is possible
for a caster on the Ethereal Plane to use a fireball spell against an
enemy on the Ethereal Plane, but the same fireball wouldn’t
affect anyone on the corresponding part of the Material Plane.
A bystander on the Material Plane can walk through an ethereal
battlefield without feeling more than the hair on the back of his
neck standing up.
The only exceptions are spells and spell-like abilities that have the
force descriptor, such as magic missile and wall of force, and abjura-
tion spells that affect ethereal beings. Spellcasters on the Material
Plane must have some way to detect foes on the Ethereal Plane
before targeting them with force-based spells, of course. While it’s
possible to hit ethereal enemies with a magic missile spell cast on
the Material Plane, the reverse isn’t possible. No magical attacks
cross from the Ethereal Plane to the Material Plane, including
force attacks.
CHAPTER 5:
CAMPAIGNS
Example Ethereal Site: Misty Cemetery
Misty Cemetery (so named because the coastal fog at this location
on the Material Plane often obscures the tombstones) is home to
the ghosts of warlords from long-forgotten crusades. The ghosts
menace wayward travelers and tomb robbers, but they are other-
wise content to spend their time on the Ethereal Plane, biding
their time until they can pass on to their final reward.
The ghosts rarely confront mourners or other cemetery visitors
by daylight—but anyone who visits the cemetery at night, defaces
the crypts and tombs, or enters the Ethereal Plane invites their
wrath. Their ringleaders are Durek of the Scar (Ftr 12), Colonel
Harakh (Ftr 5/Clr 9), and the Eyeless One (Sor 16), but the ceme-
tery is a vast, sprawling place, and the more powerful ghosts can’t
be everywhere.
To draw a map of the Misty Cemetery, scatter small crypts
across the landscape by drawing 10-foot-by-20-foot buildings with
masonry walls and locked (Open Lock DC 30) iron doors. Place a
tombstone in rows of adjacent squares (a tombstone functions as
the slender pillar described on page 64, providing a +2 bonus to
Armor Class and a +1 bonus on Reflex saves). Occasionally pick
two adjacent squares to represent an open grave (which functions
as a trench, described on page 91). When faced with intruders on
the Ethereal Plane, the ghosts will lurk within the crypts, trying to
surprise the PCs by striking through the walls of the crypts.
Ethereal Plane Encounters (EL 9)
d% Encounter Average EL
01–80 Roll on relevant Material Plane table* —
81–82 1 devourer 11
83 1 couatl 10
84–86 1 night hag and 1 nightmare 10
87 10th-level drow wizard NPC 10
88–90 1d4 xills 9
91–93 1d3 ghosts, 5th-level human fighters 9
94–96 1d6+5 blink dogs 8
97 1d4+2 jann 8
98–99 1d4 phase spiders 8
100 1 succubus (demon) 7
* The encounter is with a creature or creatures on the Material Plane
that the PCs can see; generate an appropriate dungeon or
wilderness encounter.
PLANE OF SHADOW
The Plane of Shadow is a dimly lit dimension that is both coter-
minous to and coexistent with the Material Plane. It overlaps the
Material Plane much as the Ethereal Plane does, so a planar trav-
eler can use the Plane of Shadow to cover great distances quickly.
The Plane of Shadow is also coterminous to other planes. With
the right spell, a character can use the Plane of Shadow to visit
other realities.
The Plane of Shadow is a world of black and white; color itself
has been bleached from the environment. It is otherwise appears
similar to the Material Plane.
The sky on the Plane of Shadow is a black vault with neither sun
nor stars. Landmarks from the Material Plane are recognizable on
the Plane of Shadow, but they are twisted, warped things—dimin-
ished reflections of what can be found on the Material Plane.
Despite the lack of light sources, various plants, animals, and
humanoids call the Plane of Shadow home.
The Plane of Shadow is magically morphic, and parts continu-
ally flow onto other planes. As a result, creating a precise map of
the plane is next to impossible, despite the presence of landmarks.
If a traveler visits a mountain range during one use of a shadow
walk spell, the mountain range may still be there the next time,
but the individual mountains may have moved about. Precision is
a lost cause on the Plane of Shadow.
The Plane of Shadow has the following traits.
•Magically morphic. Spells such as shadow conjuration and shadow
evocation modify the base material of the Plane of Shadow. The
utility and power of these spells within the Plane of Shadow
make them particularly useful for explorers and natives alike.
•Mildly neutral-aligned.
•Enhanced magic. Spells with the shadow descriptor are en-
hanced on the Plane of Shadow. Such spells are cast as though
they were prepared with the Maximize Spell feat, though they
don’t require the higher spell slots.
Furthermore, specific spells become more powerful on the Plane
of Shadow. Shadow conjuration and shadow evocation spells are 30%
as powerful as the conjurations and evocations they mimic (as
opposed to 20%). Greater shadow conjuration and greater shadow evo-
cation are 70% as powerful (not 60%), and a shades spell conjures at
90% of the power of the original (not 80%).
•Impeded magic. Spells that use or generate light or fire may
fizzle when cast on the Plane of Shadow. A spellcaster attempt-
ing a spell with the light or fire descriptor must succeed on a
Spellcraft check (DC 20 + the level of the spell). Spells that
produce light are less effective in general, because all light
sources have their ranges halved on the Plane of Shadow.
Despite the dark nature of the Plane of Shadow, spells that pro-
duce, use, or manipulate darkness are unaffected by the plane.
Example Shadow Site: Dark City
When the characters enter the Plane of Shadow where it coex-
ists with a Material Plane city, they find themselves in a dark,
largely abandoned version of that town. The parallels are not
exact, so the PCs’ favorite inn may be on a different street, be
built in a different style, or lie in ruins.
Differences between a Material Plane city and its Plane of
Shadow counterpart can be quite significant, such as a huge dark
castle where none exists on the Material Plane, or an ancient
battlefield where the city green should be. Most troubling of all
are the shadowy echoes of people the traveler knows, shadow crea-
tures with the twisted but still recognizable features of loved ones.
These shadow duplicates do not speak and have no special abili-
ties, but the effect is disconcerting nonetheless.
Shadow travelers in a place particularly familiar or meaningful
to them must succeed on a DC 15 Will save to ignore such dark
mirages. Those who fail are haunted and rattled by the similarities,
taking a –2 morale penalty on attack rolls and saving throws as
long as they remain in a location familiar to them. Travelers who
make their saves are unaffected by the dark mirages for the dura-
tion of their trip to the Plane of Shadow.
Not everything in a dark city is a mirage. Undead shadows glide
through the streets looking for anyone who doesn’t belong amid
the gloom, and bodaks that have found their way onto the Plane of
Shadow stalk living travelers.
To draw a map for encounters in a dark city, start by drawing a
normal cityscape (as described in the Urban Adventures section,
page 98). Then reduce roughly one-quarter of the buildings to
rubble (treat as large piles of stone and heavy debris strewn about).
Another one-quarter of the buildings have some structural dam-
age, such as gaping holes in the walls and collapsed roof timbers.
Finally, move a few buildings into locations that don’t correspond
with their Material Plane counterparts, and add and subtract a few
streets and alleys.
Plane of Shadow Encounters (EL 11)
d% Encounter Average EL
01–10 1 nightwing (nightshade) 14
11–20 1 lich, 11th-level human wizard 13
21–40 1d4+2 spectres 11
41–60 1 dread wraith 11
61–80 1d3 greater shadows 10
81–100 1d6+3 shadow mastiffs 10
CHAPTER 5:
CAMPAIGNS
THE ASTRAL PLANE
The Astral Plane is the space between the planes. When a charac-
ter moves through an interplanar portal or projects her spirit to a
different plane of existence, she travels through the Astral
Plane. Even spells that allow instantaneous movement
across a plane, such as dimension door, briefly
touch the Astral Plane.
The Astral Plane is a great, endless sphere of
clear silvery sky, both above and below. Large
tube-shaped clouds slowly coil into
the distance, some appearing like
thunderheads and others looking
like immobile tornadoes of gray
wind. Erratic whirlpools of
color flicker in midair like
spinning coins. Occasional
bits of solid matter can be
found here, but most of the Astral
Plane is an endless, open domain.
Both planar travelers and refugees
from other planes call the Astral Plane
home. The most prominent denizens of the
Astral Plane are the githyanki, an outcast race
that preys on travelers throughout the plane.
The Astral Plane has the following traits.
•Subjective directional gravity.
•Timeless. Age, hunger, thirst, poison,
and natural healing don’t function in
the Astral Plane, though they resume
functioning when the traveler leaves
the Astral Plane.
•Mildly neutral-aligned.
•Enhanced magic. All spells and
spell-like abilities used within
the Astral Plane may be em-
ployed as if they were im-
proved by the Quicken
Spell feat. Already quick-
ened spells and spell-like
abilities are unaffected,
as are spells from magic
items. Spells so quickened
are still prepared and cast at their unmodified level. As
with the Quicken Spell feat, only one quickened spell can
be cast per round.
Example Astral Site: Silver Sky
The characters are surrounded by a silver-gray haze that stretches
endlessly in all directions. The map’s only feature is a colorful 10-foot-
diameter pool that provides a natural portal to another plane (deter-
mined randomly). Some 70% of color pools are one-way portals.
Astral Plane Encounters (EL 11)
d% Encounter Average EL
01–15 1 astral deva (angel) 14
16–25 1 young adult red dragon 13
26–40 10th-level human cleric NPC and 12
10th-level goblin rogue NPC
41–50 1 devourer 11
51–65 1d4 efreet 11
66–75 1 cauchemar (nightmare) 11
76–90 1d3 mind flayers 10
91–100 1d3 noble djinn (genie) 8
If characters explore this part of the Astral Plane, they’ll dis-
cover more color pools that lead elsewhere. It takes 1d4×10 hours
to find a color pool that leads to a particular plane.
CHAPTER 5:
CAMPAIGNS
Githyanki pirates
lurk on the
Astral Plane
But the PCs aren’t alone in the serene haze of the Astral
Plane. Githyanki pirates cruise the color pools, looking for
well-heeled travelers from other planes. A typical githyanki
pirate ship is a longship (described on page 132 of the Player’s
Handbook) that flies under its own power at a speed of 90 feet.
The pirate captain (githyanki Ftr11 or Ftr6/Rog5) leads his
crew into battle, with a war-wizard (githyanki Wiz9) or merce-
nary cleric (tiefling Clr9) providing support to the rank-and-
file pirates. (Githyanki are never clerics themselves, so they
must hire mercenary clerics because natural healing doesn’t
work on the Astral Plane.)
The githyanki use the enhanced magic of the Astral Plane to
good effect, taking full attacks, then using their dimension door
spell-like ability as a free action to confound their enemies.
ELEMENTAL PLANE OF AIR
The Elemental Plane of Air is an empty plane, consisting of sky
above and sky below. Clouds billow up in bank after bank,
swelling into grand thunderheads and dissipating into wisps like
cotton candy. The wind pulls and tugs around travelers, and rain-
bows glimmer in the distance.
The Elemental Plane of Air is the most comfortable and surviv-
able of the Inner Planes, and it is the home of all manner of air-
borne creatures. Indeed, flying creatures find themselves at a great
advantage on this plane. While travelers without flight can sur-
vive easily here, they are at a disadvantage.
The Elemental Plane of Air has the following traits.
•Subjective directional gravity. Inhabitants of the plane deter-
mine their own “down” direction. Objects not under the motive
force of others do not move.
•Air-dominant.
•Enhanced magic. Spells and spell-like abilities that use, ma-
nipulate, or create air (including spells of the Air domain) are
both empowered and enlarged (as if the Empower Spell and
Enlarge Spell metamagic feats had been used on them, but the
spells don’t require higher-level slots).
•Impeded magic. Spells and spell-like abilities that use or create
earth (including spells of the Earth domain and spells that
summon earth elementals or outsiders with the earth subtype)
are impeded.
Example Plane of Air Site: Cloud Island
What appears to be a white cumulus cloud is actually as solid as
earth, if somewhat difficult to move across (treat as a shallow bog;
see page 88). Creatures with a fly speed can force themselves
through the cloud island (effectively giving them a burrow speed
of 10 feet). Some 2d4 pillars of fog 10 feet across drift across the
landscape (they provide concealment as the obscuring mist spell,
moving 10 feet in a random direction at initiative count 0). The
cloud island is about 1/2 mile wide and 1d10×5 feet thick at any
given point.
Elemental Plane of Air Encounters (EL 10)
d% Encounter Average EL
01–12 1d4+2 noble djinn (genie) 12
21–32 1 elder air elemental 11
33–47 1d3 elder arrowhawks 10
48–62 1d4+2 belkers 10
63–74 1 greater air elemental 9
75–84 1d4+2 adult arrowhawks 9
85–92 1 invisible stalker 7
93–100 1 Huge air elemental 7
Floating in serene contemplation in the center of the cloud
island is a noble djinn (see page 115 of the Monster Manual). If char-
acters capture her (by defeating her without killing her or driving
her away), she will grant three wishes collectively to the party. She is
eager to talk to visitors from the Material Plane, where she spent
more than a century trapped by an evil wizard. If characters can
improve her attitude to friendly (it starts out indifferent), she’ll offer
the characters a bargain. She will grant three wishes to the party if
the characters will first avenge her imprisonment by capturing the
evil Material Plane conjurer and returning him to this cloud island,
where the djinn will arrange for “long-term detention.”
ELEMENTAL PLANE OF EARTH
The Elemental Plane of Earth is a solid place made of rock, soil,
and stone. An unwary and unprepared traveler may find himself
entombed within this vast solidity of material and have his life
crushed into nothingness, his powdered remains a warning to any
foolish enough to follow.
Despite its solid, unyielding nature, the Elemental Plane of
Earth is varied in its consistency, ranging from relatively soft soil
to veins of heavier and more valuable metal. Striations of granite,
volcanic rock, and marble interweave with brittle crystal and soft,
crumbling chalks and sandstones. Thin veins of gemstones, rough
and huge, can be found within the plane, and these unpolished
jewels often lead the greedy to this plane in the hope of picking
them up with minimal effort. Such prospectors often meet their
match in the natives of the Elemental Plane of Earth, who feel
extremely attached (sometimes literally) to parts of their home.
The Elemental Plane of Earth has the following traits.
•Earth-dominant.
•Enhanced magic. Spells and spell-like abilities that use, ma-
nipulate, or create earth or stone (including those of the Earth
domain) are both empowered and extended (as if the
Empower Spell and Extend Spell metamagic feats had been
used on them, but the spells don’t require higher-level slots).
Spells and spell-like abilities that are already empowered or
extended are unaffected by this benefit.
•Impeded magic. Spells and spell-like abilities that use or create
air (including spells of the Air domain and spells that summon
air elementals or outsiders with the air subtype) are impeded.
Example Plane of Earth Site: Great Dismal Delve
Essentially a dungeon the size of a continent, the Great Dismal
Delve is a maddening maze of passages that are intentionally be-
wildering to the traveler. A variety of powerful genie lords and
their slave races live here in dark splendor, eagerly mining gems
for trade. Slaves, often the losers in bets and bargains with the
rulers of the Great Dismal Delve, build and rebuild passages, fend
off elemental attacks, and are otherwise slowly worked to death by
their uncaring masters.
Glowing crystals line the Great Dismal Delve, and great vaults
are set with them in star patterns unlike any seen on the Material
Plane. The Great Dismal Delve spans a number of large, natural
caverns that are tectonically unstable. Earthquakes (with an effect
as the spell; see page 225 of the Player’s Handbook) are frequent
occurrences, which keeps the slaves busy doing repair work.
The connections and passages of the Great Dismal Delve
link up with a complicated array of portals leading to other
Inner Planes, the subterranean reaches of some of the Outer
Planes, and the deepest dungeons of the Material Plane. It is
rumored that somewhere within the Great Dismal Delve is a
freestanding portal to almost every secret location within the
D&D cosmology.
Elemental Plane of Earth Encounters (EL 10)
d% Encounter Average EL
01–25 1 elder earth elemental 11
26–50 1d4+2 average xorns 10
51–75 1d3 elder xorns 10
76–90 1 greater earth elemental 9
91–100 1 Huge earth elemental 7
CHAPTER 5:
CAMPAIGNS
A map of the Great Dismal Delve looks like any dungeon, only
it stretches far beyond what’s available on the Material Plane. The
Great Dismal Delve is a mix of natural caverns and finely worked
passageways. Doors, corridors, and rooms are as likely to be
trapped as they are in the deadliest dungeon, and almost any mon-
ster can be found either lurking in its lair or stalking the PCs
through the hallways.
ELEMENTAL PLANE OF FIRE
Everything is alight on the Elemental Plane of Fire. The ground is
nothing more than great, evershifting plates of compressed flame.
The air ripples with the heat of continual firestorms, and the
most common liquid is magma, not water. The oceans are
made of liquid flame, and the mountains ooze
with molten lava. The plane is a crema-
torium for the unprepared traveler
and an uncomfortable spot even for
the dedicated adventurer.
Fire survives here without
need for fuel or air, but flam-
mables brought onto the
plane are consumed readily.
The elemental fires seem
to feed on each other to
produce a continually
burning landscape.
The Elemental Plane
of Fire has the following
traits.
•Fire-dominant.
•Enhanced magic.
Spells and spell-
like abilities with the
fire descriptor are both
maximized and enlarged
(as if the Maximize Spell
and Enlarge Spell had been
used on them, but the spells
don’t require higher-level slots).
Spells and spell-like abilities
that are already maxi-
mized or enlarged are un-
affected by this benefit.
•Impeded magic. Spells and spell-like
abilities that use or create water (includ-
ing spells of the Water domain and spells
that summon water elementals or outsiders
with the water subtype) are impeded.
Example Plane of Fire Site: City of Brass
The City of Brass is populated by powerful efreet and is considered
by many efreet to be their home and their capital. Efreet may be
found elsewhere on the Elemental Plane of Fire, but even far-
flung settlements owe fealty and allegiance to the grand sultan
who rules the City of Brass from his burning palace. The grand
sultan is said to be an efreeti of singular power and prowess, and is
advised by all manner of elemental nobles. His direct servants,
both in the city and on the Material Plane, are six lords of consid-
erable power.
The city is cradled in a brass hemisphere 40 miles across, float-
ing above a plate of cracked obsidian at the heart of the Elemental
Plane of Fire. Stairs of burning basalt and rivers of flame stream
up from the surface below to the well-armed gates of the city. The
city walls may be breached by flying creatures, but the efreet take
a dim view of interlopers who refuse to present themselves at one
of the city’s gates.
The City of Brass is the best known location on the Elemental
Plane of Fire and is also the most likely to be visited by travelers
from the Material Plane. The air is slightly cooler here; it deals no
damage (unlike everywhere else on this fire-dominant plane), but
it is still stiflingly hot. That doesn’t mean the City of Brass is par-
ticularly hospitable. Every brass wall glows with heat, and casual
contact with the walls deals 1d6 points of fire damage per round.
Even the iron cobblestones glow with heat, dealing 1 point of
fire damage per round. Without the aid of magic, visitors soon
writhe and burn in the streets.
The City of Brass has the mildly evil-aligned trait. Good-aligned
creatures within the City of Brass take a –2 penalty on all Cha-
risma-based checks. This alignment trait is due in part to the
nature of the efreet within the walls, but the city also has a
number of freestanding portals leading to the Nine Hells of
Baator. Devils are common within the
walls of the City of Brass, either
performing missions for
their infernal masters or
bringing tribute and gifts
to the grand sultan’s
court.
To make an en-
counter map for the
City of Brass, use the
guidelines in the Ur-
ban Adventures section
(page 98), but the build-
ings are half again as tall
as they would be in a
Material Plane city,
and most have a
plethora of exterior
staircases, ledges,
and balconies. In-
clude some pools of
magma, which deals 2d6
points of fire damage to
characters who wade
through it and 20d6
points of fire damage
to creatures who are
fully immersed. Some
pedestals and sconces
spout blasts of flame
every 1d4 rounds
(dealing 5d6 points of
fire damage to everyone
within 20 feet at initiative
count 0; Reflex DC 14 half).
At the center of the city are its tallest towers and greatest foun-
tains of flame. Here is the Burning Palace of the Grand Sultan of
All the Efreet, where he rules from the Charcoal Throne. It is said
that within the great palace are wonders beyond belief and trea-
sure beyond counting. But here also is found death for any unin-
vited guest who seeks to wrest even a single coin or bauble from
the treasure rooms of the grand sultan.
Elemental Plane of Fire Encounters (EL 10)
d% Encounter Average EL
01–15 1d4+2 efreet (genie) 12
16–40 1 elder fire elemental 11
41–60 1d4+2 average salamanders 10
61–75 1 noble salamander 10
76–90 1 greater fire elemental 9
91–100 1 Huge fire elemental 7
CHAPTER 5:
CAMPAIGNS
Elemental Plane of Fire
ELEMENTAL PLANE OF WATER
The Elemental Plane of Water is a sea without a floor or a surface,
an entirely fluid environment lit by a diffuse glow. It is one of the
more hospitable of the Inner Planes once a traveler gets past the
problem of breathing the local medium.
The eternal oceans of this plane vary between ice cold and boil-
ing hot, between saline and fresh. They are perpetually in motion,
wracked by currents and tides. The plane’s permanent settlements
form around bits of flotsam and jetsam suspended within this end-
less liquid. These settlements drift on the tides of the Elemental
Plane of Water.
The Elemental Plane of Water has the following traits.
•Subjective directional gravity. The gravity here works similar to
that of the Elemental Plane of Air. But sinking or rising on the
Elemental Plane of Water is slower (and less dangerous) than on
the Elemental Plane of Air.
•Water-dominant.
•Enhanced magic. Spells and spell-like abilities that use or create
water are both extended and enlarged (as if the Extend Spell
and Enlarge Spell metamagic feats had been used on them, but
the spells don’t require higher-level slots). Spells and spell-like
abilities that are already extended or enlarged are unaffected by
this benefit.
•Impeded magic. Spells and spell-like abilities with the fire
descriptor (including spells of the Fire domain) are impeded.
Example Water Site: Sargasso Doldrum
A spherical tangle of kelp and seaweed a mile across, the sargasso
doldrum is home to many dangerous predators that feed on the
herbivorous fish that eat the seaweed.
Characters who explore the sargasso doldrum find it tough
going. Even if they have a swim speed, it takes 2 squares of move-
ment to struggle through each square in the web of kelp. Only
those with a freedom of movement or pass without trace spell can move
normally through the area. Line of sight is limited to 30 feet, and
creatures more than 20 feet away have concealment.
The sargasso doldrum is infested with dire sharks, who attack in
great hunting schools without regard to their own safety. More
sinister foes such as aboleths and black dragons study interlopers
as they fight the sharks, deciding how best to hunt them if they
stay among the seaweed.
Elemental Plane of Water Encounters (EL 10)
d% Encounter Average EL
01–20 1 elder water elemental 11
21–45 1d3 elder tojanidas 11
46–65 1d4+2 adult tojanidas 9
66–85 1 greater water elemental 9
86–100 1 Huge water elemental 7
A ruined war galley sits in the center of the sargasso doldrum.
The ship, protected by a neutral alignment, maximized forbiddance
spell, holds the treasure trove of a powerful water naga wizard. The
aboleths and black dragons don’t know what’s in the ship’s hold;
they would just hire neutral creatures to extract the riches if they
found out what they could gain.
To draw an encounter map for the doldrums, include some ir-
regular clusters of adjacent squares roughly 15 feet across. These
squares, representing particularly dense clots of sargasso, function
as heavy undergrowth (see page 87).
NEGATIVE ENERGY PLANE
The Negative Energy Plane is a barren, empty place, a void with-
out end, and a place of empty, endless night. Worse, it is a needy,
greedy plane, sucking the life out of anything that is vulnerable.
Heat, fire, and life itself are all drawn into the maw of this plane,
which always hungers for more.
To an observer, there’s little to see on the Negative Energy
Plane. It is a dark, empty place, an eternal pit where a traveler can
fall until the plane itself steals away all light and life.
The Negative Energy Plane is the most hostile of the Inner
Planes, and the most uncaring and intolerant of life. Only crea-
tures immune to its life-draining energies can survive there.
The Negative Energy Plane has the following traits.
•Subjective directional gravity.
•Major negative-dominant. Some areas within the plane have
only the minor negative-dominant trait, and these islands tend
to be inhabited.
•Enhanced magic. Spells and spell-like abilities that use negative
energy are maximized (as if the Maximize Spell metamagic feat
had been used on them, but the spells don’t require higher-level
slots). Spells and spell-like abilities that are already maximized
are unaffected by this benefit. Class abilities that use negative
energy, such as rebuking and controlling undead, gain a +10
bonus on the roll to determine Hit Dice affected.
•Impeded magic. Spells and spell-like abilities that use positive
energy, including cure spells, are impeded. Characters on this
plane take a –10 penalty on Fortitude saving throws made to
remove negative levels bestowed by an energy drain attack.
Random Encounters: Because the Negative Energy Plane is
virtually devoid of creatures, random encounters on the plane are
exceedingly rare.
Example Negative Plane Site: Voidstone Field
In some locations on the Negative Energy Plane, the collapsing
intensity of the plane is so great that the negative energy folds in
on itself, stabilizing into solid chunks of utterly black matter.
These chunks of voidstone might be the building blocks of such
items as the sphere of annihilation (page 279). Indeed, anything that
comes into contact with a voidstone is destroyed in seconds.
Unlike with a sphere of annihilation, a character touching a piece
of voidstone gets a DC 25 Fortitude save each round he or she
stays in contact with it. Natives of the Negative Energy Plane are
vulnerable to voidstones.
A chunk of voidstone cannot be controlled through mental
energy as a spheres of annihilation can be.
Voidstones may be of any size, ranging from inches across to
dozens of feet. To draw them on an encounter map, put small dots
(representing very small voidstones roughly 1 foot in diameter) in
about 5% of the squares. Draw 3d6 voidstones that take up a whole
square each, and add 1d4 very large voidstones that are 10 feet or
more in diameter.
The very small and very large voidstones are stationary, but the
square-sized voidstones move. Each round at initiative count 0,
each square-sized voidstone moves 1d3 squares toward the nearest
living creature.
Nightwalkers lurk among the voidstones, which act as an alarm
system for them (the voidstones stay stationary because the night-
walkers are undead). PCs who fight the nightwalkers will also have
to contend with the inexorable approach of the voidstones. The
nightwalkers have learned to use the unusual terrain in other ways;
they’ll use their heft to bull-rush foes into oblivion, for example.
POSITIVE ENERGY PLANE
The Positive Energy Plane is best compared to the heart of a star. It
is a continual furnace of creation, a domain of brilliance beyond
the ability of mortal eyes to comprehend. Its very being wavers
and ripples as new matter and energy is born and swells to full
power like a bursting fruit. It is a vibrant plane, so alive with itself
that travelers themselves are empowered by visiting it.
The Positive Energy Plane has no surface and is akin to the Ele-
mental Plane of Air with its wide-open nature. However, every bit
of this plane glows brightly with innate power. This power is dan-
gerous to mortal forms, which are not made to handle it.
CHAPTER 5:
CAMPAIGNS
Despite the beneficial effects of the plane, it is one of the most
hostile of the Inner Planes. An unprotected character on this
plane swells with power as positive energy is force-fed into her.
Then, her mortal frame unable to contain that power, she immo-
lates as if she were a small planet caught at the edge of a supernova.
Visits to the Positive Energy Plane are brief, and even then travel-
ers must be heavily protected.
The Positive Energy Plane has the following traits.
•Subjective directional gravity.
•Major positive-dominant. Some regions of the plane have the
minor positive-dominant trait instead, and those islands tend to
be inhabited.
•Enhanced magic. Spells and spell-like abilities that use positive
energy, including cure spells, are maximized (as if the Maximize
Spell metamagic feat had been used on them, but the spells
don’t require higher-level slots). Spells and spell-like abilities
that are already maximized are unaffected by this benefit.
Class abilities that use positive energy, such as turning and
destroying undead, gain a +10 bonus on the roll to determine Hit
Dice affected. (Undead are almost impossible to find on this plane,
however.)
•Impeded magic. Spells and spell-like abilities that use negative
energy (including inflict spells) are impeded.
Random Encounters: Because the Positive Energy Plane is
virtually devoid of creatures, random encounters on the plane are
exceedingly rare.
Example Positive Plane Site: Burst Cluster
Even among the brilliant and deadly radiance of the Positive
Energy Plane, some regions are more intense and dangerous than
others. These regions erupt like miniature suns, suddenly grant-
ing those within the burst radius (usually 30 feet, but occasionally
up to 120 feet) an additional 3d10 temporary hit points. The dan-
gers of exceeding double one’s full normal hit points (as noted for
the positive-dominant trait) still apply.
In addition, those within an energy burst must make a DC 24
Fortitude save or be blinded for 1d10 rounds.
Ravids sometimes patrol the periphery of burst clusters, confi-
dent that their high speed will get them out of danger before a
burst makes them explode.
HEROIC DOMAINS OF YSGARD
Ysgard is a plane on an epic scale, with soaring mountains, deep
fjords, and dark caverns that hide the secret forges of the dwarves.
A biting wind always blows at a hero’s back. From the freezing
water channels to the sacred groves of Alfheim’s elves, Ysgard’s ter-
rain is grand and terrible. It is a place of sharp seasons: Winter is a
time of darkness and killing cold, and a summer day is scorching
and clear.
Most spectacular of all, the landscape floats atop immense rivers
of earth flowing forever through an endless skyscape. The broadest
earthen rivers are the size of continents, while smaller sections,
called earthbergs, are island-sized. Fire rages under each river, but
only a reddish glow penetrates to the continent’s top. Of more con-
cern is the occasional collision between rivers, which produces ter-
rible quakes and sometimes spawns new mountain ranges.
Ysgard is the home of slain heroes who wage eternal battle on
fields of glory. When these warriors fall, they rise again the next
morning to continue eternal warfare.
The plane boasts two layers beneath the top layer, also called
Ysgard: the fiery caverns of Muspelheim and the underground
forests of Nidavellir.
Ysgard has the following traits.
•Infinite size. Ysgard goes on forever, but its well-known realms
have boundaries within the plane as a whole.
•Divinely morphic. Specific powerful beings (such as the deities
Kord and Olidammara) can alter Ysgard with a thought. Ordinary
creatures find Ysgard as easy to alter as the Material Plane is—
they can be affected by spells and physical effort normally. But
deities can change vast areas, creating great realms for them-
selves.
•No elemental traits. No one element dominates on Ysgard; all
are in balance, as on the Material Plane. However, parts of the
second layer, Muspelheim, are treated as if they possessed the
fire-dominant trait.
•Minor positive-dominant. Ysgard possesses a riotous explosion
of life in all its forms. All individuals on a positive-dominant
plane gain fast healing 2 and may even regrow lost limbs in
time. Additionally, those slain in the never-ending conflicts on
Ysgard’s fields of battle rise each morning as if true resurrection
had been cast on them, fully healed and ready to fight anew.
Only those who suffer mortal wounds on Ysgard’s battlefields
get the true resurrection effect; dead characters brought to Ysgard
don’t spontaneously revive.
•Mildly chaos-aligned. Lawful creatures on Ysgard take a –2 pen-
alty on all Charisma-based checks.
Random Encounters: Use the Beatific Encounters table (page
167) for random encounters on Ysgard.
Example Ysgard Site: Plain of Ida
This great field is located near the great free city of Himinborg,
the largest population center on Ysgard’s top layer. The Plain of Ida
hosts daily festivals where warriors can flaunt their mettle. Here,
bravery and skill in battle is valued over all else. It’s also a battle-
field where rival armies clash by day only to revel in Himinborg’s
taverns by night.
Characters who wind up on the Plain of Ida are as likely to be
thrust into the maelstrom of a battle as they are to explore the car-
nival atmosphere of a “festival of steel.”
To draw a map for a mass battle, use the battlefield guidelines in
the Plains Terrain section (see page 91). The combatants on the
Plain are generally mercenary companies that wander the Planes.
Because soldiers rise the next morning, the Plain of Ida is a useful
tool for units that want to hone their mass-battle skills.
Almost any kind of creature can be found on the battlefield. A
phalanx of dwarves might stand resolute against an assault by half-
celestial giants. A horde of slaadi might overrun githyanki merce-
naries, only to be routed by dragon-mounted githyanki reinforce-
ments. If the characters find themselves in the middle of a battle,
they’ll have to combine diplomacy with combat prowess to avoid
being crushed by both sides.
Major battles happen only one day in three, on average. Festi-
vals are common on the other days, featuring a variety of
sideshows, midway booths, and merchants surrounding the main
event, which is always a test of martial prowess. Sword duels,
jousts on exotic steeds, wrestling matches, archery tourneys, and
even grand tugs-of-war are common on the Plain of Ida, with
many spectators and participants traveling from Himinborg. The
prizes are often substantial, but the competition is fierce. The fes-
tivals attract fairgoers from across the Great Wheel, so they always
offer diversions and intrigues for the less athletically minded.
With a guaranteed true resurrection if they fall, many characters
will find battles on the Plain of Ida too tempting to pass up. Defeat
still has its price, however, because victorious armies often loot
the bodies of the fallen. Some characters might lose but not tech-
nically die (being turned to stone, banished from the plane
entirely, or taken prisoner).
EVER-CHANGING CHAOS OF LIMBO
Limbo is a plane of pure chaos. Untended sections appear as a roil-
ing soup of the four basic elements and all their combinations.
Balls of fire, pockets of air, chunks of earth, and waves of water
battle for ascendancy until they in turn are overcome by yet
another chaotic surge. Landscapes similar to ones found on the
CHAPTER 5:
CAMPAIGNS
Material Plane drift through the miasma: bits of forest, meadow,
ruined castles, and small islands. Despite the plane’s inhospitable
environment, the slaadi and the githzerai call Limbo home.
Limbo has no layers. Or, if it does, the layers continually merge
and part, each is as chaotic as the next, and even the wisest sages
would be hard-pressed to distinguish one from another.
Limbo has the following traits.
•Subjective directional gravity.
•Highly morphic. Limbo is continually changing, and keeping a
particular area stable is difficult. A given area, unless magically
stabilized somehow, can react to specific spells or sentient
thought. Left alone, it continually changes. For more informa-
tion, see Raw Limbo under Limbo Terrain, below.
•Sporadic element-dominant. No one element constantly dom-
inates Limbo. Each element (air, earth, fire, and water) is dom-
inant from time to time, so any given area is a chaotic, dangerous
boil. The elemental dominance can change without warning.
•Strongly chaos-aligned. This trait does not apply within the
walls of githzerai monasteries (but it does apply in githzerai
cities).
•Wild magic. Spells and spell-like abilities function normally
within permanent structures or on permanently stabilized
landscapes in Limbo. However, any spell or spell-like ability
used in an untended area of Limbo, or an area temporarily
controlled, has a chance to go awry. The spellcaster must make
a level check (1d20 + spellcaster level) against a DC of 20 + the
level of the attempted spell. If the caster fails the check, roll on
the table on page 150 to determine the exact effect.
Random Encounters: Alternate between the Beatific Encoun-
ters table and the Abyssal Encounters table (page 167) for random
encounters in Limbo.
Limbo Terrain
There are two kinds of terrain in Limbo. The vast majority of the
plane is uncontrolled, raw Limbo, but here and there are islands
of more stable terrain—usually earth, but sometimes another
material.
Raw Limbo: To draw an encounter map of raw Limbo, scatter
irregular areas of fire, water, earth, and high winds across the grid.
As a rough guide, make each area roughly 40 feet square and put a
15-foot gap between areas. But because this is the plane of ultimate
chaos, you should vary widely from this guideline.
Roughly one-quarter of the areas are fire-dominant (dealing
3d10 points of damage per round and setting characters on fire),
one-quarter are water-dominant (essentially free-floating blobs of
water), one quarter are air-dominant tornadoes (as described on
page 94), and one-quarter are simply earth.
Every round, at initiative count 0, the areas of raw Limbo shift.
For each area, roll 1d8. This determines the direction that a partic-
ular area will shift, with 1 being back toward the top of the map
and 2 through 8 counting clockwise in 45-degree increments.
Then, shift the entire area 1d4 squares in that direction.
If fire-dominant and water-dominant areas overlap after the
shift, they cancel each other out within the area of the overlap,
changing the shape of both areas and leaving the area of the overlap
outside both areas. The same thing happens if an air-dominant and
earth-dominant area overlap. Other overlaps (fire and earth, for
example) have the full effects of both elements in the overlap area.
Stable Areas: Most of Limbo’s living inhabitants remain in
the stable areas free of the plane’s shifting elements. Often these
stable areas are chunks of earth and stone up to a half-mile across.
Occasionally a lake of stable water, or a massive, roiling firestorm
will appear.
Example Limbo Site: Monastery of Zerth’Ad’lun
One of many githzerai monasteries on the plane, Zerth’Ad’lun fol-
lows the teaching of Sensei Belthomias, a 16th-level monk.
Belthomias teaches a specialized martial art (as do many monas-
teries), and those students who fully embrace his teachings are
also called Zerth cenobites. Those who practice zerthi—“Zerth’s
teaching” in the githzerai tongue—claim to peer a moment into
the future in order to aid their martial expertise.
From the exterior, the monastery appears almost like a small
glade of stone spires and towers layered around a sphere about a
quarter-mile in diameter. Taking full advantage of the subjective
gravity of Limbo, the interior of the monastery has winding stairs
that connect “floors” to “walls” or “ceilings.” All the surfaces are
really floors for those who don’t mind adjusting their own subjec-
tive orientation.
Vast halls provide room for mass martial arts training, while
hundreds of tiny cells lighted by dim candles provide privacy for
individual meditations. The schedule of a monk at Zerth’Ad’lun is
strict and harsh, but the rewards of the spirit are considered suffi-
cient compensation.
Mapping the monastery—even enough of it for an en-
counter—is difficult because the best frame of reference seems to
change from square to square. Simply throw in as many dungeon
elements as you can, making sure to rotate some and turn others
upside down. If the characters fight the monks of the monastery,
have the monks jump from ceiling to wall, using subjective grav-
ity to right themselves when they land.
The monastery welcomes visitors and may put them up for as
long as a week in quarters set aside for hospitality. Nongithzerai
who are interested in studying at the monastery are allowed to do
so—Belthomias is impressed by any nongithzerai who can sur-
vive Limbo long enough to find the monastery. The supplicant
must be willing to spend a few months in the monastery learning
the basics and abiding the schedule of a cenobite. Then Beltho-
mias poses a series of three tests, one of which involves fighting
slaadi, one of which involves controlling Limbo, and one of which
involves a quest to the Material Plane (often to the subterranean
homes of the mind flayers).
WINDSWEPT DEPTHS OF PANDEMONIUM
Pandemonium is a great mass of matter pierced by innumerable
tunnels carved by the howling winds of the plane. It is windy,
noisy, and dark, having no natural source of light. The wind quickly
extinguishes normal fires, and lights that last longer draw the
attention of wights driven insane by the constant howling wind.
Every word, scream, or shout is caught by the wind and flung
through all the layers of the plane. Conversation is accomplished
by shouting, and even then words are spirited away by the wind
before they travel farther than 10 feet.
The stale wind of Pandemonium is cold, and it steals heat from
unprotected travelers. The endless gale buffets each inhabitant,
blowing sand and dirt into eyes, snuffing torches, and carrying
away loose items. In some places, the wind howls so fiercely that it
lifts creatures off their feet and carries them for miles before dash-
ing their forms against some dark cliff face.
In a few relatively sheltered places, the wind dies down to just a
breeze carrying haunting echoes from distant parts of the plane,
though these sounds are so distorted that they sound like cries
of torment.
Pandemonium has four layers: Pandesmos, Cocytus, Phlege-
thon, and Agathion. Pandesmos, the highest layer, has large cav-
erns and passageways, with Cocytus and Phlegethon having pro-
gressively smaller and more rugged caverns. Agathion has only
isolated caverns, with no tunnels linking them.
Pandemonium has the following traits.
•Objective directional gravity. In the cavernous tunnels of
Pandemonium, gravity is oriented toward whatever wall a crea-
ture is nearest. Thus, there is no normal concept of floor, wall and
ceiling—any surface is a floor if you’re near enough to it. Rare
narrow tunnels exactly cancel out gravity, allowing a traveler to
CHAPTER 5:
CAMPAIGNS
shoot through them at incredible speed. The layer of Phlegethon
is an exception—there, the normal gravity trait applies.
•Divinely morphic. Specific powerful beings such as the deity
Erythnul can alter Pandemonium. Ordinary creatures find
Pandemonium indistinguishable from the Material Plane (it
has the alterable morphic trait for them, in other words). Spells
and physical effort affect Pandemonium normally.
•Mildly chaos-aligned.
Random Encounters: Use the Abyssal Encounters table (page
167) for random encounters in Pandemonium.
Example Pandemonium Site: Howler’s Crag
Howler’s Crag is a jumbled pile of stones, boulders, and worked
stone, as if a giant’s palace had collapsed in on itself, standing in
the center of Cocytus. The Crag’s top is a mostly level platform
about 10 feet in diameter, with a low wall surrounding it. The plat-
form and those on it glow with an ephemeral blue radiance. The
lower reaches of the Crag are riddled with small burrows. Some
are dead ends, but others connect. The wall of every burrow is cov-
ered with writing in lost alphabets that supposedly spells out
strange psalms, liturgies, and strings of numerals or formulas.
Natives of Pandemonium say that anything yelled aloud from
the top of the Crag finds the ears of the intended recipient, no
matter where that recipient is on the Great Wheel. The words of
the message are borne on a shrieking, frigid wind.
Demons of various sorts have learned that visitors constantly
trickle to the Crag. The visitors are usually archaeologists, divin-
ers, or those wishing to send a message to some lost friend or
enemy. Most become the prey of the ambushing fiends.
Howler’s Crag is large enough to provide its own gravity; char-
acters can simply walk up it without needing to climb. To make an
encounter map for Howler’s Crag, draw it as if the Crag were the
floor (covered in dense rubble; see page 90). Include a number of
burrows, which are each 10 feet in diameter. The fiends that
waylay travelers (often hezrous and nalfeshnees) will emerge from
the burrows when they sense the presence of visitors.
As elsewhere on Pandemonium, a fight on Howler’s Crag takes
place among strong winds. Attacks with ranged weapons have a –2
penalty due to the winds, and a Tiny or smaller creature must suc-
ceed on a DC 10 Fortitude save each round or be knocked down.
Sometimes the winds that buffet Howler’s Crag are even more
powerful. For the effects of stronger winds on combat, see page 95.
INFINITE LAYERS OF THE ABYSS
The Abyss is all that is ugly, all that is evil, and all that is chaotic
reflected in infinite variety through layers beyond counting. Its
virtually endless layers spiral downward into ever more atrocious
forms. Conventional wisdom places the number of layers of the
Abyss at 666, though there may be far more. The whole point of
the Abyss, after all, is that it’s far more terrible than conventional
wisdom could ever encompass.
Each layer of the Abyss has its own unique, horrific environ-
ment. No theme unifies the multifarious layers other than their
harsh, inhospitable nature. Lakes of caustic acid, clouds of nox-
ious fumes, caverns of razor-sharp spikes, and landscapes of
magma are all possibilities. So are less immediately deadly ter-
rains such as parched salt deserts, subtly poisonous winds, and
plains of biting insects.
The Abyss is home to demons, creatures devoted to death and
destruction. A demon in the Abyss looks upon visitors as food or a
source of amusement. Some see powerful visitors as potential
recruits (willing or not) in the never-ending war that pits demons
against devils, known as the Blood War.
The Abyss has the following traits.
•Normal gravity. The top layer of the Abyss (called the Plain of
Infinite Portals) and many other layers have the normal grav-
ity trait, but other layers of the Abyss can contain different
gravity traits.
•Normal time. Time flows at the same rate in the Abyss as on the
Material Plane. However, rumors persist of a layer where time
flows backward with regard to aging. The reverse flow is erratic,
however, and a visitor could be reverse-aged to childhood or
out of existence altogether.
•Divinely morphic. Entities at least as powerful as lesser deities
can alter the Abyss. Less powerful creatures find the Abyss
indistinguishable from a normal Material Plane (the alterable
morphic trait) in that the plane can be changed by spells and
physical effort.
•Mixed elemental and energy traits. This trait varies widely from
layer to layer. In the Abyss as a whole, no one element or type of
energy constantly dominates, though certain layers have a domi-
nant element or energy, or a mixture of two or more.
•Mildly chaos-aligned and mildly evil-aligned.
Random Encounters: Use the Abyssal Encounters table (page
167) for random encounters in the Abyss.
CHAPTER 5:
CAMPAIGNS
Demon armies battle in the Abyss.
Random Abyssal Layers
What if your characters wind up being sent to the Abyss as a
result of an adventure gone wrong? Or what if they flee powerful
demons by jumping through the nearest portal?
Use the following table to randomly determine the general
characteristics of an unknown layer. If desired, roll twice (or
more) and combine the results.
d% Type of Layer
01–05 Air-dominant
06–10 Blood War battleground (demons against devils)
11–15 Burning hellscape (mix of magma and stone)
16–20 Demonic city
21–25 Desert of sand, ice, salt, or ash
26–30 Earth-dominant
31–35 Fire-dominant
36–40 Fetid swamp (filled with predators)
41–45 Mixed element-dominant (as Limbo)
46–50 Mountainous
51–55 Negative-dominant (minor or major)
56–60 Normal (as the Material Plane)
61–65 Ocean of water
66–70 Realm of powerful Abyssal entity
71–75 Sea of acid
76–80 Sea of insects
81–85 Sea of blood
86–90 Subterranean
91–95 Undead realm
96–100 Water-dominant
Example Abyss Site: Demonweb Pits
The 66th layer of the Abyss is home to Lolth, the Spider Queen.
The plane folds in upon itself so that it resembles a great web. A
dizzying array of web pathways interconnect with fractal com-
plexity. Each strand is strung with portals onto the planes where
Lolth is worshiped. Lolth’s palace is said to be a mobile iron
stronghold shaped like a spider, perpetually crawling across her
planar web.
To draw an encounter map for the Demonweb Pits, design a
crisscrossing network of 20-foot-wide walkways suspended magi-
cally in vast cloud of solid fog (as the spell). The fog stays 1d4×10
feet away from the pathways, so characters can sometimes glimpse
other parts of the web that are above, below, or to the side of the
path they’re walking on.
The web twists and turns in on itself, but it always appears per-
fectly level, even when it corkscrews upward or downward. It’s
possible to make four right turns and wind up underneath the
point where you started, without encountering a slope or stairs.
Characters who fall—or are bull rushed—off a walkway fall at
only 60 feet per round (as the feather fall spell), and they take no
damage when they land on another walkway (which might be
miles below where they started).
TARTERIAN DEPTHS OF CARCERI
The prison plane of Carceri seems the least overtly dangerous of
the lower planes, but that first impression quickly disappears. Acid
seas and sulfurous atmospheres may be rare on this plane, and no
areas of biting cold or infernos of raging heat exist. The danger of
Carceri is a subtler thing.
The plane is a place of darkness and despair, of passions and
poisons, and of kingdom-shattering betrayals. On Carceri,
hatreds run like a deep, slow-moving river. And there’s no telling
what the flood of treachery is going to consume next. It is said
that a prisoner on Carceri may only escape when she has become
stronger than whatever imprisoned her there. That’s a difficult
task on a plane whose very nature breeds despair, betrayal, and
self-hatred.
Carceri consists of six layers: Orthrys, Cathrys, Minethys,
Colothys, Porphratys, and Agathys. Each layer consists of a series
of orbs like tiny planets. A gulf of air separates each orb from the
next. On a particular layer, little distinguishes one orb from the
next, and it’s possible that the number of orblike planets on each
layer is infinite.
Carceri has the following traits.
•Normal gravity. On the orbs, gravity is normal. Between orbs,
there is no gravity, which eases travel for those who can fly
beyond the clutches of each orb’s gravity.
•Divinely morphic. Nerull and any other entity of lesser deity
status or greater can alter Carceri. More ordinary creatures find
Carceri indistinguishable from the Material Plane; it responds
to spells and physical effort normally.
•Mildly evil-aligned.
Random Encounters: Use the Abyssal Encounters table (page
167) for random encounters on Carceri.
Example Carceri Site: Sand Tombs of Payratheon
Payratheon is the name of a vanished city built on an orb of
Minethys eons ago. That city is long buried under sand dunes,
but its sand-drowned avenues, crumbled towers, and silted porti-
cos still remain far below the shifting surface of the layer. Some-
times the shifting sands reveal Payratheon for an hour or a
longer, but it is always engulfed again by the sands, smothering
most creatures that were tempted by its appearance and entered
the sand-blasted city.
Resourceful adventurers have burrowed down to find outlying
suburbs of the city during its phases of submersion. Tales of terror
walk hand in hand with these accounts, which tell of dragonlike
“sand gorgons” that swim through the sand as if it were water. Also
mentioned are the remnants of former inhabitants that force their
way through the streets as petrified undead, so weathered and
eroded that little can be discerned of their original race or size.
To create an encounter map for the sand tombs, start with a city,
then reduce half the buildings to heavy rubble and damage the
others in some significant way. The riches of Payratheon are there
for the taking, for the city was buried suddenly. But the characters
will have to contend with the sand gorgons (24 HD gorgons with
a burrow speed of 30 feet), mummy lords (see the Monster Manual),
and other undead eager to slay and consume the living. And
they’re also racing against time—a titanic sandstorm (see page 91)
is only 1d4 hours away.
GRAY WASTE OF HADES
Hades sits at the nadir of the lower planes, halfway between two
races of fiends each bent on the other’s annihilation. Thus, it often
sees its gray plains darkened by vast armies of demons battling
equally vast armies of devils who neither ask nor give quarter. If
any plane defines the nature of true evil, it is the Gray Waste.
In the Gray Waste of Hades, pure undiluted evil acts as a power-
ful spiritual force that drags all creatures down. Here, even the
consuming rage of the Abyss and the devious plotting of the Nine
Hells are subjugated to hopelessness. Apathy and despair seep into
everything at the pole of evil. Hades slowly kills a visitor’s dreams
and desires, leaving the withered husk of what used to be a fiery
sprit. Spend enough time in Hades, and a visitor gives up on
things that used to matter, eventually succumbing to total apathy.
Hades has three layers, called “glooms”: Oinos, Niflheim, and
Pluton. Uncaring malevolence that slowly crushes the spirit per-
meates each gloom.
Hades has the following traits.
•Divinely morphic. Entities of at least lesser deity status can alter
Hades, though few deities care to reign in Hades. The Gray
Waste has the alterable morphic trait for less powerful crea-
tures; Hades responds normally to spells and physical effort.
•Strongly evil-aligned.
CHAPTER 5:
CAMPAIGNS
•Entrapping. This is a special trait unique to Hades (although
Elysium has a similar entrapping trait). A nonoutsider in Hades
experiences increasing apathy and despair while there. Colors
become grayer and less vivid, sounds duller, and even the
demeanor of companions seems to be more hateful. At the
conclusion of every week spent in Hades, any nonoutsider
must succeed on a Will saving throw (DC 10 + the number of
consecutive weeks in Hades). Failure indicates that the individ-
ual has fallen entirely under the control of the plane, becoming
a petitioner of Hades.
Travelers entrapped by the inherent evil of Hades cannot leave
the plane of their own volition and have no desire to do so. Mem-
ories of any previous life fade into nothingness, and it takes a wish
or miracle spell to return such characters to normal.
Random Encounters: Alternate between the Abyssal Encoun-
ters table and the Hellish Encounters table (page 167) for random
encounters in Hades.
Example Hades Site: Underworld
On the gloom of Pluton, the Underworld is contained within
walls of gray marble that stretch for hundreds of miles and are vis-
ible for thousands of miles beyond that. Sometimes the souls of
creatures who have died particularly tragic deaths come here,
rather than traveling onward to their final reward.
A single double gate pierces the marble walls of the realm. Con-
structed of beaten bronze, the gates are dented and scarred by he-
roes intent on getting past. However, the gates are also guarded by
a terrible fiendish beast, a Gargantuan three-headed hound made
from the squirming, decaying bodies of hundreds of dead spirits.
Beyond the gate, the inside of the realm appears much like the out-
side. Blackened trees, stunted bushes, and wasted ground dominate
the landscape. To draw an encounter map for the Underworld, use the
guidelines for sparse forest (see page 87), but replace any undergrowth
with light rubble. Gray, wraithlike spirits wander through this realm,
on the verge of being sucked completely dry of all emotion by the spir-
itual decay of the plane. When they lose the last shred of emotion,
their remaining essence becomes one with the gloom of Pluton.
Sometimes, great heroes or desperate lovers from the Material
Plane travel to this layer via a tributary of the River Styx or portals
hidden in great volcanic fissures. They come to the Underworld
because they believe that they can find the spirit of a friend or
loved one and extricate that spirit from a hopeless eternity. The
hound can’t be bargained with, but if the characters manage to get
inside, they’ll have to negotiate with powerful ghosts and out-
siders to find the soul they’re looking for. Whatever the characters
seek here, the Underworld is sure to exact a price.
BLEAK ETERNITY OF GEHENNA
Gehenna’s top layer borders Hades and the Nine Hells, so it is not a
pleasant place. Floating in an impenetrable, infinite void are volcanic
mountains seemingly without base or peak. They are only finite in
the strictest sense of the word, measuring hundreds of thousands of
miles in each direction. A single volcanic mountain dominates each
of the four layers of Gehenna, though lesser volcanic earthbergs drift
and sometimes smash into the greater mountains.
No naturally occurring level place exists in any of the layers; all
the slopes are at least 45 degrees, and many are akin to sheer cliffs.
Gehenna’s fiendish inhabitants have carved artificial ledges, some
large enough for entire cities, and switchback paths to connect
them. But those edifices have a tendency to break apart, sending
their builders on a long, sliding fall down the mountain.
Gehenna’s four layers are Khalas, Chamada, Mungoth, and
Krangath. Each layer is differentiated from the other by its degree
of volcanic activity.
Gehenna has the following traits.
•Normal gravity. Gravity is similar to that of the Material Plane,
but naturally occurring volcanic mountains seem to float free in
an infinitely larger void. Gravity is normal on the steep slopes
of a mountain, and a fall causes a creature to tumble until a
chance ledge catches it, or until continued abrasions from the
long fall completely shred the victim.
•Divinely morphic. Lesser deities can alter Gehenna’s mountain-
ous landscape. Ordinary creatures find that Gehenna is as alter-
able as the Material Plane.
•Mildly evil-aligned.
Random Encounters: Use the Hellish Encounters table (page
167) for random encounters in Gehenna.
Example Gehenna Site: Valley of the Outcast
Mungoth, the third layer of Gehenna, is a cold place. The light of
scattered volcanic vents is equivalent to that of a full moon,
making navigation across the icy slopes difficult. Mungoth’s fea-
tures are further masked by heavy precipitation, in the form of
both snow and ash. That makes it a good place for those who don’t
want to be found.
A deep chasm contains a well-hidden realm sheltered from the
ever-present acidic snow. Built of equal parts basaltic rock and
giant bones is a rough castle. The castle is scaled to the proportions
of its master, an outcast fire giant wizard named Tastuo. Her eight
siblings, fellow outcasts, also reside in the castle.
The fiends who rule Mungoth have several interlocking con-
tracts with Tastuo, which helps ensure the valley’s safety should
her enemies ever find her. Tastuo never names those enemies,
but her predicament makes her sympathetic to the plight of trav-
elers seeking asylum. Thus, the Valley of the Outcast doubles as a
way station for visitors in need, but only if they can find it. And
the fiends of Mungoth are always looking for intruders—
Tastuo’s protection doesn’t extend beyond her castle walls.
To draw an encounter map for the area near the Valley of the
Outcast, use the guidelines for forbidding mountains (see page
89). Then cover all surfaces with snow, deep snow, or ice as you
see fit.
The snow-ash mixture on Mungoth deals 1d4 points of acid
damage per minute of exposure. Only artificial structures or cav-
erns offer any lasting protection against the snowfall, which blows
through any given area 80% of the time.
NINE HELLS OF BAATOR
This plane, sometimes simply called Baator or Hell, is the ultimate
realm of law and evil, the epitome of premeditated, crafted cruelty.
The devils of the Nine Hells all obey a higher law than themselves,
but all that really means is that they chafe and rebel against their
status. Most will undertake any plot or action, no matter how foul,
to advance themselves.
The Nine Hells compare well with any other lower plane in
terms of sheer diversity of vileness. Devils are more cunning,
more subtle, and more dangerous than other fiends—or so say the
devils. A demon revels in slavering, insane, evil power, but a devil
always has an agenda, a plan of attack, and a carefully conceived
plot for retribution if necessary.
Baator consists of nine layers, each lower than the next, like
ledges stepping down into an ever-deeper pit. From top to bottom,
they are Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge,
Maladomini, Cania, and Nessus.
The Nine Hells have the following traits.
•Infinite size. Each layer extends outward infinitely, but the cir-
cumference of each inner ledge (which opens onto the Pit and
the next lower layer) is finite.
•Divinely morphic. Entities of at least lesser deity status can alter
the Nine Hells. Ordinary creatures find that the Nine Hells is as
alterable as the Material Plane.
•No elemental or energy traits. Elemental and energy influ-
ences are balanced, except on the layer of Phlegethos (which
has the fire-dominant trait). The layer of Cania is bitterly cold
CHAPTER 5:
CAMPAIGNS
and has a special cold-dominant trait. Creatures there take
3d10 points of cold damage each round they’re away from
shelter of some kind.
•Mildly law-aligned and mildly evil-aligned.
Random Encounters: Use the Hellish Encounters table (page
167) for random encounters in the Nine Hells.
Example Nine Hells Site: Bronze Citadel
This brutish, unimaginative city on Avernus covers dozens of
square miles and features twelve concentric ring walls, each bris-
tling with war machines. The city is filled with hundreds of thou-
sands of lesser devils of all kinds bound for the Blood War.
Because Avernus is the likeliest beachhead for any massed de-
monic attack, fortifications are always being added to the Bronze
Citadel. Work gangs of lesser devils constantly expand the city.
The construction is so pervasive that bone scaffolding is as likely
to be supporting a given wall as not.
To create an encounter map for the Bronze Citadel, start with
the battlefield elements described in the Plains Terrain section
(see page 91). Then add walls, towers and gatehouses described in
the Urban Features section (page 99), and augment both with
magical features such as flaming surfaces (which deal damage as a
wall of fire spell), self-firing ballistas, and spikes that grow out of
the walls (a trap triggered by the proximity of enemy troops).
Any kind of devil can be found here. Even a fight with low-level
devils will quickly escalate, because the devil armies are disciplined
enough to train their troops to report to their commanders that
they’re under attack. Unless they employ stealth, characters will
work their way up the food chain, eventually facing horned devils,
ice devils, and pit fiends sent to find out what the commotion is.
INFERNAL BATTLEFIELD OF ACHERON
The hue and cry of battle is the first sound a soldier hears when
arriving on Acheron and the last sound a refugee hears when leav-
ing. That’s all Acheron offers: conflict, war, strife, and struggle.
Many armies populate Acheron, but leaders are scarce. Truly,
rebels without a cause are common on Acheron, whether they’re
mortals, fiends, or celestials.
Avalas, Thuldanin, Tintibulus, and Ocanthus are the layers of
Acheron, each made of island- or even continent-sized iron cubes
floating in an airy void. Sometimes the cubes collide, and echoes of
past collisions linger throughout the plane, mingling with the ring
of sword on sword as armies clash across the faces of the cubes.
Acheron has the following traits.
•Objective directional gravity. Which way is down depends on
which face of a cube you’re on. Walking across edges between
faces can be dizzying for the inexperienced.
•Divinely morphic. Acheron changes at the whim of its deities.
Ordinary creatures must use spells and physical effort to
change the infernal battlefield.
•Mildly law-aligned.
Random Encounters: Use the Hellish Encounters table (page
167) for random encounters on Acheron.
Example Acheron Site: Thuldanin’s War-Cubes
The cubes of this layer are riddled with pockets and hollows. Sur-
face pits lead down into labyrinthine spaces cluttered with the
refuse of every war that was ever fought here.
Broken scraps of a myriad of devices are everywhere. Great ships
that have burst asunder, toppled siege towers, enormous weapons,
steam-driven carriages, flying devices of every description, and con-
traptions with even more obscure sources of power and purpose can
be found within these cubes. Most of the refuse is inoperative, petri-
fied to stonelike immobility by the “preservative” quality of the layer.
Scavenging for intact weapons is an occupation for many a
team of salvagers and opportunists, because many quality weapons
and engines of war are scattered through the rubble on Thuldanin.
But wise salvagers don’t spend too long on Thuldanin, because
creatures can be petrified just as objects can be. Any given object or
creature has a 1% cumulative chance per 30 days spent on Thuldanin
of spontaneously petrifying into stone. Objects or creatures petrified
by the natural qualities of Thuldanin cannot be returned to their pre-
vious state, except by such high-level magic as a wish or miracle spell.
To make encounter maps for the war-cubes, simply create
expansive dungeon terrain: large rooms, wide hallways, tall ceil-
ings, and so forth. Then fill much of it with junk (light rubble or
dense rubble). Add large structures such as catapults, war galleys,
and strange clockwork devices. Finally, add a few statues—unfor-
tunate ex-adventurers who lingered too long looking for treasure.
Characters searching for treasure will undoubtedly confront
rival salvagers; Thuldanin is known throughout the Great Wheel,
so almost anyone or anything can be searching the caverns of the
war-cubes. Not everything in Thuldanin is ruined. Constructs
such as inevitables and golems might yet be functional, springing
to action when the characters draw near. To represent the riches of
the war-cubes, consider all creatures encountered here (except the
constructs) to have double standard treasure. But rather than put-
ting the treasure with the creatures, hide it among the debris of
war and let the characters find the loot.
CLOCKWORK NIRVANA OF MECHANUS
Mechanus is the plane where perfectly regimented order reigns
supreme. It consists of equal measures of light and dark, and equal
proportions of heat and cold. On Mechanus, all law is reflected in
a single infinite realm of immense clockwork gears, all inter-
locked, all turning according to their own measure. The cogs seem
to be engaged in a calculation so vast that no deity knows its pur-
pose, except that it is somehow a function of law.
At first glance, the nature of Mechanus seems straightforward.
However, subtleties lurk just below the surface. Every kind of law
can be found in the Clockwork Nirvana of Mechanus, from
simple maxims to devilishly twisted rules of decorum.
Mechanus has the following traits.
•Objective directional gravity. The direction of “down” is
oriented to the face of each rotating cog. Walking between cogs
can be dizzying for newcomers—and dangerous if a traveler
falls between the cogs.
•Divinely morphic. Lesser deities can alter Mechanus with a
thought; ordinary creatures require spells and physical effort to
do so.
•Strongly law-aligned.
Random Encounters: Alternate between the Hellish Encoun-
ters table and the Heavenly Encounters table (page 167) for
random encounters in Mechanus.
Example Mechanus Site:
Fortress of Disciplined Enlightenment
This structure sits on its own cog, and its spires and towers rise
high into the void of Mechanus. The fortress is 2 miles in diame-
ter, and some of its spires reach twice that height. Inevitables
enforcing the “don’t trespass” law patrol the parapets, keeping a
vigilant eye out for fiendish infiltrators or colonizing formians.
A group of mortals from the Material Plane called the Frater-
nity of Order are the masters of the fortress. The members of the
Fraternity of Order believe that if they can but tease forth every
law of the cosmos, they will have the power of the deities. To that
end, they built this stronghold on the plane of ultimate law.
A horde of clerks, functionaries, legal aides, translators, mathe-
maticians, philosophers, and bureaucrats staff the Fortress of Dis-
ciplined Enlightenment. Most belong to the Fraternity of Order,
though sometimes visitors are granted access to study at the
vaunted libraries of the Fortress. The libraries extend through
hundreds of rooms and hold tomes of legal volumes from all over
the Great Wheel.
CHAPTER 5:
CAMPAIGNS
Characters seeking knowledge at the Fortress are never turned
away outright, although a blizzard of paperwork must be negoti-
ated before the fraternity allows access to the library’s general
stacks. To study rarer, restricted tomes, characters must first com-
plete a quest for the Fraternity. A typical mission would be to res-
cue a bit of abstract lore from a well-guarded drow library.
PEACEABLE KINGDOMS OF ARCADIA
Arcadia thrives with orchards of perfectly lined trees, ruler-
straight streams, orderly fields, and cities laid out in geometrically
pleasing shapes. The mountains are unblemished by erosion.
Everything on Arcadia works toward the common good and a
flawless form of existence. Here, nothing intrudes on harmony.
It is said that everything on Arcadia is as perfect as it can be, nei-
ther as strictly regimented as Mechanus nor as devoted to the perfec-
tion of the individual as Celestia. But this is not entirely accurate. In
fact, the inhabitants of Arcadia are often so convinced of their own
righteousness that they are hard-pressed to recognize their own flaws.
Arcadia has two layers: Buxenus and Abellio. They look similar,
except that Buxenus holds the armed camps of the celestial
dwarves and archons that protect the plane.
Arcadia has the following traits.
•Divinely morphic. Lesser deities can transform Arcadia with a
wave of the hand, but the plane has the alterable morphic trait
for other creatures.
•Mildly law-aligned.
Random Encounters: Use the Heavenly Encounters table
(page 167) for random encounters in Arcadia.
Example Arcadia Site: Mount Clangeddin
A perfectly conical mountain, standing apart from any range, rises
at least thirty thousand feet above the fields below, its peak
wreathed in clouds and storms. The great dwarf hero Clangeddin
Silverbeard raised this edifice.
The mountain’s interiors are riddled with great halls, galleries,
and dwarf-carved roads paved with flagstones. Costly lamps, hot
and cold forges, and citywide feasting halls all provide light and
merriment for the underground visitor. Strangers are welcome
here, especially those who come to order special weapons from the
legendary smiths who labor in the hottest portions of the forge.
The celestial dwarves who live within Mount Clangeddin
spend half of each day drilling, training, and perfecting their mili-
tary skills to honor their lord Clangeddin. Visitors seeking to raise
an army sometimes come to Mount Clangeddin, tempting the
dwarves with stories of righteous warfare. Sometimes, the elders
are moved by such appeals and assign axes to the cause.
Others come seeking the legendary weapons that bear the mark
of Clangeddin’s smiths. Though Mount Clangeddin is only a small
city, weapons of any price can be bought (but not sold) here.
To draw an encounter map for Mount Clangeddin, use the
Dungeon Terrain section (page 59). Because the dwarves take their
stonecraft seriously, the walls, ceiling, and floors are the highest
quality masonry and flagstone.
SEVEN MOUNTING HEAVENS OF CELESTIA
The single sacred mountain of Celestia rises from an infinite sea of
holy water to incomprehensible heights. Here, justice, kindness,
order, celestial grace, and mercy are the rules. Here, watchful eyes
hold the ramparts against evil in all its many forms. Here, all
things are beautiful.
The Seven Mounting Heavens are the planar home for mortal
souls who feel kindness and empathy for their fellow creatures.
But it is a paradise that fiends of the lower planes would conquer if
they could. Mount Celestia represents a promise of betterment
and ultimate union with the powers of good and law for those
worthy. So supplicants of every stripe ascend the layers, one after
the other, to the ultimate height of the Heavenly City (the sixth
layer), and from there into the Illuminated Heaven, about which
nothing is known.
Celestia has the following traits.
•Divinely morphic. Celestia is morphic for entities of at least
lesser deity status. It is alterable in the normal manner for more
ordinary creatures.
•Mildly good-aligned and mildly law-aligned.
Random Encounters: Use the Heavenly Encounters table
(page 167) for random encounters on Celestia.
Example Celestia Site: Empyrea
Also called the City of Tempered Souls, Empyrea sits on the edge
of a cold, clear mountain lake. The many healing fountains and
curative waters in Empyrea can restore withered limbs, lost
speech, derangement, and life energy itself; those who ail need
only find the right fountain. Empyrea is also known for its healers
and hospitals, and many a pilgrim seeks to reach this legendary
site of perfect health.
Nonevil, nonchaotic characters who seek relatively simple
cures (damage, disease, or negative levels, for example) are freely
healed. Those seeking cures for more exotic ills (strange curses,
lost levels, and some rare, vile diseases) must pass the test of
Empyrea—ritual combat against an archon or angel with a CR
equal to the character’s level. If multiple PCs are fighting, they
each get an archon or angel to fight. The fight is not to the death,
but to unconsciousness—and in fact those who kill their foes out-
right are banished from Empyrea. Those who pass the test are
granted the cure they desire.
The fight takes place in one of many courtyards, an open area
with slender, decorative pillars and shallow pools of purest water.
TWIN PARADISES OF BYTOPIA
Bytopia is unique among the Outer Planes because the surfaces of
its two layers face each other like the covers of a closed book. By
looking up from Dothion, the “top” layer of the plane, the traveler
can see Shurrock, its other layer. In similar fashion, one may stand
on Shurrock and see the towns and farms of Dothion overhead.
Each layer of Bytopia plane is an idealized world. Dothion is a
tamed, pastoral landscape, while Shurrock is an untamed wilder-
ness. The philosophy of the plane—personal achievement work-
ing with social interdependence—infuses both its layers.
The distance between the two layers of the plane is about 1
mile, though sharp mountains rise from either side and some-
times meet in the middle. Travel between the two layers is
common by flying as well as climbing the mountains.
Bytopia has the following traits.
•Objective directional gravity. “Down” exists in opposite direc-
tions on the plane’s two facing layers. Gravity is normal until
one crosses the invisible border between the two layers; then it
reverses. Those who break through the border find themselves
falling toward the other plane.
•Divinely morphic. Lesser deities can transform Bytopia’s twin
landscapes, and other creatures find Bytopia as changeable as
other Outer Planes.
•Mildly good-aligned.
Random Encounters: Use the Heavenly Encounters table
(page 167) for random encounters on Bytopia.
Example Bytopia Site: Mottlegrasp’s Orchard
Mottlegrasp, an 18th-level celestial gnome wizard, tends an or-
chard in rural Dothion where the trees grow rubies, emeralds, and
other precious gems. A typical tree produces 1d4×1,000 gp worth
of gems each year, and the orchard covers several acres.
Some of Mottlegrasp’s trees provide far more valuable fruit. He
can offer fruit of Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. These objects function as the relevant
ability-enhancing tomes and manuals (described in Chapter 7),
CHAPTER 5:
CAMPAIGNS
providing an inherent bonus to an ability score when eaten. The
riper the fruit, the higher the bonus.
Neither money, good deeds, nor fame will earn the PCs such
fruit. Mottlegrasp never parts with his fruit willingly, and he
politely turns down any offers to do so—with one exception:
Mottlegrasp will occasionally pay characters in fruit if they guard
his orchard for a week’s time.
The venerable gnome is no fool. He will hire guards for his
orchard only if he suspects a threat will emerge that an 18th-level
wizard on his home turf can’t handle. The characters will likely
face peril after peril during their week as orchard-guards.
To draw an encounter map of Mottlegrasp’s Orchard, place trees
in neat rows of every other square. Every four rows or so, draw an
irrigation canal (treat as a 5-foot-wide trench, because it’s rarely
full of water).
BLESSED FIELDS OF ELYSIUM
Elysium is the most strongly good-aligned plane on the Great
Wheel, a place of good untrammeled by issues of law or chaos. On
this plane, doing well by others is more highly valued than any
other ideal.
The first layer of the plane, Amoria, is a riot of color. Visitors
marvel at brilliant green meadows dotted with starburst flowers,
pools as deep blue as a jay’s plumage, and silver clouds drifting
against a perfect sky. The plane itself seems to vibrate with its own
sense of life and intensity. It is usually a peaceful place, and tran-
quility seems to seep into the bones and souls of those that cross it.
Elysium consists of four layers strung together by the myriad
courses of the River Oceanus. The first layer is most like the Mate-
rial Plane, with sweet-smelling pines and flowering trees along its
banks giving way to open meadows and rolling fields. The second
layer, Eronia, is rougher and more mountainous, and rapids and
falls are common along the channels of the river. Belierin, the third
layer, is a great marsh awash with life. The deepest layer is the sea of
Thasasia and the headwaters of the great River Oceanus, dotted
with islands where veteran heroes of good relax for eternity.
The size of the River Oceanus varies from a braid of smaller side
channels to a mighty flow that tops its banks and floods the sur-
rounding area. Along the river are islands, low gravel bars, and
rocky promontories, which are often the homes of honored souls
of the dead and more powerful denizens.
Elysium has the following traits.
•Divinely morphic. Elysium is easily altered by deities. Other
creatures find that their spells and physical efforts work
normally here.
•Minor positive-dominant.
•Strongly good-aligned.
•Entrapping. This is a trait unique to Elysium (although Hades
has a similar entrapping trait). A nonoutsider on Elysium expe-
riences increasing joy and satisfaction while there. Colors
become brighter and more vivid than on the Material Plane,
sounds more melodious and soft, and the nature of others
seems more pleasant and understanding. At the conclusion of
every week spent on Elysium, any nonoutsider must make a
Will save (DC 10 + the number of consecutive weeks on
Elysium). Failure indicates that the individual has fallen under
the control of the plane, cannot leave the plane of his or her
own volition, and has no desire to do so. Memories of any previ-
ous life fade into nothingness, and it takes a wish or miracle spell
to return such characters to normal.
Random Encounters: Alternate between the Heavenly En-
counters table and the Beatific Encounters table (page 167) for
random encounters in Elysium.
Example Elysium Site: Heroic Isles
These islands are also known as the Isles of the Holy Dead, the
Hills of Avalon, and the Islands beyond the World. Here the best
of the good-aligned souls who have passed beyond the mortal
world make their homes, retaining some knowledge and perhaps
some power from their previous lives. Here hero-kings wait for
the day when their nations need them again, and religious schol-
ars research great mysteries in huge libraries.
Often these great petitioners made the journey to Thalasia while
still alive but approaching death, whether from age or from wounds
taken in noble battle. Elysium then slowly converted them to pow-
erful outsiders, and they scarcely felt the pang of death. In Thalasia
they retain their powers and memories but are at peace with them-
selves and with others, the ultimate reward for good. Angels guard
the shores of each island, observing visitors silently and ruthlessly
swarming any who would break the peace of this place.
Because the dead heroes remember their mortal deeds, they can
be sources of information and inspiration for the PCs. Some may
have unfinished business on the Material Plane and charge the
characters with righting some long-ago wrong.
The characters may seek out the Heroic Isles as part of an
adventure that takes place elsewhere. When the Prophecy of the
Moon Asunder must again be forestalled, it’s useful to get advice
from the paladin who forestalled it a thousand years ago.
WILDERNESS OF THE BEASTLANDS
The Wilderness of the Beastlands is a plane of nature unbound. It
is a plane of forests, ranging from mangroves hung heavy with
moss to snowfall-laden pines to acres of sequoias so thick that no
light penetrates their canopy. Oak, birches, spruces, firs, and
maples are common here, and explorers into the plane’s distant
corners find great forests of giant fungi and mushrooms. Vast
deserts are found here as well, though they are hardly barren
wastelands. Cactus, aloe, and other desert plants thrive in the arid
parts of the Beastlands.
The air of the Beastlands is ideal for anything that grows. It is
humid and warm in the swampy regions, calm and cool beneath
the sequoias, breezy and clear among the beeches, and arid and hot
in the more open lands.
The Beastlands consists of three layers, each layer frozen at cer-
tain parts of the day. The top layer, Krigala, is a place of eternal day-
light; Brux is a domain of perpetual twilight; and the third layer,
Karasuthra, is a land of night illuminated only by a pale moon.
The most important aspect of the Beastlands is how the plane
favors animals of all kinds. Like Arcadia, it is a plane heavily popu-
lated by animals and magical beasts. Traditional towns, cities, and
strongholds are few and far between. Those who make their
homes here seek to live with the trees, not against them.
The Beastlands has the following traits.
•Divinely morphic. Deities can shape the plane’s traits with a
thought, but mortal creatures must use spells or physical effort
to affect a change in the plane.
•Mildly good-aligned.
Random Encounters: Use the Beatific Encounters table (page
167) for random encounters in the Beastlands.
Example Beastlands Site: Karasuthra Hunter’s Glen
The lowest layer of the Beastlands, Karasuthra wears a cloak of
continual night. A silver moon whose phases change slowly hangs
in the open sky, surrounded by stars that lazily drift across the sky.
Only a few beacons of moonlight piece the thick canopy of the
forest here, forming silver shafts that touch the forest floor.
Karasuthra is the home of the most dangerous night creatures,
predators relentless in the pursuit of their quarry. Hunters from
the Material Plane sometimes journey to Karasuthra looking for
the most dangerous of trophies. Some survive to try a second time.
Among the most famous game in the place are the white stags.
These elusive creatures (treat as celestial chargers; see page 250 of
the Monster Manual) live for the thrill of the chase and consider
the hunt part of their life cycle. Even the most devoted defender of
CHAPTER 5:
CAMPAIGNS
good can hunt a white stag, for the stag knows the consequences
and is willing to be prey. But white stags don’t give themselves up.
They take great glee in using their wiles and unparalleled knowl-
edge of the forest to confound hunters from other planes. No crea-
tures native to the Beastlands will attack a white stag. Instead, they
turn on the hunters with unbridled ferocity.
The antlers of a white stag stretch wide enough that it’s possible
to fashion a composite longbow out of them using the Craft (bow-
making) skill (making checks against DC 30). Such a bow is consid-
ered of masterwork quality, and magical enhancements placed on
the bow cost 10% less because the antlers have an affinity for magic.
To draw an encounter map for a Karasuthra hunter’s glen, use
the medium forest guidelines (see page 87). Simple three- and
four-room lodges scattered throughout the forest offer visitors a
measure of protection from the creatures outside.
OLYMPIAN GLADES OF ARBOREA
Arborea is a crazy quilt of climates and environments, all of which
thrive. The plane contains great woods of towering maples, birch,
and oak. These great deciduous trees strain skyward, leaving a forest
floor relatively free of undergrowth and brush. The ground beneath
the canopy itself is a rolling landscape of velvet moss and ferns. The
forestscape sometimes retreats before open glades of wildflowers,
fields of swaying wheat and barley, and neat rows of fruit trees
untended by any hand. Here are trees that have never seen the
woodsman’s axe, fields rich with grain, and orchards heavy with fruit.
The very air of Arborea seems charged with anticipation and
excitement. Sudden squalls brew up out of nowhere, beating the
tree-lined paths with heavy winds. They pass within minutes and
leave behind warm, sunny arcs of light filtering through the forest
canopy. In the distance there always seems to be music; sometimes
the elves and the fey are playing, but just as often the faint tune is
merely the wind curling through the boles of the great trees.
Arborea is a place with flowers in bloom and trees bearing fruit
simultaneously. The uplands are covered with snow, shining beneath
a crystal-blue sky. Arborea is almost overwhelming in its beauty, and
the land embodies both wilderness and loveliness in one package.
Only the top layer of Arborea, Arvandor, has the great forest
implied in the name of the plane. Aquallor, Arborea’s second layer,
is an endless ocean, and its third layer, Mithardir, is a borderless
desert of white dust.
Arborea has the following traits.
•Divinely morphic. Deities can change the traits of the plane and
remake the landscape; mortals must use spells and physical
effort to change their environment.
•Mildly good-aligned and mildly chaos-aligned.
Random Encounters: Use the Beatific Encounters table (page
167) for random encounters in Arborea.
Example Arborea Site: Canopy City
The celestial elves of Arvandor live in great treehouse cities
among massive redwoods. There they hunt, celebrate, and live the
idealized elven life. But they treasure their society with such
intensity that they’re quick to turn on intruders. A single careless
word can turn the speaker into a pincushion of elven arrows.
The canopy cities are not home to elves alone. Many elves ride
celestial giant owls from place to place, and many fey are welcome
in the treetop city. While the trees support the city, some treants live
in the canopy city as well—a surprise to visitors who try to take a
shortcut. A canopy city is considered a large city (see page 137).
To draw an encounter map for a canopy city, use the buildings
from the Urban Features section (see page 99), but construct them
of wood and attach them to tree trunks from 30 feet to 60 feet in
diameter. Rather than use roads and alleys to connect them, string
together rope bridges, wooden bridges, ladders, and stairs. Make
the bridge-and-stairs network complicated—the elves like it that
way, and it’ll make for more interesting encounters.
CONCORDANT DOMAIN OF THE OUTLANDS
The Outlands is unique among the Outer Planes because it bor-
ders all other Outer Planes. As a result, it is the common ground
for extraplanar creatures. Beings from infernal and celestial
planes, as well as those of law and chaos, can be found here. In
addition, deities of true neutrality and those associated with ideals
such as scholarship or nature have their realms here.
The Outlands is an infinitely large wheel with a great spire
rising from its center. Outlanders consider this towering cylindri-
cal plinth as the heart of the Outer Planes and the axle around
which the Great Wheel is centered. This great plinth is clearly vis-
ible from anywhere in the plane; it rises above the clouds them-
selves and ascends into unreachable heavens. Sigil, the City of
Doors, floats at the top of the spire.
The plane is a broad region of varied terrain, with open prairies,
towering mountains, and twisting, shallow rivers. Settlements
throughout the area are inhabited by a variety of refugees and
natives of the plane. But they are small flecks against the greater
wildness of the Outlands.
The Outlands has the following traits.
•Divinely morphic. This trait disappears close to the center of
the plane, and in that area even deities are affected by the nature
of the plane.
•Mildly neutral-aligned. Unlike on the other Outer Planes, all
alignments are equally welcome on the Outlands.
•Normal magic, impeded magic, and limited magic. The
Outlands has the normal magic trait far from its central spire,
but as one approaches the hub of the plane, spells, spell-like
abilities, and even supernatural powers are further and further
restricted. Where the surface of the plinth is near vertical,
almost no abilities (and few deity-level powers) function.
Far from the spire, magic functions normally. At about 1,100
miles from the base of the spire, the impeded magic trait begins,
impeding 9th-level spells unless the caster succeeds on a DC 35
Spellcraft check. Closer to the base of the spire, spells of lower levels
are also impeded in this manner, according to the table below.
Distance Impeded Limited
from Spire Spells Spells Other Effects
More than None None None
1,100 mi.
1,100 mi. 9th None None
1,000 mi. 8th–9th None None
900 mi. 7th–9th 9th All creatures gain immunity
to poison
800 mi. 6th–9th 8th–9th Psionic spell-like abilities
don’t function
700 mi. 5th–9th 7th–9th Positive and negative energy
can’t be channeled
600 mi. 4th–9th 6th–9th Supernatural abilities don’t
function
500 mi. 3rd–9th 5th–9th Access to the Astral Plane
prohibited
400 mi. 2nd–9th 4th–9th Divine powers of demigod
rank and lower annulled
300 mi. All 3rd–9th Divine powers of lesser deity
rank and lower annulled
200 mi. All 2nd–9th Divine powers of
intermediate deity rank and
lower annulled
100 mi. All All All divine powers annulled
The limited magic trait starts to emerge at 900 miles away from
the center of the plane, making 9th-level spells and spell-like
effects unavailable. Closer to the center, more and more abilities
cannot be used, and finally even deity-level powers are affected.
Extraordinary abilities are never affected by this trait.
CHAPTER 5:
CAMPAIGNS
Random Encounters: Alternate among all four random Outer
Plane tables for random encounters in the Outlands.
Example Outlands Site: City of Sigil
The heart of the Outlands, and therefore the self-proclaimed
center of the planes, Sigil is known as the City of Doors. Portals
leading throughout the cosmos lace every district of the city. Situ-
ated atop the spire itself that rises above the surrounding plane,
Sigil is a ring floating in space, with the city itself constructed
along the inside of the band.
Sigil has a number of special traits, one of which is objective
directional gravity. “Down” is toward the ring itself. Those who
escape the ring suddenly find themselves in open air, often plum-
meting down the side of the spire.
While magic is extremely limited near the spire, the City of
Sigil has the normal magic trait.
Sigil has a huge number of portals, the sum total of which is
unknown even to the inhabitants. Portals connect to every known
Outer Plane and every Inner Plane. Portals also connect Sigil to
other locations in the Outlands. Most of Sigil’s portals require
command words or special keys in order to make them function.
Sigil is a trader’s city. Goods, merchandise, and information come
to it from across the planes. It does a brisk trade in information about
the planes, in particular in the command words or keys required for
the operation of particular portals. These portal keys are sought after,
and usually travelers within the city are looking for a particular
portal or a portal key to allow them to continue on their way.
Sigil is controlled by a number of factions, all of which may be
politely described as “philosophers with clubs.” These factions are
categorized along the lines of traditional alignments, and they con-
trol different parts of the city and different services therein. The
ultimate ruler of Sigil is an enigmatic being known as the Lady of
Pain, a floating female humanoid with bladelike hair. The full
extent of the Lady of Pain’s abilities is unknown, but it is widely
assumed that her power equals or exceeds that of the deities.
Sigil is huge—ten times the size of a Material Plane metropolis.
Accordingly, no gp limit applies when buying or selling goods in
the City of Doors, and NPCs of any class and level combination
can be found there.
To draw an encounter map for Sigil, start with a normal city-
scape and add as much magic to the environment as you can. En-
tertaining illusions, animated “horseless carriages,” buildings built
from walls of force—anything you can imagine probably exists in
Sigil somewhere.
RANDOM OUTER PLANE ENCOUNTERS
On this page are four alignment-based random encounter tables
that you can use if the PCs find themselves on one of the Outer
Planes unexpectedly. If you’re writing an adventure that takes
place on a particular Outer Plane, you can use these encounter
tables as a starting point, designing specific tables that reflect the
nature of the adventure site and the level of the PCs.
CREATING A COSMOLOGY
As you build your world, you’ll eventually move onto other worlds
entirely—new planes where anything is possible. And if you’re
ambitious, you can create your own cosmology.
WHAT PLANES DO YOU NEED?
The cosmology you create should fit the needs of your campaign.
Assuming that the Material Plane of your campaign is essentially
the same as the Material Plane of the D&D cosmology, you need to
decide what your cosmology will contribute to the campaign.
Here’s a list of features that a “typical” D&D campaign needs a cos-
mology to provide:
•A place for deities to reside or originate from.
•A place for fiendish creatures to originate from.
•A place for celestial creatures to originate from.
•A place for elemental creatures to originate from.
•A way of getting from one plane to another.
•A way for spells that use the Astral Plane, the Ethereal Plane, or
the Plane of Shadow to function.
None of these are an absolute requirement for your campaign.
You can run a campaign without deities at all, or with deities that
are unreachable or that don’t have extraplanar kingdoms. You can
decide that fiendish and celestial creatures come from the same
plane, or that all elementals come from the same swirling mael-
strom. You may decide that you don’t want to have any of the Tran-
sitive Planes in your campaign.
Your cosmology can reflect your own desires for the direction
you want the campaign to take. If you want to stress the struggle
between good and evil, then setting up strongly aligned planes for
these concepts is an excellent idea. Similarly, if you want a strong
conflict between organization and freedom, strongly law-aligned
and strongly chaos-aligned planes are recommended. You can
create, add, and subtract planes as you see fit. If you want a fifth
elemental plane (perhaps elemental cold, elemental wood, or even
elemental emptiness), you can do so within your cosmology.
CHAPTER 5:
CAMPAIGNS
Abyssal Encounters (EL 15)
d% Encounter Average EL
01–10 1 marilith (demon) 17
11–25 1 abyssal greater basilisk 15
26–50 Demon troupe: 1 nalfeshnee, 1 hezrou, 15
and 1d3 vrocks
51–70 Demon troupe: 1 glabrezu, 1 succubus, 14
and 1d3 vrocks
71–90 1d3 hezrous (demon) 13
91–95 1 death slaad 13
96–100 2 gray slaadi 12
Hellish Encounters (EL 15)
d% Encounter Average EL
01–20 1 horned devil 16
21–45 Devil troupe: 1 ice devil, 1d3 bone devils, 15
and 2d4+3 bearded devils
46–70 1d3 ice devils 15
71–80 2d4+3 hellwasp swarms 14
81–85 1d4+2 formian myrmarchs 14
86–95 1d4+2 bone devils 13
96–100 1 night hag and 1 cauchemar (nightmare) 12
Heavenly Encounters (EL 15)
d% Encounter Average EL
01–25 1d3 astral devas (angel) 16
26–45 1 planetar (angel) 16
46–60 1 hound archon hero 16
61–65 1 marut (inevitable) 15
66–85 1 trumpet archon 14
86–90 1d4+2 formian myrmarchs 14
91–95 1d3 leonals (guardinal) 14
96–100 1d4+2 avorals (guardinal) 13
Beatific Encounters (EL 15)
d% Encounter Average EL
01–15 1d3 astral devas (angel) 16
16–30 1 planetar (angel) 16
31–55 1d3 ghaeles (eladrin) 15
56–65 1d3 leonals (guardinal) 14
66–80 1 celestial charger (unicorn) 13
81–90 1d4+2 avorals (guardinal) 13
91–95 1 death slaad 13
96–100 2 gray slaadi 12
PLANAR TRAITS
Designing a plane is like designing any other landscape—
although most planes are more fantastic and strange than the
forests, mountains, and plains that dominate the Material Plane.
You might include exotic terrain, vast dungeons, mighty for-
tresses, or cities teeming with weird denizens. In addition to these
elements, you’ll want to establish planar traits: rules that define
how a plane works in general terms.
The planes of D&D’s Great Wheel cosmology each have planar
traits that explain how characters move, fight, and cast spells
there. The Elemental Plane of Fire, for example, has the fire-dom-
inant trait, which means that the very substance of the plane deals
3d10 points of fire damage every round to creatures present on the
plane. The Astral Plane has the subjective directional gravity trait,
so creatures on the plane decide for themselves which way they
would like gravity to pull. Limbo has the strongly chaos-aligned
trait, so nonchaotic characters are penalized there.
When you design a plane for your own cosmology, choose the
traits described for planes on the Great Wheel (pages 147–150)
or invent your own. You can mix and match the traits from dif-
ferent planes if you like. For example, you could create a plane
called the Forge of Heaven that was both fire-dominant and
good-aligned.
Planar traits usually apply to the plane as a whole, but a plane is
a vast place. There may be particular locations within a plane
where the rules are different, perhaps because of natural effects,
godly interference, or magical localities.
A plane usually has traits that describe its gravity, the nature of
time on it, its size and shape, its morphic nature (how easy it is to
change reality there), its alignment, its elemental or energy type,
and any unusual effects on magic that occur on the plane. That’s
not an exhaustive list, however—design whatever planar traits
you need to make a plane you create work the way you want it to.
Additional Traits
Here are some planar traits that aren’t used in the D&D cosmology
but that might make good building blocks for planes you design.
Light Gravity: The gravity on a plane with this trait is less intense
than on the Material Plane. As a result, creatures find that they can
lift more, but their movements tend to be ungainly. Characters on
a plane with the light gravity trait take a –2 circumstance penalty
on attack rolls and Balance, Ride, Swim, and Tumble checks. All
items weigh half as much. Weapon ranges double, and characters
gain a +2 circumstance bonus on Climb and Jump checks.
Strength and Dexterity don’t change as a result of light gravity,
but what you can do with such scores does change. These advan-
tages apply to travelers from other planes as well as natives.
Falling characters on a light gravity plane take 1d4 points of
damage for each 10 feet of the fall (maximum 20d4).
You can choose to decrease gravity even further, doubling or
tripling the effect for a particular plane.
Flowing Time: On some planes, time can flow faster or slower.
One may travel to another plane, spend a year there, then return to
the Material Plane to find that only six seconds have elapsed.
Everything on the plane returned to is only a few seconds older.
But for that traveler and the items, spells, and effects working on
him, that year away was entirely real.
When designating how time works on planes with flowing
time, put the Material Plane’s flow of time first, followed by the
same flow in the other plane. For the example above, it would be 1
round = 1 year. For every year on the other plane, one 6-second
round has elapsed on the Material Plane.
The clever and the unscrupulous can abuse planes that have
flowing time. The ability to step into a slower time flow for the
purpose of healing and regaining spells is an effective weapon
against others. You’ll be back, completely refreshed, before your
foes even know you’re gone. Throwing opponents into a plane
with a slower time flow may keep them out of action for several
years and make their return a problem for future generations.
Erratic Time: Some planes have time that slows down and speeds
up, so an individual may lose or gain time as he moves between the
two planes. For each plane with erratic time you create, develop a
random generation table to determine the rate of time’s flow. The
following is provided as an example.
d% Time on Material Plane Time on Erratic Time Plane
01–10 1 day 1 round
11–40 1 day 1 hour
41–60 1 day 1 day
61–90 1 hour 1 day
91–100 1 round 1 day
You’ll want to set how often (by Material Plane standards) a plane
with the erratic time trait shifts, requiring a new roll of the dice. To
the denizens of such a plane, time flows naturally and the shift is
unnoticed.
If a plane is timeless with respect to magic, any spell cast with a
noninstantaneous duration is permanent until dispelled.
Finite Shape: A plane with this trait has defined edges or borders.
These borders may adjoin other planes or hard, finite borders such
as the edge of the world or a great wall. Demiplanes are often finite.
Self-Contained Shape: On planes with this trait, the borders wrap
in on themselves, depositing the traveler on the other side of the
map. A spherical plane is an example of a self-contained, finite
plane, but there can be cubes, toruses, and flat planes with magical
edges that teleport the traveler to an opposite edge when he
crosses them. Some demiplanes are self-contained.
Static: These planes are unchanging. Visitors cannot affect
living residents of the plane, nor objects that the denizens possess.
Any spells that would affect those on the plane have no effect
unless the plane’s static trait is somehow removed or suppressed.
Spells cast before entering a plane with the static trait remain in
effect, however.
Even moving an unattended object within a static plane
requires a DC 16 Strength check. Particularly heavy objects may
be impossible to move.
Sentient: These planes are ones that respond to a single thought—
that of the plane itself. Travelers would find the plane’s landscape
changing as a result of what the plane thought of the travelers, either
becoming more or less hospitable depending on its reaction.
Alignment Traits: How a plane develops an alignment trait is a
chicken-and-egg situation. Certain planes are predisposed to par-
ticular alignments, so creatures of those alignments tend to settle
there. This makes the planes even more disposed to that align-
ment, and so on. That does not have to be true for “home of the
deities” planes you create.
A strongly neutral-aligned plane would stand in opposition to
all other moral and ethical principles: good, evil, law, and chaos.
Such a plane may be more concerned with the balance of the
alignments than with accommodating and accepting alternate
points of view. In the same fashion as for other strongly aligned
planes (see page 149), strongly neutral-aligned planes apply a –2
circumstance penalty to Intelligence-, Wisdom-, or Charisma-
based checks by any creature that isn’t neutral. The penalty is
applied twice (once for law/chaos, and once for good/evil), so neu-
tral good, neutral evil, lawful neutral, and chaotic neutral crea-
tures take a –2 penalty and lawful good, chaotic good, chaotic evil,
and lawful evil creatures take a –4 penalty.
Dead Magic: These planes have no magic at all. A plane with the
dead magic trait functions in all respects like an antimagic field
spell. Divination spells cannot detect subjects within a dead magic
plane, nor can a spellcaster use teleport or another spell to move in
or out. The only exception to the “no magic” rule is permanent
planar portals, which still function normally.
CHAPTER 5:
CAMPAIGNS
ontained within this chapter are a number of options for
PCs and NPCs alike, including alternative ability score
generation systems, new races, and new classes. Also pro-
vided here are rules for improving characters, new famil-
iars, and epic characters.
ABILITY SCORES
In addition to the standard method for generating ability scores
presented in the Player’s Handbook (roll 4d6, discard the lowest die,
and arrange as desired), here are eight options you might want to
consider using in your campaign.
1. Standard Point Buy: All ability scores start at 8. Take 25
points to spread out among all abilities. For ability scores of 14 or
lower, you buy additional points on a 1-for-1 basis. For ability
scores higher than 14, it costs a little more (see the table below).
This method allows for maximum customization, but you should
expect each PC to have at least one really good score.
Ability Score Point Costs
Ability Point Ability Point
Score Cost Score Cost
91 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16
2. Nonstandard Point Buy: Use the standard point buy
method, except that the player has fewer or more points for
buying scores, as shown on the table below.
Type of Campaign Points Allowed
Low-powered campaign 15 points
Challenging campaign 22 points
Tougher campaign 28 points
High-powered campaign 32 points
3. Elite Array: Use the following scores, arranged as
desired: 15, 14, 13, 12, 10, and 8. These numbers (assuming
they’re assigned to abilities in an appropriate way) pro-
duce characters with at least a decent score in every abil-
ity that’s important to the character’s class. This method
is faster than the standard point buy method and is good
for creating characters quickly. In fact, it’s the method
we used to generate ability scores for the sample NPCs
in Chapter 4 of this book.
4. The Floating Reroll: Roll 4d6 six times, discard-
ing the lowest die each time. Once during this process,
the player can reroll the lowest die instead. Arrange
scores as desired. This method results in slightly
better characters than the standard Player’s Handbook
method does, allowing players to either improve a
particularly bad score or try to get a very good score.
For example, if the player rolled 4d6 and got results
of 1, 2, 6, and 6 for a score of 14, she might choose to
reroll the 1 to see if she could improve the score
(and possibly even get an 18 if the reroll came up 6).
5. Organic Characters: Roll 4d6 six times, discard-
ing the lowest die each time. Place in order (Str, Dex,
Con, Int, Wis, Cha) as rolled. Reroll any one ability
score of your choice, taking the new roll if it’s
higher. Then switch any two ability scores. This
Illus. by A. Swekel
method allows some choice but doesn’t let a player have all her
ability scores exactly where she wants them. A character might
have to learn to cope with unwanted clumsiness (just as in real
life), or she may have a personal talent that isn’t usual for a mem-
ber of her class (such as a high Strength score for a sorcerer).
6. Customized Average Characters: Roll 3d6 six times and ar-
range scores as desired. This method produces characters more
like average people but still allows customization. The player may
reroll all scores if his ability modifiers total –3 or lower, or if he
doesn’t have any score of 12 or higher.
7. Random Average Characters: Roll 3d6 six times and place
in order (Str, Dex, Con, Int, Wis, Cha). This is the strictest method.
It frequently generates virtually unplayable characters, but it
makes high scores very special. The player may reroll all scores if
her ability modifiers total –3 or lower, or if she doesn’t have any
score of 12 or higher.
8. High-Powered Characters: Roll 5d6 six times, discarding
the two lowest dice each time. Arrange as desired. This is just right
for a high-powered game where the characters need to be really
good just to survive. The player may reroll all scores if his ability
modifiers don’t total at least +2 or if he doesn’t have at least one
score of 15 or higher.
RPGA CHARACTERS AND ABILITY SCORES
In the new D&D Campaigns program administered by the RPGA®
Network, the ability scores of player characters are generated
using the standard point buy method. In some older RPGA cam-
paigns, nonstandard point buy methods are used. For instance,
characters in the Living Greyhawk campaign are built using the
28-point nonstandard point buy method, because it’s a tougher
campaign that requires more powerful characters.
Why does the RPGA use the point buy method instead of
rolling dice to generate ability scores? Unlike most home games
with one Dungeon Master and a small group of players, RPGA
D&D games are played by thousands of players, and are adjudi-
cated by hundreds of Dungeon Masters. At large gaming events,
an RPGA DM doesn’t always play with a familiar group of players
or characters. In these environments, the point buy system pro-
vides a way for players to customize their characters, while at the
same time enabling the DM to reasonably gauge the power of all
the characters in the game.
For more information about the D&D Campaigns program, and
how to participate in RPGA events, go to www.wizards.com/rpga.
RACES
An easy way to customize a campaign is to change the races that
players can choose from when creating characters.
SUBRACES
Tall, slim halflings are called tallfellows. Sylvan elves are reclusive,
tough elves who live in the woods. Mountain dwarves are even
sturdier than their more common counterparts. These offshoots of
the standard races are called subraces.
Some of the common races of the D&D game—dwarves, elves,
gnomes, and halflings—are divided into subraces to showcase
slight differences in appearance, outlook, and adaptation. Aside
from a few minor differences, members of a subrace resemble
members of the race as described in the Player’s Handbook. Subraces
make player choices varied and interesting, but you might also
want to use subraces that are limited to NPCs. A good way to intro-
duce a subrace into the campaign is to create an NPC encounter
with the existing characters. By introducing a subrace as an NPC,
you demonstrate to the players how you see members of that sub-
race. Sometimes, players are not interested in playing a new sub-
race but still appreciate its appearance as a new and interesting
aspect of your campaign. The major subraces of the common races
are described in the appropriate entries in the Monster Manual.
You might choose not to allow PCs to be members of subraces.
After all, subraces tend to stray from the archetypal races in the
Player’s Handbook, and they complicate the otherwise simple (but
important) racial choices. Some of those presented in the Monster
Manual, such as the drow, duergar, and other evil kinds of crea-
tures, might be inappropriate to your game. The drow, duergar,
and svirfneblin might also be too powerful in relation to the other
PC race choices. See the Monsters as Races section, page 172, for
an explanation of level adjustment and effective character level
(ECL). If you know the ECL of a new character, you can tell
whether that PC is right for your campaign.
To create a new subrace, think of a specific aspect of devia-
tion—culture, climate, or physical stature. Then, as you look at the
Player’s Handbook description of the standard race, determine what
changes that deviation would cause to this description. A subrace
might have different ability score modifications, different skill
bonuses (such as a +1 or +2 racial bonus on certain skill checks), a
different favored class, different languages, or even different spe-
cial abilities, such as the dwarf’s poison resistance or the elf’s
prowess with a bow.
Keep in mind that the common races have disadvantages to bal-
ance their advantages. A subrace should not have a bonus to
Strength and a negative adjustment to Charisma without some
additional considerations, since Strength is so much more impor-
tant (in general) than Charisma. Instead, that dwarf subrace you
create might have +2 to Strength and –2 to Charisma if it also lacks
the standard dwarf’s darkvision and stonecunning abilities. Alter-
natively, your dwarf subrace could have +2 to Strength, +2 to Con-
stitution, –2 to Dexterity, –2 to Charisma, low-light vision rather
than darkvision, and +2 on Climb checks rather than the stone-
cunning ability.
In general, strive for balance. Balance an ability score bonus
with an equivalent ability score penalty. Replace a skill bonus with
a bonus to a different skill or a special ability (such as saving throw
bonuses or darkvision) with another relatively equal ability. The
range of different abilities and skill modifications is great, so
you’re on your own in finding the perfect mix for your campaign.
Look to the subraces in the Monster Manual for good examples, and
consider the following variations as well.
Subterranean: Underground-dwelling versions of the
common races might have darkvision, stonecunning, and a dif-
ferent set of racial enemies. An elf’s familiarity with the bow—a
weapon more suited to outdoor use—might change to familiar-
ity with a weapon better suited to subterranean use, such as the
hand crossbow.
Aligned: A subrace might lean toward one particular align-
ment, affecting its culture and outlook rather than its game statis-
tics. This subrace might have a different favored class or different
language options.
Magical: Deviations that have greater or less affinity for magic
would change favored classes, ability score modifications (particu-
larly to Intelligence, Wisdom, or Charisma), and traits such as the
gnome’s spell-like abilities.
Focused: A subrace might have a special attraction to build-
ing things, destroying things, theft, battle, particular animals,
sailing, nomadic wandering, piety, or virtually anything else that
you can conceive. Such a focus probably changes the race’s
favored class and skill bonuses and might affect ability score
modifications as well.
Wild: A less civilized version of a common race would prefer
classes such as barbarian and sorcerer and gain bonuses on Sur-
vival or Handle Animal checks.
Larger or Smaller: Subraces that are larger or smaller than
their common counterparts offer intriguing options. Medium
halflings or Small elves would use rules and equipment similar to
that used by other characters of their new size. Conceivably, a cam-
CHAPTER 6:
CHARACTERS
paign might have Tiny gnomes or Large half-orcs. You should be
wary of Tiny or Large characters, however, because they alter the
game in significant ways (for example, they take up much less or
much more space in a battle).
Marine: A marine (or coastal or island) version of a common
race might have gills to breathe water, a bonus on Swim checks,
and an affinity with various forms of aquatic wildlife. You should
also be careful not to simply make marine versions of every race
and creature, since this rapidly becomes too predictable.
Desert, Mountain, Forest (Terrain or Climate Types):
Finally, terrain and climate can be the main determinant for a
subrace specially suited for the environment in which it lives
(desert halflings, arctic gnomes, and so on). These subraces differ
from their standard counterparts primarily in skill bonuses or
bonus feats.
Common Subraces
Dwarves Elves
Hill dwarves* High elves*
Deep dwarves Aquatic elves (sea elves)
Mountain dwarves Drow (dark elves)
Duergar (gray dwarves) Gray elves
Wild elves (grugach)
Wood elves (sylvan elves)
Gnomes Halflings
Rock gnomes* Lightfeet*
Svirfneblin (deep gnomes) Tallfellows
Forest gnomes Deep halflings
* The standard dwarves, elves, gnomes, and halflings described in the
Player’s Handbook.
Example Subrace: Gold Dwarves
Haughty and proud, the gold dwarves have a civilization approach-
ing the peak of its power. While some are aloof and suspicious, for
the most part they are forthright warriors and shrewd traders.
Racial Traits: Gold dwarves have all the dwarf racial traits
described on page 14 of the Player’s Handbook, with the following
exceptions.
•+2 Constitution, –2 Dexterity: Gold dwarves are stout and
tough, but not as quick or agile as other races.
•+1 racial bonus on attack rolls against aberrations: Gold dwarves
are trained in special combat techniques against these bizarre crea-
tures (this replaces the attack bonus against orcs and goblinoids).
MODIFYING A COMMON RACE
Sometimes you may wish to modify one of the common races
(those described in the Player’s Handbook). Doing this is different
from creating a subrace, because it’s a change of larger scope—the
entire common race takes on different characteristics. A campaign
might not even use subraces but still have races modified from the
rules presented in the Player’s Handbook.
The main reason you may want to modify the Player’s Handbook
races is to give your campaign a unique or a specific feel. For
example, in some campaigns, dwarves never use arcane spells. In
others, they may be wizened masters of the arcane arts.
CHANGES THROUGH ADDITION
AND SUBTRACTION
Modifying a race by adding or subtracting aspects is essentially
like creating a subrace. One DM may find that darkvision is inap-
propriate for dwarves in her campaign, while another believes that
in his campaign elves should never die of old age.
While DMs make such changes to give a unique flavor to a cam-
paign, these changes often end up creating problems with logic or
balance. For example, without darkvision for their dwarves, many
players opt to play a different race instead, and those who do play
dwarves often eventually feel that they made a wrong decision by
not choosing, say, a half-orc. Meanwhile, in the game where the
DM chose to make elves immortal, no actual game balance issues
arise, yet the players grow dissatisfied with the logical incongruity.
If elves don’t die of old age, they ask, why isn’t the world swarming
with them by now? These problems are not insurmountable, but
they show that change must be well thought out. Balance taking an
ability away from a race by replacing it with another. Think
through logic problems, and explain them away with a reasonable
rationale. For example, elves might have an incredibly low birth
rate and fight in many wars against evil, keeping their numbers
low despite their biological immunity to aging.
Example Modified Race: Half-Human Elves
Half-human elves are half-elves raised by elves rather than by
human society.
Half-human elves have all the half-elf racial traits described on
page 18 of the Player’s Handbook, with the following exceptions.
•Half-human elves have no racial bonus on Diplomacy and
Gather Information checks.
•Half-human elves have the same weapon proficiency as elves.
They receive free Martial Weapon Proficiency feats for the
longsword, rapier, shortbow, and longbow. Living among
people who esteem the arts of swordplay and archery, almost all
half-human elves are familiar with these weapons.
•Favored Class: Wizard. Half-human elves lack some of the flex-
ibility of half-elves who are raised by humans.
CLASS/RACE RESTRICTIONS
The parameters of a campaign can shape the benefits and restric-
tions for playing characters of various races. Sometimes, in order
to reflect specific roles that you want races to play in the cam-
paign, you can restrict which classes each race can choose from.
Limitations might include any or all of the following.
•Dwarves and halflings cannot be wizards, sorcerers, bards,
monks, druids, paladins, or rangers.
•Elves cannot be druids, paladins, or monks.
•Half-elves cannot be paladins or monks.
•Half-orcs cannot be wizards, bards, druids, paladins, or rangers.
The fighter class, the cleric class, and the rogue class are rarely
restricted. Each is considered available to any race, although you
can of course create your own exceptions.
It is perfectly acceptable for you to say “In my world . . .” and
then describe whatever changes or restrictions you feel necessary.
Be prepared for players to complain if you’re denying something
otherwise granted to them in the Player’s Handbook for the choices
they make. You’re the DM, and it’s your campaign. It’s important,
however, to make sure that the players understand the explana-
tions behind these changes so that they don’t feel restricted for no
reason. It’s often a good idea to balance restrictions with extra
allowances—such as greater starting money, free skills, or some
other small consideration.
NEW RACES
You can give your players new race options either by using creatures
from the Monster Manual or new creatures of your own design. In
either case, handle this radical change to the campaign with care.
CHAPTER 6:
CHARACTERS
VARIANT: NO SIDEBARS FOR VARIANT RULES
In contrast to the way the rest of the Dungeon Master’s Guide is struc-
tured, this chapter is composed of alternative rules, concepts, and ways
of doing things. So, in this chapter, you won’t find variant rules set off
in sidebars—the variant rules are actually the meat of the chapter.
Sidebars are used in this chapter for “Behind the Curtain” topics,
just as in the rest of the book.
pqqrs
pqqrs
Monsters as Races
While every monster in the Monster Manual has the statistics that a
player would need to play the creature as a character, most monsters
are not suitable as PCs. The following table lists monsters that are
easy, difficult, and very difficult to incorporate into a campaign as
PCs. Use these lists as guidelines, but don’t allow players to play
creatures who have an Intelligence score of 2 or lower, who have no
way to communicate, or who are so different from other PCs that
they disrupt the campaign. (The creatures in the Difficult and Very
Difficult sections of the table, for example, are too problematic for
most campaigns.) Some creatures have strange innate abilities or
great physical power, and thus are questionable at best as characters
(except in high-level campaigns). For example, a hill giant dishes
out great amounts of damage, and a PC playing a beholder, with its
array of magical powers, would be quite unbalancing. Even some
feature as seemingly innocuous as wings should be considered care-
fully. The ability to fly can circumvent interesting encounters at
lower levels (particularly outdoors), and it makes skills such as
Climb and Jump meaningless. You should not allow such creatures
as PCs until the other characters are at a level (around 5th to 7th)
when magical means of flight become common.
Monsters as Races
Easy (Few Strange Powers)
Level Level
Race Adjustment Race Adjustment
Goblin +0 Tiefling +1
Kobold +0 Centaur +2
Orc +0 Githyanki +2
Aasimar +1 Githzerai +2
Bugbear +1 Elf, drow +2
Dwarf, duergar +1 Ogre +2
Gnoll +1 Minotaur +2
Hobgoblin +1 Troglodyte +2
Lizardfolk +1 Gnome, svirfneblin +3
Difficult (Strange Powers or Limitations)
Level Level
Race Adjustment Race Adjustment
Lycanthrope, afflicted
1
+2 Lycanthrope, natural
1, 2
+3
Satyr +2 Pixie +4
Yuan-ti, pureblood +2 Gargoyle +5
Kuo-toa +3 Troll +5
Very Difficult
(Unusual Size or Powers that Circumvent Many Challenges)
Level Level
Race Adjustment Race Adjustment
Drider +4 Mind flayer +7
Hill giant +4 Ogre mage +7
Janni +5 Vampire
1
+8
Yuan-ti, halfblood +5
1 Choose a common race for the base creature’s race.
2 Natural lycanthropes have an effective character level (ECL) of 2 +
animal form HD + class levels.
Starting Level of a Monster PC: The table above gives the
level adjustment for several monsters. Add a monster’s level
adjustment to its Hit Dice and class levels to get the creature’s
effective character level, or ECL. Effectively, monsters with a level
adjustment become multiclass characters when they take class
levels. Characters with more than 1 Hit Die because of their race
do not get a feat for their first class level as members of the
common races do, and they do not multiply the skill points for
their first class level by four. Instead, they have already received a
feat for their first Hit Die because of race, and they have already
multiplied their racial skill points for their first Hit Die by four.
Use ECL instead of character level when referring to Table 3–2:
Experience and Level-Dependent Benefits in the Player’s Handbook
to determine how many experience points a monster character
needs to reach its next level. Also use ECL with Table 5–1: Charac-
ter Wealth by Level to determine starting wealth for a monster
character.
Monster characters treat skills mentioned in their Monster
Manual entry as class skills.
As you can see, many monster characters are inappropriate for
parties of 1st-level adventurers. You may choose to allow them
anyway, assuming that the party’s encounters grant fewer experi-
ence points to higher-level characters, allowing the rest of the
party to catch up in level. Alternatively, you may ask players to
wait until the rest of the party reaches the monster character’s ECL
before the monster character enters play.
If a monster has 1 Hit Die or less, or if it is a template creature
(such as a vampire or a lycanthrope; see the Monster Manual), it
must start the game with one or more class levels, like a regular
character. If a monster has 2 or more Hit Dice, it can start with no
class levels (though it can gain them later).
Even if the creature is of a kind that normally advances by Hit
Dice rather than class levels, such as a gargoyle, a PC (as an excep-
tional individual) can gain class levels rather than Hit Dice.
Ability Scores for Monster PCs: While the Monster Manual
gives ability scores for a typical creature of a certain kind, any
“monster” creature that becomes an adventurer is definitely not
typical. Therefore, when creating a PC from a creature in the Mon-
ster Manual, check to see if the creature’s entry has any ability
scores of 10 or higher. If so, for each score, subtract 10 (if the score
is even) or 11 (if the score is odd) to get the creature’s modifier for
that ability based on its race or kind. For example, a typical mino-
taur has a Strength score of 19, so its racial ability modifier to
Strength is +8 (19 – 11 = 8). Roll the PC’s ability score (4d6, dis-
carding the low die) and add the racial ability modifier to get the
minotaur PC’s Strength score.
For ability scores lower than 10, the procedure is different. First,
roll the PC’s ability score (4d6, discarding the low die), and com-
pare the roll to the monster’s average ability score, using either the
table below that applies to Intelligence or the table that applies to
the other five ability scores. For example, the minotaur has a listed
Intelligence score of 7, so the player consults the “6–7” column on
the table that applies to Intelligence. She then rolls 4d6, dropping
the low result, and gets a 10. Checking the left-hand column on
the table and reading across to the proper column, she sees that
her minotaur PC has an Intelligence score of 6.
The separate table for Intelligence ensures that no PC ends up
with an Intelligence score lower than 3. This is important, because
creatures with an Intelligence score lower than 3 are not playable
characters. Creatures with any ability score lower than 1 are also
not playable, and you should think twice about letting in a PC
with any ability score lower than 3.
Other Statistics for Monsters: Creatures with Hit Dice of 1
or less have normal, class-based Hit Dice and features. They get a
feat for their first class level and multiply the skill points for their
first class level by four (even if they have a level adjustment).
Those with 2 or more Hit Dice have statistics based on these Hit
Dice plus Hit Dice for class levels (if any).
For example, an ogre with no class levels has 4d8 HD, a base
attack bonus of +3, two feats, and 7 skill points (or more if its Intel-
ligence is higher than 9). The first Hit Die is treated as maximum,
giving her 8 + 3d8 + (Constitution bonus ×4) hit points.
Experience for Monsters: A monster with Hit Dice of 1 or
less, no level adjustment, and class levels uses Table 3–2: Experi-
ence and Level-Dependent Benefits on page 22 of the Player’s
Handbook just as any other player character does.
A monster with Hit Dice of 1 or less, a level adjustment, and
class levels adds its class levels, Hit Die, and level adjustment
CHAPTER 6:
CHARACTERS
together when referring to Table 3–2. For instance, suppose a
monster with 1 Hit Die and a +1 level adjustment has two levels of
rogue. Its ECL is 4 (2 class levels + 1 Hit Die + 1 level adjustment).
In order to gain another class level, it needs a total of 10,000 XP.
A monster with more than one Hit Die, a level adjustment, and
class levels adds its Hit Dice, class levels, and level adjustment
together when referring to Table 3–2. For example, a bugbear has
three Hit Dice and a +1 level adjustment. After taking one level of
rogue, it has an ECL of 5. To gain its second level of rogue, it needs
a total of 15,000 XP.
Roleplaying Monster PCs: Many of the creatures in the Mon-
ster Manual are evil. Not only are these creatures going to have a
difficult time in standard settings, such as human cities, but evil
PCs might not be what you want for your campaign. However, it’s
fairly easy to justify how a monster whose kin are evil might be
neutral or even good in alignment. See if any of the following
background options appeal to your player and fit in with his char-
acter concept.
•Reared by humans, elves, dwarves, or another nonevil race.
•Saved from a horrible fate by good-aligned creatures.
•Individually repentant.
•Disillusioned by evil.
•On the run from evil creatures.
•Magically altered or geased.
Most NPCs assume that monsters are evil, regardless of the
character’s actual alignment. Within a human city or an elven
town, a goblin or a troll is going to be feared, loathed, or—at
best—distrusted. Decide for yourself how much you want to
stress the difficulty of playing a monster in civilized areas. The
player must decide just how bestial or sophisticated he wants to
play the monster character, and how true to the monster arche-
type the player wants to cling. He may look to you for guidance, so
be prepared ahead of time regarding these issues as well. Do you
want the minotaur PC to be gleefully terrorizing the little folk or
to be struggling to fit in with humans?
Remember that what’s good for PCs is good for NPCs. NPC
monsters can have classes, exceptional ability scores, and maxi-
mum hit points from their first Hit Die as well.
Creating New Races
While the creatures in the Monster Manual make for interesting
PC racial choices, that’s not really what they were made for. Most
were made to be opponents for the PCs (which is why they’re
monsters). Thus, some DMs may want to create new races made
primarily for giving players new options.
Creating new races is difficult. In general, use the races in the
Player’s Handbook as examples and guides. When in doubt, make the
new race similar to one found there. Monsters in the Monster Man-
ual weren’t created to be PC races and shouldn’t be used as models
for anything other than monsters and NPCs. If you want to create
a catlike race with a high Dexterity, look to the elves as an example.
They gain a +2 bonus to Dexterity but take a –2 penalty to Consti-
tution. For having such a great benefit as heightened Dexterity, the
cat people should have a commensurate penalty as well.
Here’s an important point: Not all the ability scores are equal.
For example, the half-orc has a penalty to both Intelligence and
Charisma but a bonus only to Strength. That’s because neither a
penalty to Intelligence nor a penalty to Charisma by itself is equiv-
alent in significance to a bonus to Strength. To return to the cat
people example: Dexterity is also a very important ability, and thus
a Dexterity bonus could not be balanced by a Charisma penalty
alone—some other drawback needs to be added.
In general, the following table demonstrates appropriate penal-
ties to match equal bonuses. Sometimes the bonus/penalty trade-
off doesn’t work both ways. For example, a bonus to Strength is
roughly equivalent to a penalty to Constitution, but a bonus to
Constitution is not equivalent to a penalty to Strength.
Ability Score Equivalencies
Ability Score Bonus Ability Score or Scores Penalized
Strength Dexterity OR Constitution OR Intelligence and
Charisma OR Intelligence and Wisdom OR
Wisdom and Charisma
Dexterity Strength OR Constitution OR Intelligence and
Charisma OR Intelligence and Wisdom OR
Wisdom and Charisma
Constitution Dexterity OR Intelligence OR Wisdom OR
Charisma
Intelligence Wisdom OR Charisma
Wisdom Intelligence OR Charisma
Charisma Intelligence OR Wisdom
Of course, there’s nothing really wrong with penalizing a more
important score than the one getting the bonus. You could create
a frail race of kindly, beautiful creatures with a +2 bonus to
Charisma and a –2 penalty to Strength, but be aware that some
players will not like playing such a race. Some might, however,
and that’s for you to judge. Refer to Handling Unbalanced PCs
(page 13) for tips on what to do if you think you have introduced
something into your game (in this case, a new race) that was a mis-
take because it was either overpowered or not powerful enough.
Basically, the same guidelines that you must consider when cre-
ating subraces or using monsters as races apply to creating new
races. Beware of special abilities, particularly movement- or combat-
CHAPTER 6:
CHARACTERS
Monster PCs’ Intelligence Scores
Dice ––——— Monster Intelligence Score ————
Roll 3 4–5 6–7 8–9
18 10 12 14 16
17 9 11 13 15
16 8 10 1214
15 7 9 11 13
14 6 8 10 12
13 57911
12 4 6 8 10
11 3579
10 3579
93568
83468
73457
63456
53355
43344
33333
Monster PCs’ Ability Scores
Dice —Monster Ability Score (Str, Dex, Con, Wis, Cha)—
Roll 1 2–3 4–5 6–7 8–9
18 8 10 121416
17 7 9 11 13 15
16 6 8 10 12 14
15 5 7 9 11 13
14 4 6 8 10 12
13 357911
12 246810
11 13579
10 12468
912467
812456
711355
611244
511133
411122
311111
related ones. Remember that size changes many aspects of a charac-
ter. Benefits should be balanced with drawbacks. Pay strict attention
to culture and environment for ideas on how to shape the race.
An interesting avenue you may wish to examine regarding new
race creation is the idea of half-breed races. The Player’s Handbook
already presents the half-elf and the half-orc. The Monster Manual
gives rules on half-celestials, half-dragons, half-fiends, and more
mixed races such as the planetouched (aasimars and tieflings).
Half-ogres, half-trolls, or elf–orc, orc–ogre (orog), gnome–half-
ling, or orc–goblin crossbreeds are all interesting possibilities for
PC races. You may decide that some crossbreeds are impossible or
unfeasible, such as dwarf–elf, halfling–human, or gnome–ogre.
CLASSES
A DM should consider carefully the classes in her world, for they
define the people who live there. Presented first in this section are
ideas for modifying Player’s Handbook character classes.
MODIFYING CHARACTER CLASSES
Imagine the desert knife fighter, a fighter with a limited weapon
selection but early specialization with a knife. Or a fire mage, a
wizard with particularly potent fire spells but no access to any
spell involving water, air, or earth. Or a warrior-priest who func-
tions like a cleric, but with a fighter’s weapon selection and attack
bonus, fewer spells per day, and no access to healing spells.
If you’re like most DMs, the character classes in the Player’s
Handbook are flexible and varied enough to fit most any niche or
need, particularly with the possibilities of multiclassing, the vari-
ety of feats and skills, and facets such as school specialization for
wizards and domain selection for clerics. If you want to create a
campaign rich with religion and divine influence, where just
about everyone has deity-granted powers, you don’t have to over-
haul all the existing classes. Instead, you can just say everyone (or
most everyone) in that society multiclasses so that each individual
has at least one level of cleric. You can rule that in such a world,
the cleric class has no XP penalties for multiclassing.
This means, of course, that you have modified the class system
slightly. Further modifications occasionally allow a DM to create
slightly different classes either for variety or to fill a niche created
in her own campaign. Various aspects of a class—such as Hit Dice,
base attack bonus, or spells per level—are easy to change. How-
ever, even though the numbers are easy to change, you should be
aware of the implications. A rogue with a fighter’s attack bonus is
better than a regular rogue unless her gain in this respect is offset
by some loss elsewhere. Likewise, a wizard with more spells per
day is also unbalanced in regard to other classes without some sig-
nificant drawback.
Special abilities are somewhat more difficult to alter. Always
have a concept with strengths and weaknesses in mind—don’t
just try to create the class that can do everything. Remember that
while the paladin has a lot of special offensive, defensive, and heal-
ing abilities, she has neither access to attack spells nor any way to
sneak around. The wizard is a great spellcaster but has poor
combat abilities. Consider making a swashbuckler rogue with no
ability to sneak attack but more combat- and movement-oriented
feats, or a druid with fewer spells per day but the capability to use
wild shape more often.
If you have created a variant class with sneaking and subterfuge
capabilities better than the rogue, or a combat-oriented class more
adept at combat than the fighter, you have gone astray. Variants
should exist for variety and flavor, not to outshine the standard
classes. The other point to remember is that making a class worse
at something it’s already bad at is not necessarily a balancing
factor. A wizard with a worse attack bonus or a restriction against
taking combat-oriented feats really isn’t that much worse off than
the standard wizard. (She wasn’t likely to get involved in melee if
she could help it anyway.) Dungeon Masters who are real sticklers
for class balance might want to avoid modifying character classes
altogether. It’s difficult, and the problems it creates don’t usually
make themselves evident until the changes are already in play.
Avoiding the Pitfalls
The barbarian and fighter classes show the difficulty in balancing
character classes. Both kinds of characters excel at combat but do
so in different ways. The fighter gains more and more combat feats
and specialization, while the barbarian realizes his prowess
through temporary bursts of rage. Take a look at the bonuses and
modifications that each class gets. Even though their attack bonus
progression is the same, a fighter with well-chosen feats outshines
the barbarian, even one who is in a rage. (Once no longer raging,
the barbarian’s not even close.) This situation is balanced by the
other special advantages the barbarian has: an increased move-
ment rate, more skill points, a greater selection of class skills,
uncanny dodge, and a larger Hit Die. All these aspects need to be
considered when measuring the balance of a character class.
When modifying a class, always take the following steps:
1. Look to see which standard class seems to be most like the
end result that you want to create.
2. Look to see if another class has special abilities that can be
swapped in exchange for something that this class has in order to
create what you want.
3. Look to all the other classes and match the newly modified
class against each one, taking into account the following factors.
•Hit Dice
•Base attack bonus progression
•Base save bonus progressions
•Skill points
•Class skill list
•Weapon and armor proficiency
•Spells per day
•Spell list selection
•Special class features
No class should excel beyond another one overall. Pay particu-
lar attention to special class features and spells.
Variant Spell Lists
One fairly easy way to modify an existing character class or, in
effect, invent an entirely new one is to modify the spell list of a
spellcasting class.
Changing the levels of various spells (so that the modified class
has, for example, faster access to illusion spells but doesn’t get key
evocation attack spells until later) can create an interesting vari-
ant. Be wary of this method, though. The spell lists and the levels
assigned to the spells on them were designed with a careful bal-
ance in mind. Moving a spell up or down more than a single level
is probably a bad idea. Don’t assume that all spells carry equal
weight, either. Making fireball and fly 2nd-level spells on a spell list
and then pushing see invisibility and magic mouth up to 3rd level to
compensate is unbalancing. While see invisibility and magic mouth
are both useful spells, they don’t present balance issues as obvious
as fireball (the lowest-level significant multiple-target damage
spell) and fly (often the difference between avoiding an encounter
or not). When moving spells up or down in level, do so with a
theme in mind. A caster might be great at divinations and
enchantments but poor at any spells with obvious, dramatic
effects. Or he may be particularly adept at healing but not as good
with spells that affect emotions or minds.
The most obvious way to create new spell lists is to take spells
from the different classes and mix and match. If you combine
spells from two classes, you create an interesting but potentially
unbalanced new variant class. Beware the all-powerful hybrid: a
class with the firepower of a wizard and the healing capacity of a
cleric. Don’t simply pick the best spells from all the lists and give
CHAPTER 6:
CHARACTERS
them to a single caster. As with moving spells up or down in level,
a theme for a brand-new spell list helps balance it (especially a
theme with both strengths and shortcomings). The new spell list
might be strong on offensive spells but lacking in defensive
magic, or great with healing and divinations but lacking in move-
ment-related and alteration spells. Casters with access to spells
from two different classes should generally have fewer spells avail-
able than either of the original classes. Versatility has its price.
Classes for whom spellcasting is secondary—such as the
ranger, the paladin, and perhaps the bard—offer an even greater
opportunity for manipulation, since their lists are smaller and
thus more easily shifted. Subtle changes, such as the paladin of a
deity of healing with all curing spells, or a beastmaster ranger with
only animal-related spells, are fairly easy to create. Greater
changes are also possible, such as the divine bard (the cantor),
whose spells are all taken from the cleric list.
Example New Spell List: The Witch
Below is a new spell list for a variant spellcasting class: the witch.
A staple of fantasy literature and fairy tales, the witch dabbles in
many kinds of magic—minor illusions, spells dealing with health
or life, nature-based magic, simple divinations, and spells that
alter the shape and appearance of things—but excels at just a few.
Hence, her list is somewhat limited, but it contains wizard, cleric,
and druid spells. She casts spells as a sorcerer, using the sorcerer’s
Spells per Day table (see page 52 of the Player’s Handbook), and her
spells are based on Charisma. The witch’s spell list is designed with
the following considerations in mind.
Cure Spells: Only the weakest of these, and the witch doesn’t
have the cleric’s ability to cast cure spells spontaneously. The witch
isn’t blessed with a cleric’s (or druid’s) plethora of healing spells,
but she can offer a little aid to those she favors.
Illusions: Only through the middle levels. A witch can trick
her foes, but not to the extent that a wizard can.
Divinations: Only the straightforward divinations, such as
clairvoyance/clairaudience and scrying, and not even all of them.
Charms: Many. A major feature of this class.
Form-Changing: Another strong point for the witch. From
alter self to shapechange, the witch has most of the spells relating to
changing her (or someone else’s) form.
Nature: From speaking to animals to controlling the weather,
the witch dabbles in this type of magic, if for no other reason than
she usually lives a secluded life in the wilderness.
No Flashy Spells: Anything from a lightning bolt to a wall of fire
to a Bigby’s hand spell is right out. The witch’s archetype doesn’t
suggest overt attack spells or spells that create massive magic con-
structs. She doesn’t summon monsters, place wards, or teleport
from place to place. Her magic is subtle.
Miscellaneous: Spells such as whispering wind, Leomund’s tiny
hut, bestow curse (and a few other curselike spells), and a few com-
munication spells round out the list.
Witch Spell List
0 Level: arcane mark, cure minor wounds, dancing lights, daze, detect
magic, detect poison, flare, ghost sound, light, mending, read magic, resist-
ance, virtue.
1st Level: cause fear, change self, charm person, command, com-
prehend languages, cure light wounds, doom, endure elements, hypnotism,
identify, silent image, sleep, speak with animals, ventriloquism.
2nd Level: alter self, blindness/deafness, calm emotions, cure moder-
ate wounds, delay poison, detect thoughts, enthrall, invisibility, locate
object, minor image, scare, whispering wind.
3rd Level: bestow curse, clairvoyance/clairaudience, contagion, create
food and water, dispel magic, Leomund’s tiny hut, magic circle against
chaos/law/evil/good*, major image, rage, remove blindness/deafness,
suggestion, tongues.
4th Level: charm monster, crushing despair, discern lies, divination,
fear, giant vermin, good hope, locate creature, minor creation, neutralize
poison, polymorph, remove curse, scrying.
5th Level: baleful polymorph, dream, false vision, feeblemind, greater
command, magic jar, major creation, mirage arcana, nightmare, seeming,
sending.
6th Level: animate objects, control weather, eyebite, find the path,
geas/quest, greater scrying, heroes’ feast, legend lore, mass suggestion, mis-
lead, repulsion, shadow image, Tenser’s transformation, true seeing.
7th Level: creeping doom, finger of death, insanity, liveoak, repel
wood, transport via plants.
8th Level: antipathy, demand, discern location, horrid wilting, poly-
morph any object, sympathy, trap the soul.
9th Level: earthquake, foresight, refuge, shapechange, wail of the ban-
shee, weird.
*When she becomes able to cast 3rd-level spells, the witch
chooses to have one of the four magic circle spells on her spell list.
Whichever spell she chooses, she cannot cast it as a spell of an
alignment opposed to her own.
CREATING NEW CLASSES
It’s possible to create entirely new classes, or rather, to alter exist-
ing classes so drastically that they’re no longer recognizable. For
example, you could make the following adjustments to the ranger.
•Limit his weapon selection to resemble the rogue’s list of weap-
on proficiencies.
•Change his favored enemy ability so that it applies only to
undead, and his bonus improves by 2 every five levels.
•Give him the rogue’s sneak attack ability, but change it so that
it’s only usable against undead.
CHAPTER 6:
CHARACTERS
BEHIND THE CURTAIN:
WHY MESS AROUND WITH CHARACTER CLASSES?
The standard character classes fit into virtually everyone’s campaign.
They’re flexible, and skill and feat selection allow them to be truly
customizable. Most character concepts can be covered using the
classes as written. Modifying classes is mostly a tool that you can use
to tailor things to best fit your campaign. It shouldn’t come up that
often, since it’s rarely necessary.
DMs who create their own worlds may find that the classes need
some focusing to make them specific to a particular campaign. If, in
developing your world, you design a culture steeped in a long-stand-
ing hatred of magic, you might alter the fighter to be a demonslayer
and give the class a limited weapon selection and special feats that
work best against outsiders. The ranger might become a wizard-
hunter, the cleric could be a protector with early access to dispel magic
and various defensive spells, and all PC classes might be imbued
with the ability to use detect magic once per day.
Sometimes, however, players come to you and say that they like a
certain class, but they want to change a single feature or two. Michele
might want to play a ranger with no desire to have more than one
favored enemy. She wants to play a beast-slayer, and her character
hates dire wolves. She’s also interested in the paladin’s warhorse. You
can decide, as a DM, that it’s acceptable to trade those ranger abilities
for the paladin’s mount. In fact, you might decide that it’s not a fair
trade, and that Michele’s character can have the detect evil ability as
well. (She is, after all, giving up an ability usable at 1st level as well as
one that comes into play later for one that she can’t acquire until 5th
level.) Allowing a player to play the character she wants to play is
always a desirable goal. Sometimes it can’t be achieved—the player
asks for too much, or what she wants doesn’t fit with your campaign—
but the effort to accommodate reasonable modifications is almost
always worth it.
pqqqqrs
pqqqqrs
•Change his spell list so that it consists of spells that deal strictly
with undead or that are used for subterfuge and sneaking.
•At 3rd level, give him the paladin’s smite evil ability, usable only
against undead.
Now the class is the undead stalker, a stealthy character skilled
in tracking and slaying undead.
This method of mixing and matching abilities from different
classes is the best way to go should you want to create an entirely
new class.
PRESTIGE CLASSES
Prestige classes offer a new form of
multiclassing. Unlike the basic
classes found in the Player’s Hand-
book, characters must meet require-
ments before they can take their first
level of a prestige class. The rules for level
advancement (see page 58 of the
Player’s Handbook) apply to this system,
meaning the first step of advancement is
always choosing a class. If a character does
not meet the requirements for a prestige class
before that first step, that character cannot take
the first level of that prestige class.
For example, the requirements to
become an assassin are any evil
alignment, 8 ranks in Move
Silently, 8 ranks in Hide, 4 ranks in Dis-
guise, and the candidate must kill some-
one for no other reason than to join the
assassins. Any rogue can meet the skill
requirements at 5th level (see Table 3–2: Experi-
ence and Level-Dependent Benefits, page 22 of the
Player’s Handbook, for class skill max ranks). When
such a rogue gains enough experience points to
reach 6th level, she can take her first level of assas-
sin.
Prestige classes are purely optional and always
under the purview of the DM. We encourage you, as
the DM, to tightly limit the prestige classes avail-
able in your campaign. The example prestige classes
are certainly not all encompassing or definitive. They
might not even be appropriate for your campaign. The
best prestige classes for your campaign are the ones
you tailor make yourself.
Definitions of Terms
Here are definitions of some terms used in
this section.
Base Class: One of the eleven classes
described in the Player’s Handbook.
Caster Level: Generally equal to the
number of class levels (see below) in a spell-
casting class. Some prestige classes add caster
levels to an existing class.
Character Level: The total level of the
character, which is the sum of all class
levels held by that character. For instance,
a character with three levels of fighter and
three levels of rogue has six character
levels.
Class Level: The level of a character in
a particular class. For a character with levels in
only one class, class level and character level are the same.
ARCANE ARCHER
Master of the elven warbands, the arcane archer is a warrior
skilled in using magic to supplement her combat prowess. Beyond
the woods, arcane archers gain renown throughout entire king-
doms for their supernatural accuracy with a bow and their ability
to imbue their arrows with magic. In a group, they can strike fear
into an entire enemy army.
Fighters, rangers, paladins, and barbarians become arcane
archers to add a little magic to their combat abilities. Conversely,
wizards and sorcerers may take this prestige class to add
combat capabilities to their repertoire. Monks, clerics, druids,
rogues, and bards rarely become arcane archers.
NPC arcane archers often lead units of normal
archers or form small, elite
units formed entirely of
arcane archers.
These units are one of the
prime reasons that the elves
are so feared in battle.
Hit Die: d8.
Requirements
To qualify to become an arcane archer, a charac-
ter must fulfill all the following criteria.
Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weap-
on Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane
spells.
Class Skills
The arcane archer’s class skills (and the key ability
for each skill) are Craft (Int), Hide (Dex). Listen
(Wis), Move Silently (Dex), Ride (Dex), Spot
(Wis), Survival (Wis), and Use Rope (Dex). See
Chapter 4 of the Player’s Handbook for skill
descriptions.
Skill Points at Each Level: 4+Int modifier.
Class Features
All of the following are class features of the
arcane archer prestige class.
CHAPTER 6:
CHARACTERS
An
arcane archer
Table 6–1: The Arcane Archer
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Enhance arrow +1
2nd +2 +3 +3 +0 Imbue arrow
3rd +3 +3 +3 +1 Enhance arrow +2
4th +4 +4 +4 +1 Seeker arrow
5th +5 +4 +4 +1 Enhance arrow +3
6th +6 +5 +5 +2 Phase arrow
7th +7 +5 +5 +2 Enhance arrow +4
8th +8 +6 +6 +2 Hail of arrows
9th +9 +6 +6 +3 Enhance arrow +5
10th +10 +7 +7 +3 Arrow of death
Weapon and Armor Proficiency: An arcane archer is profi-
cient with all simple and martial weapons, light armor, medium
armor, and shields.
Enhance Arrow (Su): At 1st level, every nonmagical arrow an
arcane archer nocks and lets fly becomes magical, gaining a +1 en-
hancement bonus. Unlike magic weapons created by normal
means, the archer need not spend experience points or gold pieces
to accomplish this task. However, an archer’s magic arrows only
function for her. For every two levels the character advances past
1st level in the prestige class, the magic arrows she creates gain +1
greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at
7th level, and +5 at 9th level).
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability
to place an area spell upon an arrow. When the arrow is fired, the
spell’s area is centered on where the arrow lands, even if the spell
could normally be centered only on the caster. This ability allows
the archer to use the bow’s range rather than the spell’s range. It
takes a standard action to cast the spell and fire the arrow. The arrow
must be fired in the round the spell is cast, or the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an
arrow once per day at a target known to her within range, and the
arrow travels to the target, even around corners. Only an unavoid-
able obstacle or the limit of the arrow’s range prevents the arrow’s
flight. For example, if the target is within a windowless chamber
with the door closed, the arrow cannot enter. This ability negates
cover and concealment modifiers, but otherwise the attack is
rolled normally. Using this ability is a standard action (and shoot-
ing the arrow is part of the action).
Phase Arrow (Sp): At 6th level, an arcane archer can launch an
arrow once per day at a target known to her within range, and the
arrow travels to the target in a straight path, passing through any
nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or
the like stops the arrow.) This ability negates cover, concealment,
and even armor modifiers, but otherwise the attack is rolled nor-
mally. Using this ability is a standard action (and shooting the
arrow is part of the action).
Hail of Arrows (Sp): In lieu of her regular attacks, once per day an
arcane archer of 8th level or higher can fire an arrow at each and
every target within range, to a maximum of one target for every
arcane archer level she has earned. Each attack uses the archer’s
primary attack bonus, and each enemy may only be targeted by a
single arrow.
Arrow of Death (Sp): At 10th level, an arcane archer can create an
arrow of death that forces the target, if damaged by the arrow’s
attack, to make a DC 20 Fortitude save or be slain immediately. It
takes one day to make an arrow of death, and the arrow only func-
tions for the arcane archer who created it. The arrow of death lasts
no longer than one year, and the archer can only have one such
arrow in existence at a time.
ARCANE TRICKSTER
Arcane tricksters combine their knowledge of spells with a taste
for intrigue, larceny, or just plain mischief. They are among the
most adaptable of adventurers.
Arcane spellcasting and the sneak attack ability are needed to
qualify for this class, making it a natural choice for multiclass
wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this
class, but usually only if they already have wizard or sorcerer levels.
Arcane tricksters tend to use a seat-of-the-pants approach to
adventuring, loading up on spells that improve their stealth and
mobility. An NPC arcane trickster is just the sort of person that
might bump into you in a crowded tavern. (Check your pockets.)
Hit Die: d4.
Requirements
To qualify to become an arcane trickster, a character must fulfill all
of the following criteria.
Alignment: Any nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape
Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast mage hand and at least one arcane spell of
3rd level or higher.
Special: Sneak attack +2d6.
Class Skills
The arcane trickster’s class skills (and the key ability for each skill)
are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump
(Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open
Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int),
Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot
(Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter
4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the arcane trickster pres-
tige class.
Weapon and Armor Proficiency: Arcane tricksters gain no
proficiency with any weapon or armor.
Spells per Day: When a new arcane trickster level is gained,
the character gains new spells per day as if he had also gained a
level in a spellcasting class he belonged to before adding the pres-
tige class. He does not, however, gain any other benefit a character
CHAPTER 6:
CHARACTERS
An arcane trickster
of that class would have gained (improved chance of controlling
or rebuking undead, metamagic or item creation feats, and so on),
except for an increased effective level of spellcasting. If a character
had more than one spellcasting class before becoming an arcane
trickster, he must decide to which class he adds the new level for
purposes of determining spells per day.
Ranged Legerdemain: Using his unique talents, an arcane
trickster can perform one of the following class skills at a range of
30 feet: Disable Device, Open Lock, or Sleight of Hand. Working
at a distance increases the normal skill check DC by 5, and an
arcane trickster cannot take 10 on this check. Any object to be
manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged legerdemain once per day
initially, twice per day upon attaining 5th level, and three times per
day at 9th level or higher. He can make only one ranged legerde-
main skill check each day, and only if he has at least 1 rank in the
skill being used.
Sneak Attack: This is exactly like the rogue ability of the same
name. The extra damage dealt increases by +1d6 every other level
(2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak
attack bonus from another source (such as rogue levels), the
bonuses on damage stack.
Impromptu Sneak Attack: Beginning at 3rd level, once per
day an arcane trickster can declare one melee or ranged attack he
makes to be a sneak attack (the target can be no more than 30 feet
distant if the impromptu sneak attack is a ranged attack). The
target of an impromptu sneak attack loses any Dexterity bonus to
AC, but only against that attack. The power can be used against
any target, but creatures that are not subject to critical hits take no
extra damage (though they still lose any Dexterity bonus to AC
against the attack).
At 7th level, an arcane trickster can use this ability twice per day.
ARCHMAGE
The highest art is magic—often referred to as the Art. Its most
advanced practitioners are frequently archmages, characters who
bend spells in ways unavailable to other spellcasters. An archmage
gains strange powers and the ability to alter spells in remarkable
ways, but must sacrifice some of her spell capability in order to
master these arcane secrets.
Most archmages are purely wizards or sorcerers. They rarely
multiclass, choosing instead to concentrate on perfecting their
arcane skills.
NPC archmages in urban areas often hold positions of power in
magic-focused guilds. Their pursuit of arcane excellence and their
familiarity with high arcana place them above most of their peers.
Some archmages choose a more solitary path, often eschewing so-
ciety to study in quietude.
Hit Die: d4.
Requirements
To qualify to become an archmage, a character must fulfill all the
following criteria.
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of
magic.
Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-
level or higher spells from at least five schools.
Class Skills
The archmage’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills
taken individually) (Int), Profession (Wis), Search (Int), and
Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill
descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the archmage prestige class.
Weapon and Armor Proficiency: Archmages gain no profi-
ciency with any weapon or armor.
Spells per Day/Spells Known: When a new archmage level
is gained, the character gains new spells per day (and spells
known, if applicable) as if he had also gained a level in whatever
arcane spellcasting class in which he could cast 7th-level spells
before he added the prestige class level. He does not, however,
gain any other benefit a character of that class would have gained
(bonus metamagic or item creation feats, and so on). If a charac-
ter had more than one arcane spellcasting class in which he
could cast 7th-level spells before he became an archmage, he
must decide to which class he adds each level of archmage for
the purpose of determining spells per day.
High Arcana: An archmage learns secret lore unknown to
lesser wizards and sorcerers. She gains the opportunity to
select a special ability from among those described below by
permanently eliminating one existing spell slot (she cannot
eliminate a spell slot of higher level than the highest-level spell
she can cast). Each special ability has a minimum required spell
slot level, as specified in its description. For example, a 15th-
level wizard normally can cast two 7th-level spells per day
(bonus spells for specialization or high Intelligence can
increase this number). A 13th-level wizard/2nd-level archmage
who chooses the arcane reach ability forfeits one 7th-level spell
slot, and so can only cast one 7th-level spell per day, not count-
ing bonus spells.
An archmage may choose to eliminate a spell slot of a higher
level than that required to gain a type of high arcana.
Arcane Fire (Su): The archmage gains the ability to change ar-
cane spell energy into arcane fire, manifesting it as a bolt of raw
magical energy. The bolt is a ranged touch attack with long range
(400 feet + 40 feet/level of archmage) that deals 1d6 points of
damage per class level of the archmage plus 1d6 points of damage
per level of the spell used to create the effect. For instance, a 5th-
level archmage who channels a 7th-level spell into arcane fire
deals 12d6 points of damage to the target if it hits. This ability
costs one 9th-level spell slot.
CHAPTER 6:
CHARACTERS
Table 6–2: The Arcane Trickster
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +2 +2 Ranged legerdemain 1/day +1 level of existing class
2nd +1 +0 +3 +3 Sneak attack +1d6 +1 level of existing class
3rd +1 +1 +3 +3 Impromptu sneak attack 1/day +1 level of existing class
4th +2 +1 +4 +4 Sneak attack +2d6 +1 level of existing class
5th +2 +1 +4 +4 Ranged legerdemain 2/day +1 level of existing class
6th +3 +2 +5 +5 Sneak attack +3d6 +1 level of existing class
7th +3 +2 +5 +5 Impromptu sneak attack 2/day +1 level of existing class
8th +4 +2 +6 +6 Sneak attack +4d6 +1 level of existing class
9th +4 +3 +6 +6 Ranged legerdemain 3/day +1 level of existing class
10th +5 +3 +7 +7 Sneak attack +5d6 +1 level of existing class
Arcane Reach (Su): The archmage can use spells with a range of
touch on a target up to 30 feet away. The archmage must make a
ranged touch attack. Arcane reach can be selected a second time
as a special ability, in which case the range increases to 60 feet.
This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When the archmage
counterspells a spell, it is turned back upon
the caster as if it were fully
affected by a spell turning
spell. If the spell cannot
be affected by spell turn-
ing (for example, if it is a
spell that affects an
area), then it is merely
counterspelled. This
ability costs one 7th-
level spell slot.
Mastery of Elements:
The archmage can alter
an arcane spell when
cast so that it utilizes a
different element from
the one it normally uses.
For example, an arch-
mage could cast a fireball
that deals sonic damage
instead of fire damage.
This ability can only
alter a spell with the
acid, cold, fire, electric-
ity, or sonic descriptor.
The spell’s casting time is
unaffected. The caster
decides whether to
alter the spell’s energy
type and chooses the
new energy type
when he begins cast-
ing. This ability costs
one 8th-level spell
slot.
Mastery of Shaping:
The archmage can alter
area and effect spells that
use one of the following
shapes: burst, cone,
cylinder, emanation, or
spread. The alteration con-
sists of creating spaces within the spell’s area or
effect that are not subject to the spell. The minimum dimension
for these spaces is a 5-foot cube. For example, an archmage could
cast a fireball and leave a hole where his ally stands, preventing any
fire damage. Furthermore, any shapeable spells have a minimum
dimension of 5 feet instead of 10 feet. This ability costs one 6th-
level spell slot.
Spell Power: This ability increases the archmage’s effective caster
level by +1 (for purposes of determining level-dependent spell
variables such as damage dice or range, and caster level checks
only). This ability costs one 5th-level spell slot.
Spell-Like Ability: An archmage who selects this type of high
arcana can use one of her arcane spell slots (other than a slot ex-
pended to learn this or any other type of high arcana) to perma-
nently prepare one of her arcane spells as a spell-like abil-
ity that can be used twice per day. The
archmage does not use any
components when casting
the spell, although a spell
that costs XP to cast still
does so and a spell with a
costly material compo-
nent instead costs her 10
times that amount in XP.
This ability costs one
5th-level spell slot.
The spell-like ability
normally uses a spell slot
of the spell’s level, al-
though the archmage can
choose to make a spell
modified by a metamagic
feat into a spell-like ability
at the appropriate spell
level. For example, an
archmage can make light-
ning bolt into a spell-like
ability by using a 3rd-level
spell slot to do so, or into a
maximized lightning bolt by
using a 6th-level spell slot.
The archmage may use
an available higher-level
spell slot in order to use
the spell-like ability
more often. Using
a slot three levels
higher than the
chosen spell
allows her to
use the spell-
like ability
four times
per day, and
a slot six levels
higher lets her use
it six times per day. For
example, Hexark, a 15th-level wizard/2nd-level
archmage, is a pyromaniac and never wants to be
denied the ability to cast fireball, so she permanently uses
a 9th-level spell slot to get fireball as a spell-like ability usable six
times per day. She forfeits a 5th-level spell slot to master the ability.
If spell-like ability is selected more than one time as a high
arcana choice, this ability can apply to the same spell chosen the
first time (increasing the number of times per day it can be used)
or to a different spell.
CHAPTER 6:
CHARACTERS
An archmage
Table 6–3: The Archmage
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +0 +2 High arcana +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 High arcana +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 High arcana +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 High arcana +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 High arcana +1 level of existing arcane spellcasting class
ASSASSIN
The assassin is the master of dealing quick, lethal blows. Assassins
also excel at infiltration and disguise. Assassins often function as
spies, informants, killers for hire, or agents of vengeance. Their
training in anatomy, stealth, poison, and the dark arts allows them to
carry out missions of death with shocking, terrifying precision.
Most rogues, monks, and bards who choose this class become
examples of the classic assassin skulking in the shadows with a
blade carrying certain death. Fighters, ex-paladins, rangers, druids,
and barbarians operate as warrior assassins, with as much ability to
kill in combat as from the shadows. Sorcerers, wizards, and clerics
may be the most terrifying assassins of all, for with their spells
they can infiltrate and slay with even greater impunity.
As NPCs, assassins work in guilds or secret societies found
hidden in cities or based in remote fortresses in the wilderness.
Sometimes they serve more powerful evil characters
singly or in a group. Occasionally an assassin works
alone, but only the most capable are willing to
operate without any sort of support or
backup.
Hit Die: d6.
Requirements
To qualify to become an assassin, a
character must fulfill all the follow-
ing criteria.
Alignment: Any evil.
Skills: Disguise 4 ranks,
Hide 8 ranks, Move Silently 8
ranks.
Special: The character must
kill someone for no other reason
than to join the assassins.
Class Skills
The assassin’s class skills (and
the key ability for each skill) are
Balance (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Dis-
able Device (Int), Disguise (Cha),
Escape Artist (Dex), Forgery (Int),
Gather Information (Cha),
Hide (Dex), Intimidate
(Cha), Jump (Str), Listen
(Wis), Move Silently
(Dex), Open Lock (Dex),
Search (Int), Sense Motive
(Wis), Sleight of Hand
(Dex), Spot (Wis), Swim
(Str), Tumble (Dex), Use
Magic Device (Cha), and
Use Rope (Dex). See
Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the assassin prestige class.
Weapon and Armor Proficiency: An assassin’s weapon train-
ing focuses on weapons suitable for stealth and sneak attacks.
Assassins are proficient with the crossbow (hand, light, or heavy),
dagger (any type), dart, rapier, sap, shortbow (normal and compos-
ite), and short sword. Assassins are proficient with light armor but
not with shields.
Sneak Attack:This is exactly like the rogue ability of the same
name. The extra damage dealt increases by +1d6 every other level
(2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack
bonus from another source (such as rogue levels), the bonuses on
damage stack.
Death Attack: If an assassin studies his victim
for 3 rounds and then makes a sneak attack with a
melee weapon that successfully deals damage, the
sneak attack has the additional effect of possi-
bly either paralyzing or killing the target
(assassin’s choice). While studying the
victim, the assassin can undertake
other actions so long as his
attention stays focused on
the target and the target
does not detect the assassin
or recognize the assassin as an
enemy. If the victim of such an
attack fails a Fortitude save (DC 10
+ the assassin’s class level + the
assassin’s Int modifier) against the
kill effect, she dies. If the saving
throw fails against the paralysis
effect, the victim’s mind and body become
enervated, rendering her helpless and
unable to act for 1d6 rounds plus 1 round
per level of the assassin. If the victim’s
saving throw succeeds, the attack is
just a normal sneak attack. Once the
assassin has completed the 3
rounds of study, he must make
the death attack within
the next 3 rounds.
If a death attack
is attempted and
fails (the victim
makes her save) or
if the assassin does
not launch the
attack within 3
rounds of complet-
ing the study, 3 new
CHAPTER 6:
CHARACTERS
Table 6–4: The Assassin
Base Fort Ref Will —— Spells per Day ——
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells 0 — — —
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge 1 — — —
3rd +2 +1 +3 +1 Sneak attack +2d6 2 0 — —
4th +3 +1 +4 +1 +2 save against poison 3 1 — —
5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6 3 2 0 —
6th +4 +2 +5 +2 +3 save against poison 3 3 1 —
7th +5 +2 +5 +2 Sneak attack +4d6 3 3 2 0
8th +6 +2 +6 +2 +4 save against poison, hide in plain sight 3 3 3 1
9th +6 +3 +6 +3 Sneak attack +5d6 3 3 3 2
10th +7 +3 +7 +3 +5 save against poison 3 3 3 3
An assassin
rounds of study are required before he can attempt another death
attack.
Poison Use: Assassins are trained in the use of poison and
never risk accidentally poisoning themselves when applying
poison to a blade.
Spells: Beginning at 1st level, an assassin gains the ability to
cast a number of arcane spells. To cast a spell, an assassin must
have an Intelligence score of at least 10 + the spell’s level, so an
assassin with an Intelligence of 10 or lower cannot cast these
spells. Assassin bonus spells are based on Intelligence, and saving
throws against these spells have a DC of 10 + spell level + the
assassin’s Intelligence bonus (if any). When the assassin gets 0
spells per day of a given spell level (for instance, 1st-level spells
for a 1st-level assassin), he gains only the bonus spells he would
be entitled to based on his Intelligence score for that spell level.
The assassin’s spell list appears below. An assassin casts spells just
as a bard does.
Upon reaching 6th level, at every even-numbered level after
that (8th and 10th), an assassin can choose to learn a new spell in
place of one he already knows. The new spell’s level must be the
same as that of the spell being exchanged, and it must be at least
two levels lower than the highest-level assassin spell the assassin
can cast. For instance, upon reaching 6th level, an assassin could
trade in a single 1st-level spell (two spell levels below the highest-
level sorcerer spell he can cast, which is 3rd) for a different 1st-
level spell. At 8th and 10th levels, he could trade in a single 1st-
level or 2nd-level spell (since he now can cast 4th-level assassin
spells) for a different spell of the same level. An assassin may swap
only a single spell at any given level, and must choose whether or
not to swap the spell at the same time that he gains new spells
known for that level.
Table 6–5: Assassin Spells Known
—— Spells Known ——
Level 1st 2nd 3rd 4th
1st 2
1
———
2nd 3 — — —
3rd 3 2
1
——
4th 4 3 — —
5th 4 3 2
1
—
6th 4 4 3 —
7th 4 4 3 2
1
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
1 Provided the assassin has sufficient Intelligence to have a bonus
spell of this level.
Save Bonus against Poison: Assassins train with poisons of all
types and slowly grow more and more resistant to their effects.
This is reflected by a natural saving throw bonus to all poisons
gained at 2nd level that increases by +1 for every two additional
levels the assassin gains (+2 at 4th level, +3 at 6th level, and so on).
Uncanny Dodge (Ex): Starting at 2nd level, an assassin gains
the ability to react to danger before his senses would normally
allow him to even be aware of it. He retains his Dexterity bonus to
AC (if any) regardless of being caught flat-footed or struck by an
invisible attacker. (He still loses any Dexterity bonus to AC if
immobilized.)
If a character gains uncanny dodge from a second class (such as
a barbarian/rogue), the character automatically gains improved
uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an assassin can
no longer be flanked, since he can react to opponents on opposite
sides of him as easily as he can react to a single attacker. This de-
fense denies rogues the ability to use flank attacks to sneak attack
the assassin. The exception to this defense is that a rogue at least
four levels higher than the assassin can flank him (and thus sneak
attack him).
If a character gains uncanny dodge (see above) from a second
class (such as a barbarian/rogue), the character automatically gains
improved uncanny dodge, and the levels from those classes stack to
determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an assassin can use the
Hide skill even while being observed. As long as he is within 10
feet of some sort of shadow, an assassin can hide himself from
view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.
Assassin Spell List
Assassins choose their spells from the following list:
1st Level: disguise self, detect poison, feather fall, ghost sound, jump,
obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory
script, invisibility, pass without trace, spider climb, undetectable align-
ment.
3rd Level: deep slumber, deeper darkness, false life, magic circle
against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance, dimension door, freedom of
movement, glibness, greater invisibility, locate creature, modify memory,
poison.
BLACKGUARD
The blackguard epitomizes evil. He is nothing short of a mortal
fiend. The quintessential black knight, this villain carries a reputa-
tion of the foulest sort that is very well deserved. Consorting with
demons and devils and serving dark deities, the blackguard is
hated and feared by all. Some people call these villains anti-
paladins due to their completely evil nature.
The blackguard has many options available to him—sending
forth dark minions and servants to do his bidding, attacking with
stealth and honorless guile, or straightforward smiting of the
forces of good that stand in his way. Fighters, ex-paladins, rangers,
monks, druids, and barbarians make for indomitable combat-ori-
ented blackguards, while rogues and bards who become black-
guards are likely to stress the subtle aspects of their abilities and
spells. Sorcerers, wizards, and clerics who become blackguards are
sometimes called diabolists and favor dealing with fiends even
more than other blackguards do.
As NPCs, blackguards usually lead legions of undead, evil out-
siders, or other monsters to conquer their own doomed demesne
or expand their existing territory. Sometimes they serve more
powerful evil characters as dark lieutenants. On occasion they
operate alone as hired killers or wandering purveyors of ill,
destruction, and chaos.
Hit Die: d10.
Requirements
To qualify to become a blackguard, a character must fulfill all the
following criteria.
Alignment: Any evil.
Base Attack Bonus: +6.
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power Attack.
Special: The character must have made peaceful contact with
an evil outsider who was summoned by him or someone else.
Class Skills
The blackguard’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowl-
edge (religion) (Int), Profession (Wis), and Ride (Dex). See Chap-
ter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
CHAPTER 6:
CHARACTERS
Class Features
All of the following are class features of the blackguard prestige
class.
Weapon and Armor Proficiency: Blackguards are proficient
with all simple and martial weapons, with all types of armor, and
with shields.
Aura of Evil (Ex): The power of a black-
guard’s aura of evil (see the detect evil
spell) is equal to his class
level plus his cleric
level, if any.
Detect Good (Sp): At will, a
blackguard can use detect good as a
spell-like ability, duplicating the effect
of the detect good spell.
Poison Use: Blackguards are
skilled in the use of poison and never
risk accidentally poisoning themselves
when applying poison to a blade.
Dark Blessing (Su): A blackguard
applies his Charisma modifier (if posi-
tive) as a bonus on all saving throws.
Spells: A blackguard has the
ability to cast a small number of
divine spells. To cast a black-
guard spell, a blackguard must
have a Wisdom score of at least
10 + the spell’s level, so a black-
guard with a Wisdom of 10 or
lower cannot cast these spells.
Blackguard bonus spells are
based on Wisdom, and saving
throws against these spells
have a DC of 10 +
spell level + the
blackguard’s Wis-
dom modifier. When
the blackguard gets
0 spells per day of a
given spell level (for
instance, 1st-level spells
for a 1st-level black-
guard), he gains only the
bonus spells he would be en-
titled to based on his Wisdom score for
that spell level. The blackguard’s spell
list appears below. A blackguard has
access to any spell on the list and can freely choose which to pre-
pare, just as a cleric. A blackguard prepares and casts spells just as
a cleric does (though a blackguard cannot spontaneously cast cure
or inflict spells).
Smite Good (Su): Once a day, a blackguard of 2nd level or
higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and
deals 1 extra point of damage per class level. For example, a
9th-level blackguard armed with a longsword would deal 1d8+9
points of damage, plus any additional
bonuses from high Strength or magical
effects that normally apply. If a blackguard acci-
dentally smites a creature that is not good, the smite has
no effect but it is still used up for that day.
At 5th level, and again at 10th level, a blackguard may smite
good one additional time per day.
Aura of Despair (Su): Beginning at 3rd level, the
blackguard radiates a malign aura that causes ene-
mies within 10 feet of him to take a –2 penalty
on all saving throws.
Command Undead (Su): When a black-
guard reaches 3rd level, he gains the super-
natural ability to command and rebuke
undead (see the Player’s Handbook, page
159). He commands undead as would
a cleric of two levels lower.
Sneak Attack: This ability,
gained at 4th level, is like the rogue
ability of the same name. The extra
damage increases by +1d6 every third
level beyond 4th (7th and 10th). If a
blackguard gets a sneak attack bonus
from another source (such as rogue
levels), the bonuses on damage stack.
Blackguard Spell List
Blackguards choose their spells
from the following list:
1st Level: cause fear, corrupt
weapon, cure light wounds,
doom, inflict light wounds,
magic weapon, summon mon-
ster I*.
2nd Level: bull’s strength, cure
moderate wounds, darkness, death
knell, eagle’s splendor, inflict moderate
wounds, shatter, summon monster
II*.
3rd Level: contagion, cure serious
wounds, deeper darkness, inflict serious
wounds, protection from elements,
summon monster III*.
4th Level: cure critical wounds, freedom of
movement, inflict critical wounds, poison, summon monster IV*.
* Evil creatures only.
Corrupt Weapon
Blackguards have access to a special spell, corrupt weapon, which is
the opposing counterpart of the paladin spell bless weapon (see
CHAPTER 6:
CHARACTERS
Table 6–6: The Blackguard
Base Fort Ref Will —— Spells per Day ——
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 0 0 Aura of evil, detect good, poison use 0 — — —
2nd +2 +3 0 0 Dark blessing, smite good 1/day 1 — — —
3rd +3 +3 +1 +1 Command undead, aura of despair 1 0 — —
4th +4 +4 +1 +1 Sneak attack +1d6 1 1 — —
5th +5 +4 +1 +1 Fiendish servant, smite good 2/day 1 1 0 —
6th +6 +5 +2 +2 1 1 1 —
7th +7 +5 +2 +2 Sneak attack +2d6 2 1 1 0
8th +8 +6 +2 +2 2 1 1 1
9th +9 +6 +3 +3 2 2 1 1
10th +10 +7 +3 +3 Sneak attack +3d6, smite good 3/day 2 2 2 1
A blackguard
page 205 of the Player’s Handbook). Instead of improving a weapon’s
effectiveness against evil foes (as the paladin spell does), corrupt
weapon makes a weapon more effective against good foes.
Fallen Paladins
Blackguards who have levels in the paladin class (that is to say, are
now ex-paladins) gain extra abilities the more levels of paladin
they have. Those who have tasted the light of goodness and justice
and turned away make the foulest villains.
A fallen paladin who becomes a blackguard gains all of the fol-
lowing abilities that apply, according to the number of paladin
levels the character has.
1–2: Smite good 1/day. (This is in addition to the ability granted
to all blackguards at 2nd level, so that a fallen paladin blackguard
can smite good a total of twice per day.)
3–4: Lay on hands. Once per day, the blackguard can use this
supernatural ability to cure himself or his fiendish servant of
damage equal to his Charisma bonus ×his level.
5–6: Sneak attack damage increased by +1d6. Smite good 2/day.
7–8: Fiendish summoning. Once per day, the blackguard can
use a summon monster I spell to call forth an evil creature. For this
spell, the caster level is double the blackguard’s class level.
9–10: Undead companion. In addition to the fiendish servant,
the blackguard gains (at 5th level) a Medium-size skeleton or zom-
bie as a companion. This companion cannot be turned or rebuked
and gains all special bonuses as a fiendish servant when the black-
guard gains levels. Smite good 3/day.
11 or more: Favored of the dark deities. Evil deities like noth-
ing more than to see a pure heart corrupted, and thus a fallen pal-
adin of this stature immediately gains a blackguard level for each
level of paladin he trades in. For example, a character who has
twelve levels of paladin can immediately become a 10th-level
blackguard with all abilities if he chooses to lose ten levels of pal-
adin. The character level of the character does not change. This, of
course, is in every way a profitable trade for the evil character,
since he has already lost most of the benefits he gained from
having those paladin levels. However, with the loss of paladin
levels, the character no longer gains as many extra abilities for
being a fallen paladin. Thus, a fallen 15th-level paladin could
become a 10th-level blackguard/5th-level paladin and gain the
first three extra abilities on this chart because of the character’s
remaining five levels of paladin. Smite good 4/day.
The Blackguard’s Fiendish Servant
Upon or after reaching 5th level, a blackguard can call a fiendish
bat, cat, dire rat, horse, pony, raven, or toad to serve him. (See the
Monster Manual for these creatures’ basic statistics.) This creature
may be used as a guardian (such as a bat), a helper (such as a cat), or
a mount (such as a horse). The blackguard’s servant further gains
HD and special abilities based on the blackguard’s character level
(see the table).
A blackguard may have only one fiendish servant at a time.
Should the blackguard’s servant die, he may call for another one
after a year and a day. The new fiendish servant has all the accu-
mulated abilities due a servant of the blackguard’s current level.
The abilities mentioned in the “Special” column of the accom-
panying table are described below.
Empathic Link (Su): The blackguard has an empathic link
with his servant out to a distance of up to 1 mile. The blackguard
cannot see through the servant’s eyes, but they can communicate
empathically. Because of the limited nature of the link, only gen-
eral emotional content (such as fear, hunger, happiness, curiosity)
can be communicated. Note that the low Intelligence of a low-
level blackguard’s fiendish servant limits what the creature is able
to communicate or understand, and even intelligent servants see
the world differently from humans, so misunderstandings are
always possible.
Because of the empathic link between the servant and the
blackguard, the blackguard has the same connection to a place or
an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack
that normally allows a Reflex saving throw for half damage, it takes
no damage on a successful saving throw and only half damage on a
failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the ser-
vant uses either its own base save bonus or the blackguard’s,
whichever is higher. The servant applies its own ability modifiers
to saves, and it doesn’t share any other bonuses on saves that the
blackguard might have (such as from magic items or feats).
Share Spells: At the blackguard’s option, he may have any spell
(but not any spell-like ability) he casts on himself also affect his
servant. The servant must be within 5 feet at the time of casting to
receive the benefit. If the spell has a duration other than instanta-
neous, it stops affecting the servant if it moves farther than 5 feet
away and will not affect the servant again even if the servant
returns to the blackguard before the duration expires. Addition-
ally, the blackguard may cast a spell with a target of “You” on his
servant (as a touch range spell) instead of on himself. A blackguard
and his servant can share spells even if the spells normally do not
affect creatures of the servant’s type (magical beast).
Speak with Blackguard (Ex): If the blackguard’s character
level is 13th or higher, the blackguard and servant can communi-
cate verbally as if they were using a common language. Other crea-
tures do not understand the communication without magical help.
Blood Bond (Ex): If the blackguard’s character level is 16th or
higher, the servant gains a +2 bonus on all attack rolls, checks, and
saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): If the blackguard’s character level is
19th or higher, the servant gains spell resistance equal to the
blackguard’s level + 5. To affect the servant with a spell, another
spellcaster must get a result on a caster level check (1d20 + caster
level) that equals or exceeds the servant’s spell resistance.
DRAGON DISCIPLE
It is known that certain dragons can take humanoid form and
even have humanoid lovers. Sometimes a child is born of this
union, and every child of that child unto the thousandth genera-
tion claims a bit of dragon blood, be it ever so small. Usually, little
comes of it, though mighty sorcerers occasionally credit their
powers to draconic heritage. For some, however, dragon blood
beckons irresistibly. These characters become dragon disciples,
who use their magical power as a catalyst to ignite their dragon
blood, realizing its fullest potential.
CHAPTER 6:
CHARACTERS
Character Bonus Natural Str
Level HD Armor Adj. Adj. Int Special
12th or +2 +1 +1 6 Empathic link, improved
lower evasion, share saving
throws, share spells
13th–15th +4 +3 +2 7 Speak with blackguard
16th–18th +6 +5 +3 8 Blood bond
19th–20th +8 +7 +4 9 Spell resistance
Character Level: The character level of the blackguard (his
blackguard level plus his original class level).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a
Constitution modifier, as normal. Extra Hit Dice improve the servant’s
base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant’s
existing natural armor bonus.
Str Adj.: Add this figure to the servant’s Strength score.
Int: The servant’s Intelligence score. (A fiendish servant is smarter
than normal animals of its kind.)
Dragon disciples prefer a life of exploration to a cloistered exis-
tence. Most are barbarians, fighters, or rangers who have dabbled
as sorcerers or bards. Occasionally, a serious spellcaster explores
the path to further a goal of finding out more about his draconic
heritage, though at the expense of most of his arcane studies. Cler-
ics and druids rarely choose to become dragon disciples. Already
adept at magic, many pursue adventure, especially if it furthers
their goal of finding out more about their draconic heritage. All
dragon disciples are drawn to areas known to harbor dragons.
Hit Die: d12.
Requirements
To qualify to become a dragon disciple, a character must fulfill all
the following criteria.
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spellcasting: Ability to cast arcane spells without preparation.
Special: The player chooses a dragon variety
when taking the first level in this prestige
class, subject to the DM’s approval.
Class Skills
The dragon disciple’s class
skills (and the key ability for
each skill) are Concentration (Con),
Craft (Int), Diplomacy (Cha),
Escape Artist (Dex), Gather
Information (Cha), Knowl-
edge (all skills, taken individu-
ally) (Int) Listen (Wis), Profes-
sion (Wis), Search (Int), Speak
Language (Int), Spellcraft (Int),
and Spot (Wis). See Chapter 4
of the Player’s Handbook for skill
descriptions.
Skill Points at Each Level: 2 + Int
modifier.
Class Features
All of the following
are class features
of the dragon dis-
ciple prestige class.
Weapon and Armor
Proficiency: Dragon dis-
ciples gain no proficiency with any weapon or armor.
Bonus Spells: Dragon disciples gain bonus spells as they gain
levels in this prestige class, as if from having a high ability score, as
given on Table 6–7. A bonus spell can be added to any level of
spells the disciple already has the ability to cast.
If a character has more than one spellcasting class, he must
decide to which class he adds each bonus spell as it is gained. Once
a bonus spell has been applied, it cannot be shifted.
Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a
dragon disciple becomes more draconic in appearance. His skin
develops tiny iridescent scales, nearly invisible at first but becom-
ing more noticeable at higher levels. This provides an increase to
the character’s existing natural armor (if any), as indicated on
Table 6–7 (the numbers represent the total increase gained to that
point). As his skin thickens, a dragon disciple takes on more and
more of his progenitor’s physical aspect.
Claws and Bite (Ex): At 2nd level, a
dragon disciple gains claw
and bite attacks if he
does not already
have them. Use the
values above or the dis-
ciple’s base claw and bite
damage values, whichever are greater.
Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
A dragon disciple is considered proficient with
these attacks. When making a full attack, a dragon
disciple uses his full base attack bonus with his bite
attack but takes a –5 penalty on claw attacks. The
Multiattack feat (see page 304 of
the Monster Manual) reduces
this penalty to only –2.
Ability Boost (Ex): As a
dragon disciple gains levels in
this prestige class, his ability
scores increase as noted on Table 6–7.
These increases stack and are gained as if through level
advancement.
CHAPTER 6:
CHARACTERS
Illus. by J. Jarvis
Table 6–7: The Dragon Disciple
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Bonus Spells
1st +0 +2 +0 +2 Natural armor increase (+1) 1
2nd +1 +3 +0 +3 Ability boost (Str +2), claws and bite 1
3rd +2 +3 +1 +3 Breath weapon (2d8) 0
4th +3 +4 +1 +4 Ability boost (Str +2), natural armor increase (+2) 1
5th +3 +4 +1 +4 Blindsense 30 ft. 1
6th +4 +5 +2 +5 Ability boost (Con +2) 1
7th +5 +5 +2 +5 Breath weapon (4d8), natural armor increase (+3) 0
8th +6 +6 +2 +6 Ability boost (Int +2) 1
9th +6 +6 +3 +6 Wings 1
10th +7 +7 +3 +7 Blindsense 60 ft., dragon apotheosis 0
A dragon disciple
Breath Weapon (Su): At 3rd level, a dragon disciple gains a
minor breath weapon, derived from his draconic ancestor. The
type and shape depend on the dragon variety whose heritage he
enjoys (see below). Regardless of the ancestor, the breath weapon
deals 2d8 points of damage of the appropriate energy type.
At 7th level, the damage increases to 4d8, and when a disciple
attains dragon apotheosis at 10th level it reaches its full power at
6d8. Regardless of its strength, the breath weapon can be used
only once per day. Use all the rules for dragon breath weapons (see
page 69 of the Monster Manual) except as specified here.
The DC of the
breath weapon is 10 +
class level + Con modifier.
A line-shaped breath weapon is 5
feet high, 5 feet wide, and 60 feet long. A
cone-shaped breath weapon is 30 feet long.
Dragon Variety* Breath Weapon
Black Line of acid
Blue Line of lightning
Green Cone of corrosive gas (acid)
Red Cone of fire
White Cone of cold
Brass Line of fire
Bronze Line of lightning
Copper Line of acid
Gold Cone of fire
Silver Cone of cold
* Other varieties of dragon disciple are possible, using other
dragon varieties as ancestors.
Blindsense (Ex): At 5th level, the dragon disciple gains
blindsense with a range of 30 feet. Using nonvisual
senses, such as acute smell or hearing, the dragon dis-
ciple notices things it cannot see. He usually does not
need to make Spot or Listen checks to notice and pin-
point the location of creatures within range of his blind-
sense ability, provided that he has line of effect to that crea-
ture. Any opponent the dragon disciple cannot see still has
total concealment against him, and the dragon disciple still
has the normal miss chance when attacking foes that
have concealment. Visibility still affects the movement
of a creature with blindsense. A creature with blind-
sense is still denied its Dexterity bonus to Armor Class
against attacks from creatures it cannot see. At 10th
level, the range of this ability increases to 60 feet.
Wings (Ex): At 9th level, a dragon disciple grows a set of dra-
conic wings. He may now fly at a speed equal to his normal land
speed, with average maneuverability.
Dragon Apotheosis: At 10th level, a dragon disciple fully real-
izes his draconic heritage and takes on the half-dragon template
(see page 146 of the Monster Manual). His breath weapon reaches
full strength (as noted above), and he gains +4 to Strength and +2
to Charisma. His natural armor bonus increases to +4, and he
acquires low-light vision, 60-foot darkvision, immunity to sleep
and paralysis effects, and immunity to the energy type used by his
breath weapon (see above).
DUELIST
The duelist (sometimes known as the swashbuckler) is a nimble,
intelligent fighter trained in making precise attacks with light
weapons, such as the rapier. She always takes full advantage of her
quick reflexes and wits in a fight. Rather than wearing bulky
armor, a duelist feels the best way to protect herself is not to get
hit at all.
Duelists are most often fighters or rangers, but almost as often
are rogues or bards. Wizards, sorcerers, and monks make surpris-
ingly good duelists due to those classes’ lack of reliance on armor.
They benefit greatly from the weapon skill the duelist offers.
Some paladins and barbarians who deviate a good deal from their
archetypes become duelists.
NPC duelists are usually loners looking for adventure or a get-
rich-quick scheme. Occasionally they work in small, tight-knit
groups, fighting with team-based tactics.
Hit Die: d10.
Requirements
To qualify to become a duelist, a character
must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.
Class Skills
The duelist’s class skills (and the key abil-
ity for each skill) are Balance (Dex), Bluff
(Cha), Escape Artist (Dex), Jump (Str),
Listen (Wis), Perform (Cha), Sense Motive
(Wis), Spot (Wis), and Tumble (Dex). See
Chapter 4 of the Player’s Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The duelist
is proficient with all simple and martial weapons,
but no type of armor or shield.
Canny Defense (Ex): When not wearing
armor or using a shield, a duelist adds 1 point of
Intelligence bonus (if any) per duelist class level
to her Dexterity bonus to modify Armor Class
while wielding a melee weapon. For instance, a
2nd-level duelist with an Intelligence score of 16
(+3 bonus) can add +2 to her Armor Class. If a
duelist is caught flat-footed or otherwise
denied her Dexterity bonus, she also loses
this bonus.
Improved Reaction (Ex): At 2nd level, a
duelist gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This
bonus stacks with the benefit provided by the
Improved Initiative feat.
Enhanced Mobility (Ex): When wearing no armor and not
using a shield, a duelist gains an additional +4 bonus to AC against
attacks of opportunity caused when she moves out of a threatened
square.
Grace (Ex): At 4th level, a duelist gains an additional +2 compe-
tence bonus on all Reflex saving throws. This ability functions for a
duelist only when she is wearing no armor and not using a shield.
CHAPTER 6:
CHARACTERS
A duelist
Table 6–8: The Duelist
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +0 Canny defense
2nd +2 +0 +3 +0 Improved reaction +2
3rd +3 +1 +3 +1 Enhanced mobility
4th +4 +1 +4 +1 Grace
5th +5 +1 +4 +1 Precise strike +1d6
6th +6 +2 +5 +2 Acrobatic charge
7th +7 +2 +5 +2 Elaborate parry
8th +8 +2 +6 +2 Improved reaction +4
9th +9 +3 +6 +3 Deflect Arrows
10th +10 +3 +7 +3 Precise strike +2d6
Precise Strike (Ex): At 5th level, a duelist gains the ability to
strike precisely with a light or one-handed piercing weapon,
gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a duelist cannot attack with a
weapon in her other hand or use a shield. A duelist’s precise
strike only works against living creatures with discernible
anatomies. Any creature that is immune to critical hits (includ-
ing undead, constructs, oozes, plants, and incorporeal creatures)
is not vulnerable to a precise strike, and any item or ability that
protects a creature from critical hits (such as armor with the for-
tification special ability)also protects a creature from a precise
strike. At 10th level, the extra
damage on a precise strike
increases to +2d6.
Acrobatic Charge (Ex):
At 6th level, a duelist gains
the ability to charge in sit-
uations where others can-
not. She may charge over
difficult terrain that nor-
mally slows movement.
This enables her to run
down steep stairs, leap
down from a balcony, or to
tumble over tables to get to
her charge target. Depend-
ing on the circumstance, she
may still need to make appro-
priate checks (Jump or Tumble
checks in particular) to success-
fully move over the terrain.
Elaborate Parry (Ex): At 7th
level and higher, if a duelist
chooses to fight defensively or
use total defense in melee
combat, she gains an additional
+1 dodge bonus to AC for each
level of duelist she has.
Deflect Arrows: At 9th level, a
duelist gains the benefit of the Deflect
Arrows feat (see page 93 of the Player’s
Handbook) when using a light or one-
handed piercing weapon.
DWARVEN DEFENDER
The defender is a sponsored champion
of a dwarven cause, a dwarf aristocrat, a
dwarven deity, or the dwarven way of
life. As the name might imply, this
character is a skilled combatant
trained in the arts of defense.
A line of dwarven defenders is
a far better defense than a 10-
foot-thick wall of stone, and much more
dangerous.
Most dwarven defenders are fighters, paladins, rangers, or
clerics, although ex-barbarians, sorcerers, wizards, and druids
can certainly all benefit from the defensive capabilities of this
prestige class. Rogues, bards, and monks usually depend too
heavily on mobility to use the abilities of the dwarven defender
class to their fullest.
NPC dwarven defenders are usually soldiers in a dwarven citadel,
segregated into their own units separate from regular warriors or
fighters. Occasionally a lone, wandering dwarven defender can be
encountered on some mission, although he usually guards his words
so closely that it’s difficult to learn what his quest actually entails.
Hit Die: d12.
Requirements
To qualify to become a defender, a character must fulfill all the fol-
lowing criteria.
Race: Dwarf.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.
Class Skills
The defender’s class skills (and the key ability for each skill) are
Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis). See
Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the dwarven defender
prestige class.
AC Bonus (Ex): The dwarven defender receives a
dodge bonus to Armor Class that starts
at +1 and improves as the defender
gains levels, until it reaches
+4 at 10th level.
Weapon and Armor
Proficiency: A dwarven
defender is proficient with
all simple and martial
weapons, all types of
armor, and shields.
Defensive Stance:
When he needs to, a de-
fender can become a stal-
wart bastion of defense. In
this defensive stance, a
defender gains phenomenal
strength and durability, but
he cannot move from the
spot he is defending. He
gains +2 to Strength, +4 to
Constitution, a +2 resistance
bonus on all saves, and a +4
dodge bonus to AC.
The increase in Constitution
increases the defender’s hit
points by 2 points per level, but
these hit points go away at the end
of the defensive stance when the
Constitution score drops back 4
points. These extra hit points are
not lost first the way temporary hit
points are. While in a defensive
stance, a defender cannot use
skills or abilities that would re-
quire him to shift his position, such
as Move Silently or Jump. A defensive
stance lasts for a number of rounds equal
to 3 + the character’s (newly improved) Constitution modifier. A
defender may end his defensive stance voluntarily prior to this
limit. At the end of the defensive stance, the defender is winded
and takes a –2 penalty to Strength for the duration of that
encounter. A defender can only use his defensive stance a certain
number of times per day as determined by his level (see Table
6–9). Using the defensive stance takes no time itself, but a
defender can only do so during his action. (A defender can’t, for
example, use the stance when struck down by an arrow in order to
get the extra hit points from the increased Constitution.)
Uncanny Dodge (Ex): Starting at 2nd level, a dwarven
defender gains the extraordinary ability to react to danger before
CHAPTER 6:
CHARACTERS
A dwarven
defender
his senses would normally allow him to even be aware of it. At
2nd level and above, he retains his Dexterity bonus to AC (if any)
regardless of being caught flat-footed or struck by an invisible
attacker. (He still loses any Dexterity bonus to AC if
immobilized.)
If a character gains uncanny dodge
from a second class (such as rogue), the
character automatically gains im-
proved uncanny dodge (see
below).
Trap Sense (Ex): At 4th
level, a dwarven defender gains
an intuitive sense that alerts him
to danger from traps, giving him a +1
bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks by traps. At
8th level, these bonuses rise to +2. These bonuses stack
with trap sense bonuses gained from other classes.
Damage Reduction (Ex): At 6th level, a dwarven
defender gains the ability to shrug off some amount of injury from
each blow or attack. Subtract 3 points from the damage the dwar-
ven defender takes each time he is dealt damage. At 10th level,
this damage reduction rises to 6/–. Damage reduction can reduce
damage to 0 but not below 0. (That is, the defender cannot actu-
ally gain hit points in this manner.)
Improved Uncanny Dodge (Ex): At 6th level, a dwarven de-
fender can no longer be flanked, since he can react to opponents
on opposite sides of him as easily as he can react to a
single attacker. This defense denies rogues the
ability to use flank attacks to sneak
attack the dwarven defender.
The exception to this
defense is that a rogue
at least four levels higher than
the dwarven defender can flank him
(and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second
class (such as rogue), the character automatically gains improved
uncanny dodge, and the levels from those classes stack to deter-
mine the minimum rogue level required to flank the character.
Mobile Defense (Ex): At 8th level, a dwarven defender can
adjust his position while maintaining a defensive stance. While in
a defensive stance, he can take one 5-foot step each round without
losing the benefit of the stance.
ELDRITCH KNIGHT
Studying the martial and arcane arts to equal degree, the eldritch
knight is a versatile combatant who can cast a fireball on her foes
or charge them with sword drawn. The eldritch knight takes
pride in her ability to use the right technique for the job: spells
against physically tough foes and force of arms against spellcast-
ing enemies.
Eldritch knights split their time between physical training to
become better soldiers and arcane study to learn more powerful
spells. They tend to be driven individuals, because simultaneously
perfecting their spellcasting and combat prowess requires immense
time and effort. Eldritch knights are never
truly at home among arcane spell-
casters or elite soldiers, so many
drift from wizard school to
mercenary unit to band of
adventurers.
Every would-be eldritch knight
must demonstrate both skill with a
broad array of weapons and mastery
of the basics of arcane spellcast-
ing. Thus, almost all eldritch
knights are multiclass
characters already,
with fighter/wizard
the most common
combination. A
few eldritch knights
were once bards, and
even paladin/sorcer-
ers aren’t unheard of.
Eldritch knights can
be found wherever there’s
a good fight or the
promise of arcane
lore. They find higher-
level fighters and wizards
particularly interesting, and
some eldritch knights ap-
prentice themselves for a
time to learn the finer points of
arcane technique or weapons
prowess.
Hit Die: d6.
CHAPTER 6:
CHARACTERS
An eldritch knight
Table 6–9: The Dwarven Defender
Base
Attack Fort Ref Will AC
Level Bonus Save Save Save Bonus Special
1st +1 +2 +0 +2 +1 Defensive stance 1/day
2nd +2 +3 +0 +3 +1 Uncanny dodge
3rd +3 +3 +1 +3 +1 Defensive stance 2/day
4th +4 +4 +1 +4 +2 Trap sense +1
5th +5 +4 +1 +4 +2 Defensive stance 3/day
6th +6 +5 +2 +5 +2 Damage reduction 3/–,
improved uncanny dodge
7th +7 +5 +2 +5 +3 Defensive stance 4/day
8th +8 +6 +2 +6 +3 Mobile defense,
trap sense +2
9th +9 +6 +3 +6 +3 Defensive stance 5/day
10th +10 +7 +3 +7 +4 Damage reduction 6/–
Table 6–10: The Eldritch Knight
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 +1 level of existing arcane spellcasting class
3rd +3 +3 +1 +1 +1 level of existing arcane spellcasting class
4th +4 +4 +1 +1 +1 level of existing arcane spellcasting class
5th +5 +4 +1 +1 +1 level of existing arcane spellcasting class
6th +6 +5 +2 +2 +1 level of existing arcane spellcasting class
7th +7 +5 +2 +2 +1 level of existing arcane spellcasting class
8th +8 +6 +2 +2 +1 level of existing arcane spellcasting class
9th +9 +6 +3 +3 +1 level of existing arcane spellcasting class
10th +10 +7 +3 +3 +1 level of existing arcane spellcasting class
Requirements
To qualify to become an eldritch knight, a character must fulfill all
the following criteria.
Weapon Proficiency: Must be proficient with all martial
weapons.
Spells: Able to cast 3rd-level arcane spells.
Class Skills
The eldritch knight’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int), Jump
(Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty)
(Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim
(Str). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the eldritch knight prestige
class.
Weapon and Armor Proficiency: Eldritch knights gain no
proficiency with any weapon or armor.
Bonus Feat: At 1st level, an eldritch knight may choose a
bonus feat from the list of feats available to fighters. This is in addi-
tion to the feats that a character of any class normally gets every
three levels. The character must still meet any prerequisites for
these bonus feats, including four levels of fighter for the Weapon
Specialization feat.
Spells per Day: From 2nd level on, when a new eldritch knight
level is gained, the character gains new spells per day as if she had
also gained a level in whatever arcane spellcasting class she be-
longed to before she added the prestige class. She does not, how-
ever, gain any other benefit a character of that class would have
gained (bonus metamagic or item creation feats, bard or assassin
abilities, and so on). This essentially means that she adds the level
of eldritch knight to the level of whatever other arcane spellcast-
ing class the character has, then determines spells per day and
caster level accordingly.
If a character had more than one arcane spellcasting class
before she became an eldritch knight, she must decide to which
class she adds each level of eldritch knight for the purpose of
determining spells per day.
HIEROPHANT
A divine spellcaster who rises high in the service of his deity gains
access to spells and abilities of which lesser faithful can only
dream. The hierophant prestige class is open to powerful divine
spellcasters who are approaching access to the strongest and most
difficult divine spells. They delay the acquisition of these greatest
gifts in exchange for a deeper understanding of and ability to con-
trol the power they channel.
Most hierophants were clerics or druids. Some may have pur-
sued another divine spellcasting-focused prestige class. Hiero-
phants rarely multiclass into non-spellcasting classes.
Hierophants are usually high-ranking members of a church or
druidic circle. Most are exemplary representatives of their faith.
Hit Die: d8.
Requirements
To qualify to become a hierophant, a character must fulfill all the
following criteria.
Skills: Knowledge (religion) 15 ranks.
Feats: Any metamagic feat.
Spells: Able to cast 7th-level divine spells.
Class Skills
The hierophant’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession
(Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook
for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the hierophant prestige class.
Weapon and Armor Proficiency: Hierophants gain no profi-
ciency with any weapon or armor.
Spells and Caster Level: Levels in the hierophant prestige
class, even though they do not advance spell progression in the
character’s base class, still stack with the character’s base spellcast-
ing levels to determine caster level.
Special Ability: Every level, a hierophant gains a special ability
of his choice from among the following.
Blast Infidel (Su): A hierophant can use negative energy spells to
their maximum effect on creatures with an alignment opposed to
the hierophant. (See the table below for a list of which alignments
are opposed to each alignment.) Any spell with a description that
involves inflicting or channeling negative energy (inflict spells,
mass inflict light wounds, harm) cast on a creature of the opposed
alignment works as if under the effect of a Maximize Spell feat
(without using a higher-level spell slot). Undead affected by this
ability heal the maximized amount of damage.
Hierophant Opposed
Alignment Alignment
Lawful good Chaotic evil
Neutral good Neutral evil
Chaotic good Lawful evil
Lawful neutral Chaotic neutral
Neutral Lawful good, chaotic good, lawful evil, chaotic evil*
Chaotic neutral Lawful neutral
Lawful evil Chaotic good
Neutral evil Neutral good
Chaotic evil Lawful good
* A neutral hierophant chooses one of these alignments to be the one
that he opposes, for the purposes of this special ability.
Divine Reach (Su): A hierophant with this ability can use touch
spells on targets up to 30 feet away. If the spell requires a melee
touch attack, the hierophant must make a ranged touch attack
instead. Divine reach can be selected a second time as a special
ability, in which case the range increases to 60 feet.
Faith Healing (Su): A hierophant can use healing spells to their
maximum effect on creatures of the same alignment as the hiero-
phant (including the hierophant himself). Any spell with the heal-
ing descriptor cast on such creatures works as if under the effects
of a Maximize Spell feat (without using a higher-level spell slot).
Gift of the Divine (Su): Available only to hierophants with cleric
levels, this ability allows a hierophant to transfer one or more
uses of his turn undead ability to a willing creature. (Hiero-
phants who rebuke undead transfer uses of rebuke undead
instead.) The transfer lasts anywhere from 24 hours to one week
(chosen at the time of transfer), and while the transfer is in
effect, the number of turning attempts per day allowed to the
hierophant is reduced by the number transferred. The recipient
turns undead as a cleric of the hierophant’s cleric level but uses
her own Charisma modifier.
Mastery of Energy (Su): Available only to hierophants with cleric
levels, this ability allows a hierophant to channel positive or nega-
tive energy much more effectively, increasing his ability to affect
undead. Add a +4 bonus to the hierophant’s turning checks and
turning damage rolls. This ability only affects undead, even if the
hierophant can turn other creatures, such as with a granted power
of a domain.
Metamagic Feat: A hierophant can choose a metamagic feat in
place of one of the special abilities described here if desired.
CHAPTER 6:
CHARACTERS
Power of Nature (Su): Available only to hierophants with druid
levels, this ability allows a hierophant to temporarily transfer one
or more of his druid class features to a willing creature. The trans-
fer lasts anywhere from 24 hours to one week (chosen at the time
of transfer), and while the transfer is in effect,
the hierophant cannot use the trans-
ferred power. He can transfer any
of his druid powers except
spellcasting and the ability to
have an animal companion.
The druid’s wild shape
ability can be partially or
completely transferred.
For example, a hiero-
phant may transfer the
ability to use wild
shape once per day to
the recipient and retain
the rest of his uses for
himself. If the hiero-
phant can assume
the form of Tiny or
Huge animals, the recipi-
ent can as well.
As with the imbue with spell
ability spell, the hierophant
remains responsible to his deity
for any use to which the recipient
puts the transferred abilities.
Spell Power: This special ability increases a
hierophant’s effective caster level by 1 for
purposes of determining level-dependent
spell variables (such as damage or range) and for
caster level checks. This ability can be selected
more than once, and changes to effective caster level
are cumulative.
Spell-Like Ability: A hierophant who selects this
special ability can use one of his divine spell slots to
permanently prepare one of his divine spells as a spell-like
ability that can be used twice per day. The hierophant does not
use any components when casting the spell, although a spell that
costs XP to cast still does so, and a spell with a costly material com-
ponent instead costs him 10 times that amount in XP.
The spell normally uses a spell slot of the spell’s level (or
higher, if the hierophant chooses to permanently
attach a metamagic feat to the spell chosen). The
hierophant can use an available higher-level spell
slot to use the spell-like ability more than once per
day. Allocating a slot three levels higher allows him to
cast the spell four times per day, and a slot six levels higher lets
him cast it six times per day. For example, Lonafin the hierophant
wants to be able to create undead whenever he has the opportu-
nity, so he permanently uses a 9th-level spell slot to get animate
dead as a spell-like ability usable six times per day.
If selected more than one time as a special ability, this ability
can apply to the same spell (increasing the number of times per
day it can be used) or to a different spell.
HORIZON WALKER
The horizon walker is an unceasing traveler to the universe’s most
dangerous places. As her journeys take her from place to place, she
adapts to become one with her environment. In time, she devel-
ops a mystic connection with the ground beneath her. But she is
by no means tied to a particular place; her restless feet are ever
leading her toward the horizon, where new adventures await.
Horizon walkers tend to be hard to surprise or impress, because
they’ve seen so many wonders during their travels. It’s common
for a horizon walker to have an outward attitude of “been there,
done that.” But horizon walkers are gripped by an unquench-
able wanderlust, so they’re always in the midst of a jour-
ney or planning their next one. As
they travel, horizon walkers
develop a magical resonance
with the terrain that sur-
rounds them, making them
unparalleled guides and
scouts. And they’re formida-
ble foes when their travels
take them into danger, able to
use the terrain they know so
well to good advantage.
Rangers and bards take up
the path of the horizon
walker more often than
other characters, but that’s
more because they appreciate
the wanderer’s life, not because
the path of the horizon walker
is particularly specialized. A fair
number of horizon walkers were
barbarians who strayed from their
native lands or rogues who found
their skills useful on the road.
Occasionally a druid will adopt
the prestige class, though most
are loath to do so because they sacri-
fice their spellcasting advancement.
You’ll find horizon walkers on the
road, or in places so forbidding that
roads don’t exist. They rarely stay in
one place for long, and they’re eager to
launch a new expedition—the more exotic
and remote the destination, the better.
Hit Die: d8.
Requirements
To qualify to become a horizon walker, a character must fulfill all
the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.
Class Skills
The horizon walker’s class skills (and the key ability for each skill)
are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal
(Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis),
Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Lan-
guage (none), Spot (Wis), and Survival (Wis). See Chapter 4 of the
Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are features of the horizon walker prestige
class.
Weapon and Armor Proficiency: Horizon walkers gain no
proficiency with any weapon or armor.
CHAPTER 6:
CHARACTERS
Illus. by B. Snoddy
A hierophant
Table 6–11: The Hierophant
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +2 Special ability
2nd +1 +3 +0 +3 Special ability
3rd +1 +3 +1 +3 Special ability
4th +2 +4 +1 +4 Special ability
5th +2 +4 +1 +4 Special ability
Terrain Mastery: As horizon walkers travel, they gain a mysti-
cal connection with the very ground they walk on. At each level,
they add a new terrain environment to their repertoire from those
given below. Terrain mastery gives a horizon walker a bonus on
checks involving a skill useful in that terrain, or some other appro-
priate benefit. A horizon walker also knows how to fight dangerous
creatures typically found in that terrain, gaining a +1 insight bonus
on attack rolls and damage rolls against creatures with that ter-
rain mentioned in the Environment entry of their descrip-
tions (see the Monster Manual). The horizon walker only
gains the bonus if the Monster Manual description specifically
lists the terrain type.
Horizon walkers take their terrain mastery with them
wherever they go. They retain their terrain mas-
tery bonuses on skill checks, attack rolls, and
damage rolls whether they’re actually in the rele-
vant terrain or not. For example, a horizon walker
who has selected desert terrain mastery is
immune to fatigue even if she’s underground, in
the mountains, or in a city.
Planar Terrain Mastery: Eventually a hori-
zon walker’s familiarity with terrain extends to
her journeys to other planes of existence. Planar
terrain mastery functions just like terrain mastery,
except that the horizon walker can choose one of the
planar categories at each level. The horizon
walker can take a nonplanar terrain type
instead, if she wishes.
Terrain Mastery Benefits
Aquatic: You are naturally at home
in the water, gaining a +4 compe-
tence bonus on Swim checks, or a
+10-foot bonus to your swim speed
if you have one. You gain a +1 insight
bonus on attack and damage rolls
against aquatic creatures.
Desert: You have endured
where others perish, so you’re
good at conserving your body’s
resources. You resist effects that
tire you. You are immune to
fatigue, and anything that would
cause you to become exhausted
makes you fatigued instead. You gain
a +1 insight bonus on attack and
damage rolls against desert creatures.
Forest: You have an instinctive sense of
camouflage from your time among the trees,
granting you a +4 competence bonus on Hide
checks. You gain a +1 insight bonus on attack
and damage rolls against forest creatures.
Hills: The faintest echoes find their way to your ears, granting
you a +4 competence bonus on Listen checks. You gain a +1
insight bonus on attack and damage rolls against hills creatures.
Marsh: You have learned to be quieter than the whispering
rushes; your mystic connection to the marsh grants you a +4 com-
petence bonus on Move Silently checks. You gain a +1 insight
bonus on attack and damage rolls against marsh creatures.
Mountains: You naturally cling to surfaces others fall from.
You gain a +4 competence bonus on Climb checks, or a +10-
foot bonus to your climb speed if you have one.
You gain a +1 insight bonus on attack and
damage rolls against mountain creatures.
Plains: The wide-open spaces have sharpened
your eyes, granting you a +4 competence
bonus on Spot checks. You gain a +1 insight
bonus on attack and damage rolls against plains
creatures.
Underground: You have magically adapted to
your time in the dark. You have 60-foot dark-
vision, or 120-foot darkvision if you already had
darkvision from another source. You
gain a +1 insight bonus on attack and
damage rolls against underground crea-
tures.
Fiery (Planar): This kind of planar ter-
rain mastery provides you with resistance
to fire 20. You gain a +1 insight bonus on
attack and damage rolls against outsiders
and elementals with the fire subtype.
Weightless (Planar): You gain a +30-foot
bonus to your fly speed on planes with no
gravity or subjective gravity, such as the
Astral Plane or the Elemental Plane of
Air (see Chapter 5). You gain a +1
insight on attack and damage rolls
against creatures native to the Astral
Plane, the Elemental Plane of Air, and the
Ethereal Plane, such as githyanki and
air elementals. (A creature native to
a particular plane has this fact des-
ignated in its Environment entry
in the Monster Manual.)
Cold (Planar): This kind of
planar terrain mastery pro-
vides you with resistance to cold
20. You gain a +1 insight bonus on
attack and damage rolls against out-
siders and elementals with the cold
subtype.
Shifting (Planar): You have
the supernatural ability to use
the ever-shifting nature of planes such as Limbo and the
Plane of Shadow to travel faster. You instinctively anticipate
shifts in the reality of the plane that bring you closer to your des-
tination, giving you the spell-like ability to use dimension door (as
the spell cast at your character level) once every 1d4 rounds. You
gain a +1 insight bonus on attack and damage rolls against out-
siders and elementals native to a shifting plane, such as slaadi
and shadow mastiffs.
Aligned (Planar): You have the instinctive ability to mimic the
dominant alignment of the plane. You incur none of the penalties
for having an alignment at odds with that of the plane, and spells
and abilities that harm those of the opposite alignment (such as
unholy blight) don’t affect you. You have the dominant alignment of
the plane with regard to magic, but your behavior and any align-
ment-related class features you have are unaffected.
Cavernous (Planar): You gain tremorsense with a 30-foot range.
CHAPTER 6:
CHARACTERS
A horizon
walker
Table 6–12: The Horizon Walker
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Terrain mastery
2nd +2 +3 +0 +0 Terrain mastery
3rd +3 +3 +1 +1 Terrain mastery
4th +4 +4 +1 +1 Terrain mastery
5th +5 +4 +1 +1 Terrain mastery
6th +6 +5 +2 +2 Planar terrain mastery
7th +7 +5 +2 +2 Planar terrain mastery
8th +8 +6 +2 +2 Planar terrain mastery
9th +9 +6 +3 +3 Planar terrain mastery
10th +10 +7 +3 +3 Planar terrain mastery
Other (Planar): If your campaign uses planes you have
invented yourself (see Creating a Cosmology, page 167), you
should design additional planar terrains. A plane composed
entirely of an immense black spiderweb suspended over a roiling
ocean of insectoid vermin, for example, might have a +4 compe-
tence bonus on Balance checks and a +4 bonus on Fortitude saves
against poison as the benefit for planar terrain mastery.
LOREMASTER
Loremasters are spellcasters who concentrate on
knowledge, valuing lore and secrets over gold. They
uncover secrets that they then use to better them-
selves mentally, physically, and spiritually.
Characters without at least one level of
wizard, sorcerer, cleric, or druid gain little ben-
efit for becoming a loremaster. Paladins,
rangers, and bards might gain some bene-
fit, but overall, it would be minor.
Loremasters sometimes gather in
secluded cabals but are more often found as
members of an order attached to a university,
a library, or some other source of information.
They’re likely to earn extra money as sages and
information brokers, pouring their wages into
their own research. A loremaster might also
adopt a position as a wise one in a community, or
even as its leader, drawing upon her knowledge
to help others.
Hit Die: d4.
Requirements
To qualify to become a loremaster, a character
must fulfill all the following criteria.
Skills: Knowledge (any two) 10 ranks in
each.
Feats: Any three metamagic or item creation
feats, plus Skill Focus (Knowledge [any individual
Knowledge skill]).
Spells: Able to cast seven different divination
spells, one of which must be 3rd level or higher.
Class Skills
The loremaster’s class skills (and the key ability for
each skill) are Appraise (Int), Concentration (Con),
Craft (alchemy) (Int), Decipher Script (Int), Gather
Information (Cha), Handle Animals (Cha), Heal
(Wis), Knowledge (all skills taken individually)
(Int), Perform (Cha), Profession (Wis), Speak Lan-
guage, Spellcraft (Int), and Use Magic Device
(Cha). See Chapter 4 of the Player’s Handbook
for skill descriptions.
Skill Points at Each
Level: 4 + Int modifier.
Class Features
All of the following are class features of the loremaster prestige
class.
Weapon and Armor Proficiency: Loremasters gain no profi-
ciency with any weapon or armor.
Spells per Day/Spells Known: A loremaster continues train-
ing in magic as well as her field of research. Thus, when a new
loremaster level is gained, the character gains new spells per day
(and spells known, if applicable) as if she had also gained a
level in a spellcasting class she belonged to before she
added the prestige class. She does
not, however, gain any
other benefit a character of
that class would have gained
(improved chance of control-
ling or rebuking undead, meta-
magic or item creation feats,
and so on). This essentially means
that she adds the level of loremaster
to the level of some other spell-
casting class the character has,
then determines spells per day,
spells known, and caster level
accordingly.
Secret: In their studies, lore-
masters stumble upon all sorts of
applicable knowledge and secrets.
At 1st level and every two levels
higher than 1st (3rd, 5th, 7th, and
9th), the loremaster chooses one
secret from the table on the next page.
Her level plus Intelligence modifier
determines the total number of secrets
she can choose. She can’t choose the same
secret twice.
Lore: Loremasters gather knowledge.
At 2nd level, a loremaster gains the abil-
ity to know legends or information
regarding various topics, just as a bard
can with bardic knowledge. The lore-
master adds her level and her Intelli-
gence modifier to the lore check.
See page 28 of the Player’s Handbook
for more information on bardic
knowledge.
Bonus Languages: Loremas-
ters, in their laborious studies,
learn new languages in order to
access more knowledge. A
loremaster can
choose any new
language at 4th
and 8th level.
CHAPTER 6:
CHARACTERS
A loremaster
Table 6–13: The Loremaster
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Secret +1 level of existing class
2nd +1 +0 +0 +3 Lore +1 level of existing class
3rd +1 +1 +1 +3 Secret +1 level of existing class
4th +2 +1 +1 +4 Bonus language +1 level of existing class
5th +2 +1 +1 +4 Secret +1 level of existing class
6th +3 +2 +2 +5 Greater lore +1 level of existing class
7th +3 +2 +2 +5 Secret +1 level of existing class
8th +4 +2 +2 +6 Bonus language +1 level of existing class
9th +4 +3 +3 +6 Secret +1 level of existing class
10th +5 +3 +3 +7 True lore +1 level of existing class
Greater Lore (Ex): At 6th level, a loremaster gains the ability to
understand magic items, as with the identify spell.
True Lore (Ex): At 10th level, once per day a loremaster can use
her knowledge to gain the effect of a legend lore spell or an analyze
dweomer spell.
Loremaster Secrets
Level +
Int
Modifier Secret Effect
1Instant mastery 4 ranks of a skill in which
the character has no ranks
2Secret health +3 hit points
3Secrets of inner strength +2 bonus on Will saves
4The lore of true stamina +2 bonus on Fortitude saves
5Secret knowledge +2 bonus on Reflex saves
of avoidance
6Weapon trick +1 bonus on attack rolls
7Dodge trick +1 dodge bonus to AC
8Applicable knowledge Any one feat
9Newfound arcana 1 bonus 1st-level spell*
10 More newfound arcana 1 bonus 2nd-level spell*
* As if gained through having a high ability score.
MYSTIC THEURGE
Blurring the line between divine and arcane, mystic theurges
draw power from divine sources and musty tomes alike. While
most spellcasters choose one path to magical power, mystic
theurges walk two roads at once, simultaneously mastering
spells common to clerics and wizards.
Mystic theurges have unparalleled diversity of spells. In
time, a mystic theurge can cast almost any spell in the Player’s
Handbook. While a mystic theurge doesn’t have the uninter-
rupted spell advancement that a cleric, wizard, or sorcerer has,
he makes up for this with versatility. Mystic theurges are often
obsessed with magical lore, traveling to the ends of the earth to
learn some new arcane secret or divine insight.
Because a mystic theurge casts both arcane and divine spells, all
members of this class are multiclass spellcasters. Cleric/sorcerers
and cleric/wizards are the most common mystic theurges, with
druid/sorcerers more rare and druid/wizards almost unheard of.
Mystic theurges tend to be fascinated with magic in what-
ever form it takes. They’re always on the hunt for powerful
magic items and new arcane spells. Those mystic theurges who
worship a deity use the power of their spellcasting to further their
deity’s agenda.
Hit Die: d4.
Requirements
To qualify to become a mystic theurge, a character must fulfill all
the following criteria.
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane
spells.
Class Skills
The mystic theurge’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession
(Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of
the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the mystic theurge prestige
class.
Weapon and Armor Proficiency: Mystic theurges gain no
proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge level is gained, the
character gains new spells per day as if he had also gained a level
in any one arcane spellcasting class he belonged to before he
added the prestige class and any one divine spellcasting class he
belonged to previously. He does not, however, gain any other ben-
CHAPTER 6:
CHARACTERS
Amystic theurge
Illus. by M. Cavotta
efit a character of that class would have gained (bonus metamagic
or item creation feats, bard or assassin abilities, and so on). This
essentially means that he adds the level of mystic theurge to the
level of whatever other arcane spellcasting class and divine spell-
casting class the character has, then determines spells per day and
caster level accordingly.
For example, a 3rd-level cleric/3rd-level wizard who takes a level
in mystic theurge has the same access to spells as a 4th-level cleric
and a 4th-level wizard. But he continues to turn undead as a 3rd-
level cleric, and his wizard familiar won’t gain any new abilities.
If a character had more than one arcane spellcasting class or
more than one divine spellcasting class before he became a mystic
theurge, he must decide to which class he adds each level of
mystic theurge for the purpose of determining spells per day.
RED WIZARD
The Red Wizards are the masters of Thay, the would-be magical
overlords of the land of Faerûn (in the FORGOTTEN REALMS®cam-
paign setting). They focus on a school of magic more intently than
any specialist, achieving incredible mastery of magic within a very
narrow focus. Seen as cruel and evil tyrants by people across the
world of Toril, a few choose to leave their region, assume secret
identities, and practice magic without having to worry about polit-
ical alliances and possible slave uprisings.
Early in their careers, would-be Red Wizards specialize in a
school of magic and acquire the Tattoo Focus feat that prepares
them for entry into the Red Wizard prestige class. All Red Wizards
have some skill as a specialist wizard, and most follow that path
exclusively, but a few dabble in other sorts of learning (such as
combat or divine magic). While it is possible for a sorcerer or bard
to become a Red Wizard, such misfits are ridiculed in their home-
land and are incredibly rare.
Hit Die: d4.
Requirements
To qualify to become a Red Wizard, a character must fulfill all the
following criteria.
Race: Human from Thay.
Alignment: Any nongood.
Skills: Spellcraft 8 ranks.
Feats: Tattoo Focus (see New Features of the Red Wizard,
below) plus a total of three metamagic feats or item creation feats.
Spells: Able to cast 3rd-level arcane spells.
Class Skills
The Red Wizard’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha),
Knowledge (all skills taken individually) (Int), Profession (Wis),
Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill
descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the Red Wizard prestige
class.
Weapon and Armor Proficiency: Red Wizards gain no profi-
ciency with any weapon or armor.
Spells per Day: A Red Wizard’s training focuses on arcane
spells. Thus, when a new Red Wizard level is gained, the character
gains new spells per day as if he had also gained a level in whatever
arcane spellcasting class he belonged to before he added the pres-
tige class. He does not, however, gain any other benefit a character
of that class would have gained (bonus metamagic or item cre-
ation feats, bard or assassin abilities, and so on). This essentially
means that he adds the level of Red Wizard to the level of what-
ever other arcane spellcasting class the character has, then deter-
mines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class
before he became a Red Wizard, he must decide to which class he
adds each level of Red Wizard for the purpose of determining
spells per day.
Enhanced Specialization: Upon becoming a Red Wizard, a
character increases his devotion to his wizard school of specializa-
tion. In exchange for this, the Red Wizard must sacrifice study in
one or more schools. The Red Wizard must choose an additional
prohibited school or schools using the rules in the Player’s Hand-
book. He can never again learn spells from those prohibited
schools. He cannot choose the same prohibited schools he chose as
CHAPTER 6:
CHARACTERS
Table 6–15: The Red Wizard
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Enhanced specialization, specialist defense +1 +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Spell power +1 +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Specialist defense +2 +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Spell power +2 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Bonus feat, circle leader +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Spell power +3 +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Specialist defense +3, scribe tattoo +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Spell power +4 +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Specialist defense +4 +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Great circle leader, spell power +5 +1 level of existing arcane spellcasting class
Table 6–14: The Mystic Theurge
Base Fort Ref Will
Level Attack Bonus Save Save Save Spells per Day
1st +0 +0 +0 +2 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
5th +2 +1 +1 +4 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
7th +3 +2 +2 +5 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
9th +4 +3 +3 +6 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10th +5 +3 +3 +7 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
a 1st-level wizard. He can still use the prohibited spells he knew
prior to becoming a Red Wizard, including using items that are
activated by spell completion or spell trigger.
For example, Ghorus Toth is specialized in the school of trans-
mutation. His prohibited schools are abjuration and enchant-
ment. When he becomes a Red Wizard, he must choose one other
prohibited school. He decides to select conjuration as his addi-
tional prohibited school.
Specialist Defense: A Red Wizard gains a bonus on saving
throws against spells from his specialist school. This bonus starts
at +1 and increases at higher levels, as shown on Table 6–15.
Spell Power: At 2nd level, a Red Wizard gains a bonus that
increases his effective caster level for purposes of
determining level-dependent spell variables and
for caster level checks. The bonus starts at +1
and increases at higher levels, as shown on
Table 6–15. This ability stacks with other
spell power benefits that affect spells
from the Red Wizard’s specialist school.
Bonus Feat: At 5th level, a Red Wizard
gains a bonus feat, which must be either
an item creation feat, a metamagic feat, or
the Spell Mastery feat.
Circle Leader: At 5th level, a Red
Wizard gains the ability to become a
circle leader, who is the focus person for
Red Wizard circle magic (see New Fea-
tures of the Red Wizard, below).
Scribe Tattoo: At 7th level, a Red
Wizard gains the ability to place the
Thayan wizards’ magic tattoos upon will-
ing and qualified novices, giving them the
Tattoo Focus feat and inducting them into
his circle.
Great Circle Leader: A 10th-level
Red Wizard can be the leader of a great
circle, which can have up to nine other
participants instead of just five.
New Features of the Red Wizard
The Red Wizard prestige class was origi-
nally created for inclusion in the
FORGOTTEN REALMS®Campaign Setting, and
uses several rules specific to that setting.
We’ve reproduced them here so you can better see
how the class works. Consider carefully before adding them to a
campaign that does not use the FORGOTTEN REALMS setting.
New Feat: Tattoo Focus [Special]
You bear the powerful magical tattoos of a Red Wizard of Thay.
Prerequisite: Specialized in a school of magic.
Region: Thay.
Benefit: Add +1 to the DC for all saving throws against spells
from your specialized school. You get a +1 bonus on caster level
checks (1d20 + caster level) to overcome a creature’s spell resist-
ance when casting spells from that school.
Special: Only characters with the Tattoo Focus feat can partici-
pate in Red Wizard circle magic (see below).
Circle Magic
Some of the most powerful and spectacular spells worked across
Faerûn are cast in the form of circle magic. Circle magic is a type
of cooperative spellcasting that allows the spellcaster leading the
circle to increase his caster level significantly and achieve results
otherwise unavailable to the spellcasters composing the circle.
The Red Wizards of Thay make frequent use of circle magic. Sto-
ries of other forms of circle magic abound in Faerûn.
Participation: The ability to participate in circle magic requires
the possession of the Tattoo Focus feat (see above).
One spellcaster, usually the most powerful or experienced char-
acter present, stands at the center of the circle. This character is
the circle leader. A Red Wizard cannot be a circle leader unless he
is at least a 5th-level Red Wizard.
A circle requires a minimum of two participants plus the circle
leader. Up to five partiicpants can aid a circle leader in a standard
circle; a Red Wizard of 10th level can lead a great circle containing
up to nine other participants.
All participants in a circle must stand within 10 feet of the circle
leader, who stands in the center.
Circle Powers: The first use of circle magic is to empower
the circle leader with the strength of all the participants.
This requires 1 full hour of uninterrupted concen-
tration on the part of all participants and the circle
leader. Each participant casts any single prepared
spell, which is consumed by the circle and has no
effect other than expending the prepared spell. The
spell levels expended by the circle participants are
totaled as circle bonus levels. Each bonus level may
be used to accomplish the following effects.
•Increase the circle leader’s caster level by one for
every circle bonus level expended (maximum
caster level 40th). This benefit applies to level-
dependent variables of a spell such as range or
duration, and to level checks (dispel checks, checks
to overcome spell resistance, and so on).
•Add Empower Spell, Maximize Spell, or Heighten
Spell metamagic feats to spells currently prepared
by the circle leader. Each circle bonus level counts
as one additional spell level required by the appli-
cation of a metamagic feat to a spell. The circle
leader may add one of the three listed feats to a
spell even if he does not know the feat or if the
addition of the feat would raise the spell level past
the circle leader’s normal maximum spell level
(maximum spell level 20th).
These effects last for 24 hours or until expended.
Circle bonus levels may be divided up as the circle
leader sees fit. For example, the Red Wizard Hauth
Var leads a circle in which four participants each cast a
2nd-level spell, so that Hauth Var gains eight circle
bonus levels. Hauth Var chooses to use three circle
bonus levels to maximize his cone of cold spell, three to increase his
caster level from 10th to 13th for all level-based variables in his
spells, and two to provide a +2 bonus on any level checks he needs
to make. The maximized spell is used up whenever he casts his
cone of cold, and the other two effects remain for the next 24 hours.
Many high-level Red Wizards lead circles on a daily basis to exact
magical power from their apprentices.
SHADOWDANCER
Operating in the border between light and darkness, shadow-
dancers are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met.
Rogues, bards, and monks make excellent shadowdancers. Fight-
ers, barbarians, rangers, and paladins also find that shadowdancer
abilities allow them to strike at their opponents with surprise and
skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the
defensive capabilities inherent in the prestige class to allow them to
cast their spells from safety and move away quickly. Despite their link
with shadows and trickery, shadowdancers are as often good as evil.
Shadowdancers often work in troupes, never staying in one
place too long. Some use their abilities to entertain. Others oper-
ate as thieves, using their abilities to infiltrate past defenses and
CHAPTER 6:
CHARACTERS
A red wizard
dupe others. All shadowdancer troupes maintain an aura of mys-
tery among the common folk, who never know whether to think
well or ill of them.
Hit Die: d8.
Requirements
To qualify to become a shadowdancer, a character must fulfill all
the following criteria.
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance)
5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.
Class Skills
The shadowdancer’s class skills (and the key ability for each skill)
are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy
(Cha), Disguise (Cha), Es-
cape Artist (Dex), Hide
(Dex), Jump (Str), Listen
(Wis), Move Silently (Dex),
Perform (Cha), Profession (Wis),
Search (Int), Sleight of Hand (Dex),
Spot (Wis), Tumble (Dex), and Use
Rope (Dex). See Chapter 4 of the Player’s
Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are features of the shadowdancer pres-
tige class.
Weapon and Armor Proficiency: Shadowdancers
are proficient with the club, crossbow (hand, light,
or heavy), dagger (any type), dart, mace, morn-
ingstar, quarterstaff, rapier, sap, shortbow
(normal and composite), and short sword.
Shadowdancers are proficient with light
armor but not with shields.
Hide in Plain Sight (Su): A shadow-
dancer can use the Hide skill even while
being observed. As long as she is within 10
feet of some sort of shadow, a shadowdancer
can hide herself from view in the open
without anything to actually hide
behind. She cannot, however, hide in her
own shadow.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If
exposed to any effect that normally allows her to attempt a Reflex
saving throw for half damage (such as a fireball), she takes no
damage with a successful saving throw. The evasion ability can only
be used if the shadowdancer is wearing light armor or no armor.
Darkvision (Su): At 2nd level, a shadowdancer can see in the
dark as though she were permanently under the effect of a dark-
vision spell.
Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer has
the ability to react to danger before her senses would normally allow
her to even be aware of it. She retains her Dexterity bonus to AC (if
any) regardless of being caught flat-footed or struck by an invisible
attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class (such as
barbarian or rogue), the character automatically gains improved
uncanny dodge (see below).
Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she
can create visual illusions from surrounding shadows. This ability’s
effect is identical to that of the arcane spell silent image and may be
employed once per day.
Summon Shadow (Su): At 3rd level, a shadowdancer can sum-
mon a shadow, an undead shade (see the Monster
Manual for the shadow’s statistics). Unlike a
normal shadow, this shadow’s align-
ment matches that of the shadow-
dancer, and the creature cannot
create spawn. The summoned
shadow cannot be turned,
rebuked, or commanded by
any third party. This shadow
serves as a companion to the
shadowdancer and can com-
municate intelligibly with the
shadowdancer. Every third level
gained by the shadowdancer adds +2
HD (and the requisite base attack and
base save bonus increases) to her
shadow companion. For example, a 9th-
level shadowdancer can have a shadow com-
panion with 6 HD.
If a shadow companion is destroyed, or the
shadowdancer chooses to dismiss it, the shadow-
dancer must attempt a DC 15 Fortitude save. If
the saving throw fails, the shadowdancer loses 200
experience points per shadowdancer level. A suc-
cessful saving throw reduces the loss by half, to 100
XP per prestige class level. The shadowdancer’s XP
total can never go below 0 as the result of a shadow’s dis-
missal or destruction. A destroyed or dismissed shadow
companion cannot be replaced for 30 days.
Shadow Jump (Su): At 4th level, a shadowdancer
gains the ability to travel between shadows as if by
means of a dimension door spell. The limitation is that the
magical transport must begin and end in an area with at least some
shadow. A shadowdancer can jump up to a total of 20 feet each day
in this way; this may be a single jump of 20 feet or two jumps of 10
feet each. Every two levels higher than 4th, the distance a shadow-
dancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and
160 feet at 10th). This amount can be split among many jumps, but
each one, no matter how small, counts as a 10-foot increment. (A
6th-level shadowdancer who jumps 32 feet cannot jump again
until the next day.)
Defensive Roll (Ex): Starting at 5th level, a shadowdancer can
roll with a potentially lethal blow to take less damage from it.
Once per day, when a shadowdancer would be reduced to 0 hit
points or less by damage in combat (from a weapon or other blow,
not a spell or special ability), she can attempt to roll with the
damage. She makes a Reflex saving throw (DC = damage dealt)
and, if successful, takes only half damage from the blow. She must
be aware of the attack and able to react to it in order to execute her
CHAPTER 6:
CHARACTERS
Illus. by J. Foster
Table 6–16: The Shadowdancer
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 Hide in plain sight
2nd +1 +0 +3 +0 Evasion, darkvision,
uncanny dodge
3rd +2 +1 +3 +1 Shadow illusion, summon
shadow
4th +3 +1 +4 +1 Shadow jump 20 ft.
5th +3 +1 +4 +1 Defensive roll, improved
uncanny dodge
6th +4 +2 +5 +2 Shadow jump 40 ft.,
summon shadow
7th +5 +2 +5 +2 Slippery mind
8th +6 +2 +6 +2 Shadow jump 80 ft.
9th +6 +3 +6 +3 Summon shadow
10th +7 +3 +7 +3 Shadow jump 160 ft.,
improved evasion
A shadowdancer
defensive roll. If she is in a situation that would deny her any Dex-
terity bonus to AC, she can’t attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer
can no longer be flanked, since she can react to opponents on
opposite sides of her as easily as she can react to a single attacker.
This defense denies rogues the ability to use flank attacks to sneak
attack the shadowdancer. The exception to this defense is that a
rogue at least four levels higher than the shadowdancer can flank
her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second
class (such as barbarian or rogue), the character automatically gains
improved uncanny dodge, and the levels from those classes stack to
determine the minimum rogue level required to flank
the character.
Slippery Mind (Ex):This ability, gained at 7th
level, represents a shadowdancer’s ability to
wriggle free from magical effects that would
otherwise control or compel her. If a shadow-
dancer is affected by an enchantment and
fails her saving throw, 1 round later she can
attempt her saving throw again. She only
gets this one extra chance to succeed at her
saving throw. If it fails as well, the spell’s
effects occur normally.
Improved Evasion (Ex): This abil-
ity, gained at 10th level, works like eva-
sion (see above). A shadowdancer
takes no damage at all on suc-
cessful saving throws against
attacks that allow a Reflex saving
throw for half damage (breath
weapon, fireball, and so on). What’s
more, she takes only half damage
even if she fails her saving throw,
since her reflexes allow her to
get out of harm’s way with
incredible speed.
THAUMATURGIST
The thaumaturgist reaches
out with divine power to
other planes of existence, call-
ing creatures there to do his
bidding. Evil thaumaturgists
conspire with demons and devils
to gain power on the Material
Plane, while good thaumaturgists send
powerful angels or eladrins on holy quests.
In combat, thaumaturgists often summon creatures from the
Outer Planes to fight on their behalf. These creatures fade away as
soon as the battle is over, but thaumaturgists also make agree-
ments with more powerful creatures for long-term service. The
planar ally of a thaumaturgist is utterly devoted to furthering the
thaumaturgist’s goals (or the goals of a deity, if the thaumaturgist
worships one).
Almost all thaumaturgists were once clerics, because the first step
on the path of thaumaturgy is making an agreement with a denizen
of the Outer Planes by use of the lesser planar ally spell. But many of
the class abilities are useful to arcane spellcasters, so multiclass
cleric/wizards and the occasional cleric/sorcerer aren’t unheard of.
A thaumaturgist is keenly aware that his unparalleled conjura-
tions are just tools in service of his overall philosophy or deity.
Thus, thaumaturgists often undertake quests to advance a cause,
using their abilities to conjure up a strike force of summoned and
called creatures at a moment’s notice.
Hit Die: d4.
Requirements
To qualify to become a thaumaturgist, a character must fulfill all
the following criteria.
Feats: Spell Focus (conjuration).
Spells: Able to cast lesser planar ally.
Class Skills
The thaumaturgist’s class skills (and the key ability
for each skill) are Concentration (Con), Craft
(Int), Diplomacy (Cha), Knowledge (religion)
(Int), Knowledge (the planes) (Int), Pro-
fession (Wis), Sense Motive (Wis), Speak
Language (none), and Spellcraft (Int). See
Chapter 4 of the Player’s Handbook for skill
descriptions.
Skill Points at Each Level: 2 + Int modi-
fier.
Class Features
All of the following are features of the thau-
maturgist prestige class.
Weapon and Armor Proficiency: Thau-
maturgists gain no proficiency with
any weapon or armor.
Spells per Day: When a
new thaumaturgist level
is gained, the charac-
ter gains new spells
per day as if he had
also gained a level
in whatever spell-
casting class he be-
longed to before he
added the prestige
class. He does not, how-
ever, gain any other benefit
a character of that class would have
gained (bonus metamagic or item creation
feats, bard or assassin abilities, and so on). This essentially means
that he adds the level of thaumaturgist to the level of whatever
other spellcasting class the character has, then determines spells
per day and caster level accordingly.
If a character had more than one spellcasting class before he
became a thaumaturgist, he must decide to which class he adds each
level of thaumaturgist for the purpose of determining spells per day.
Improved Ally: A thaumaturgist is adept at convincing crea-
tures from other planes to do his bidding. When a thaumaturgist
casts a planar ally spell (including the lesser and greater versions), he
makes a Diplomacy check to convince the creature to aid him for
CHAPTER 6:
CHARACTERS
A thaumaturgist
Table 6–17: The Thaumaturgist
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Improved ally +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Augment Summoning +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Extended summoning +1 level of existing spellcasting class
4th +2 +1 +1 +4 Contingent conjuration +1 level of existing spellcasting class
5th +2 +1 +1 +4 Planar cohort +1 level of existing spellcasting class
a reduced payment. If the thaumaturgist’s Diplomacy check
adjusts the creature’s attitude to helpful (see Influencing NPC
Attitudes, page 72 of the Player’s Handbook), the creature will work
for 50% of the standard fee, as long as the task is one that is not
against its nature. For example, a 1st-level thaumaturgist negotiat-
ing with an initially friendly planar ally that gets a Diplomacy
check result of 15 can convince a 6 HD creature to perform a 7-
hour task for only 1,500 gp per hour (a 6 HD creature would ordi-
narily ask for 3,000 gp per hour).
The thaumaturgist’s improved ally class feature only works when
the planar ally shares at least one aspect of alignment with the thau-
maturgist. A thaumaturgist can have only one such ally at a time,
but he may bargain for tasks from other planar allies normally.
Augment Summoning: At 2nd level, a thaumaturgist gains the
Augment Summoning feat (see page 89 of the Player’s Handbook).
Extended Summoning: At 3rd level and higher, all spells
from the summoning subschool that the thaumaturgist casts have
their durations doubled, as if the Extend Spell feat had been
applied to them. The levels of the summoning spells don’t change,
however. This ability stacks with the effect of the Extend Spell
feat, which does change the spell’s level.
Contingent Conjuration: A 4th-level thaumaturgist can pre-
pare a summoning or calling spell ahead of time to be triggered by
some other event. This functions as described for the contingency
spell, including having the thaumaturgist cast the summoning or
calling spell beforehand. The spell is cast instantly when the trig-
ger event occurs. For example, a thaumaturgist could use the con-
tingent conjuration ability to summon a barbed devil the next
time he is attacked, or call a ghaele eladrin to act as messenger if
the king falls ill.
The conditions needed to bring the spell into effect must be
clear, although they can be general. If complicated or convoluted
condition as are prescribed, the contingent conjuration may fail
when triggered. The conjuration spell occurs based solely on the
stated conditions, regardless of whether the thaumaturgist wants it
to, although most conjurations can be dismissed normally. A thau-
maturgist can have only one contingent conjuration active at a time.
Planar Cohort: A 5th-level thaumaturgist can use any of the
planar ally spells to call a creature to act as his cohort. The called
creature serves loyally and well as long as the thaumaturgist con-
tinues to advance a cause important to the creature. For example, a
5th-level thaumaturgist could use planar ally to call a bralani
eladrin to act as his cohort. As long as the thaumaturgist under-
takes quests and missions to fight evil and uphold good, the
eladrin will loyally serve. To call a planar cohort, the thaumaturgist
must cast the relevant spell, paying the XP costs normally. It takes
an offering of 1,000 gp ×the HD of the creature to convince it to
serve as a planar cohort, and the improved ally class feature can’t
be used to reduce or eliminate this cost. The planar cohort can’t
have more Hit Dice than the thaumaturgist has, and must have an
ECL no higher than the thaumaturgist’s character level –2. A
bralani eladrin has an ECL of 11 (6 Hit Dice and +5 level adjust-
ment), so it might serve as a planar cohort to an 8th-level cleric/
5th-level thaumaturgist (character level 13th).
A thaumaturgist can have only one planar cohort at a time, but
he can continue to make agreements with other called creatures
normally. A planar cohort replaces a thaumaturgist’s existing
cohort, if he has one by virtue of the Leadership feat (page 106).
DESIGNING PRESTIGE CLASSES
Some of the best prestige classes are the ones you design yourself
for your own campaign. Ideally, a prestige class you design your-
self is tied to an organization or culture in the campaign world. For
example, if the PCs are involved in a struggle with a citadel of evil
called the Black Tower, then a “Mage of the Black Tower” prestige
class is a good way to give the villains some unexpected abilities
and a certain panache.
There are other roles a prestige class can fill. A prestige class can
play off a race’s strengths (such as the arcane archer), or even trans-
form a character into a new race (dragon disciple). They can
strengthen a character’s role within the party (archmage), or his
utility in an unusual situation (loremaster). A prestige class can
demonstrate narrowly focused expertise (such as the thaumatur-
gist) or an unusual combination of abilities (eldritch knight). And
some prestige classes simply define iconic roles in fantasy litera-
ture (such as the assassin) or important groups in a particular cam-
paign setting (the Red Wizard).
When you design a prestige class, make sure that characters
must be at least 5th level before they can meet the entry require-
ments. Specific feats, skill ranks, and base attack bonuses make
good entry requirements. You can also add in-game requirements
such as “must survive being buried alive” or “must drink from the
silver chalice atop the Great Glacier.” Don’t require levels in a spe-
cific class, minimum ability scores, or minimum hit points to qual-
ify for a prestige class.
Make your prestige class as specific as possible, because you’re
designing it for your campaign, not everyone’s D&D game. The
“Dawnstrider of Pelor” prestige class will be remembered long
after a “holy warrior” prestige class has been forgotten.
HOW PCS IMPROVE
The rules in the Player’s Handbook assume that characters have access
to everything they need to advance in level—libraries where they
can research new spells, trainers to guide their efforts, and places to
practice new skills and abilities. Research and training aren’t a part
of the standard rules. They’re assumed to be going on in the back-
ground. However, you control the background and can decide how
you want to handle things such as this. Keep in mind, however, that
leaving them in the background is a fine choice.
LEARNING SKILLS AND FEATS
According to the rules in the Player’s Handbook, characters pick up
new skills and feats as they go up in levels. In your campaign, how-
ever, you can require that a character can’t learn a new skill or feat
that he hasn’t been exposed to. For example, a character in the
desert can’t learn swimming unless he spends time at an oasis. You
might decide that a character can’t even improve existing skills
without the ability and opportunity to practice.
One step further would be to require that a character have an
instructor to teach him new skills and feats. Under this approach,
a character can’t learn to swim unless he has access to a body of
water and someone who can swim willing to train him. Likewise,
a character can’t learn the Cleave feat unless he’s got a trainer who
knows how to do it and the time and a place to practice by sparring
with that trainer. A trainer can be another PC (which encourages
interaction and cooperation among the players) or an NPC. Non-
player character trainers who are friends of the PCs might train
them for nothing; otherwise, professional trainers, who are usu-
ally found only in large cities, charge money.
Training Cost: 50 gp per week for a professional trainer (plus
related expenses).
Training Time: One week per rank gained in a skill, or two
weeks for a feat. A character may work on two skills or feats at
once, paying separately for each.
If a single trainer is providing instruction in more than one
discipline, then the skills or feats in question should have some
sort of connection. For example, a certain trainer might be capa-
ble of teaching both Mounted Archery and Ride-By Attack, since
the feats are closely related (they even have the same prerequi-
sites). Likewise, a single trainer might be found for Diplomacy
and Intimidate, since those skills are both tied to Charisma and
involve the same type of activity (getting someone else to do what
you want). It would be less likely to find one trainer for both
CHAPTER 6:
CHARACTERS
Open Lock and Ride; even though both skills are Dexterity-
based, they cover different kinds of activity (fine manipulation of
a mechanism versus keeping a mount under control in combat).
Scarcer yet would be a trainer who could impart knowledge of
Great Cleave and Forge Ring—those feats are so far apart in con-
cept and application that the chance of one character having both
of them is close to nil.
If you allow it, at the expense of a certain degree of realism, a
character can obtain training ahead of time. A player whose char-
acter is at 2nd level, knowing that the character will get a new feat
at 3rd level, might choose to have his character train for the feat
now either because the opportunity is available or to just get it out
of the way.
Distinguishing Skills and Feats: You don’t have to treat skills
and feats the same in this context. For example, you can require
training or exposure for skills but not feats, ruling that feats are
something that develop on their own as a character adventures. Or
you can set such requirements for feats but not skills, justifying
this by the fact that feats are so much more potent than skills and
thus require more investment on the PC’s part to acquire.
LEARNING NEW SPELLS
Divine spellcasters just get new spells when they gain the ability
to cast them. Their deities, or the powers they revere, take care of
it all for them. You will not find a ranger in a library trying to learn
a new spell.
Arcane spellcasters don’t have things quite so easy. Wizards
must learn new spells and add them to their spellbooks. This
process is detailed in the Player’s Handbook (see Arcane Magical
Writings, page 178).
If you require wizards to actually spend game time on spell
research to gain those new spells, assume that it takes one day per
spell (but no roll is needed for spells that come with level advance-
ment) and that such research costs twice what it would normally
cost to have an NPC cast that spell for the character (see NPC
Spellcasting, page 107).
It’s perfectly all right for two PC wizards to share spells.
According to the standard rules, sorcerers and bards don’t need
to study books to get their spells but just automatically gain new
spells when they gain levels. However, as a variant rule you could
require that each sorcerer contact an intelligent supernatural
entity (anything from a lammasu to a demon) to learn new spells.
Such creatures usually don’t want payment in gold but prefer to
strike a bargain instead. These supernatural patrons teach their
mortal friends spells in exchange for an occasional service (which
could lead to an exciting adventure in its own right). Playing the
patron is in the purview of the DM and, depending on the crea-
ture chosen, you should require whatever sort of bargain you see
fit. The following are but a couple of examples.
•A lammasu only makes a bargain with a good-aligned sorcerer.
In exchange for spells, once every other level the sorcerer must
right a wrong or do some specific good deed, such as freeing a
captive cleric unjustly placed in prison, building a shelter for
diseased beggars, or destroying an evil temple.
•A dragon only makes a bargain with a sorcerer of the same
alignment. In exchange for spells, the dragon requires payment
either in magic treasure or in service. If treasure, the item must
be of a value twice what it would normally cost to have an NPC
cast that spell for the character (see NPC Spellcasting, page
107). If a service, every other level (typically) the sorcerer must
perform some task appointed by the dragon. Usually, this serv-
ice is to procure some specific object and bring it to the dragon,
slay a creature the dragon considers a threat or pest, or spy on
one of the dragon’s enemies and report what he learns.
Bards gain new spells by learning new songs. You can treat this
just as a wizard learning new spells from books in a library, but the
bard is studying with another bard and learning new music. Alter-
natively, you can rule that the bard must spend an equivalent
period of time and money scouring the countryside for new
songs, new rumors, and so on.
Researching Original Spells
If you decide to allow characters to develop original spells,you
can use these guidelines to handle the situation.
A spellcaster of any kind can create a new spell. The research to
do this requires access to a well-stocked library, typically in a large
city or metropolis. Research requires an expenditure of 1,000 gp
per week and takes one week per level of the spell. This money
goes into fees, consultants, material component experimentation,
and other miscellaneous expenditures. At the end of that time, the
character makes a Spellcraft check (DC 10 + spell level). If that roll
succeeds, the character learns the new spell if her research pro-
duced a viable spell. If the roll fails, the character must go through
the research process again if she wants to keep trying.
A viable spell is one that you allow into the game. Don’t tell the
player whether you think the spell is viable when research begins.
(That’s the point of the research.) However, feel free to work with
the player before the research begins and give him guidance on the
parameters under which an original spell might be acceptable in
your game.
Research to create new spells is always in addition to any other
research involved for gaining spells that are already part of your
campaign (if you decide to also require spell research for the new
spells that casters are entitled to as they attain higher levels).
The number of spells that sorcerers and bards can know is
strictly limited; members of those classes can never exceed these
limits even through the research of original spells.
GAINING CLASS BENEFITS
You can mandate that to gain any of the newfound class-based ben-
efits earned by advancing a level, a character needs to perform
some overall training. This training requires one week per every
two levels, rounded up. Training requires a character to train with a
character of the same class who is higher in level and costs 1,000 gp
per week. If no such trainer can be found, the cost is the same, but
the time required is doubled. The money goes into fees, consult-
ants, material component experiments, and other miscellaneous
expenditures. Without the training, a character cannot acquire
more hit points, class features, saving throw and attack bonus
increases, spells per day, skill points, new spells, and so on.
GENERAL DOWNTIME
If you dislike the idea of all this formalized training getting in the
way of the heroic, epic campaign you have going, simply require
that whenever a character gains a new level she must spend one day
per level (or just 1d4 days) in downtime. During this period the
character is busy training, focusing, or simply resting and cannot
cast spells, go on adventures, and so on.
GAINING FIXED HIT POINTS
Instead of rolling for hit points when she gains a level, a player
may (if you use this variant) take the average roll for the class (see
the table below). Constitution modifiers still apply. Below-average
hit points hurt a PC more than above-average hit points help, so
this variant makes characters slightly more powerful.
Cleric Fighter
Sorcerer Bard Druid Paladin
Wizard Rogue Monk Ranger Barbarian
Hit Die d4 d6 d8 d10 d12
Hit points at even 2 3 4 5 6
level (2nd, 4th, etc.)
Hit points at odd 3 4 5 6 7
level (3rd, 5th, etc.)
CHAPTER 6:
CHARACTERS
CREATING PCS
ABOVE 1ST LEVEL
Sometimes you’re going to want to create characters that aren’t 1st
level. Perhaps you have purchased an adventure you’re dying to
play, but no one has characters of the appropriate level. Perhaps
you just want to jump right to 5th level and start your campaign
there. Whatever the reason, creating new characters at any given
level isn’t hard (and, in fact, many players find it fun).
If you tell players to create characters of higher than 1st level,
assign an experience point total for them to use. Doing this is
better than just assigning a level because it balances characters
who take multiclass penalties against those who do not. Then the
players should follow these steps.
1. Determine ability scores normally.
2. Determine race and class. If the character is multiclass, deter-
mine how many levels of each class the character has, and in what
order they were gained. (The order is important in step 3.)
3. Determine character statistics. This includes base attack bo-
nus, save bonuses, spells, abilities, feats, hit points (maximum hp
at 1st level and rolled hp for each level afterward). If the characters
are 4th level or higher, allow each to add 1 point to an ability score
at 4th level and every four levels beyond that (see Table 3–2: Expe-
rience and Level-Dependent Benefits, page 22 of the Player’s Hand-
book). It is important to note if Intelligence gets modified, because
a raised Intelligence score might gain the character more skill
points, but only at that level and beyond. (That is, extra skill points
are not retroactive.)
4. Determine skills. The best way to do this is to buy them one
level at a time. This allows a player to take into account increased
skill points from Intelligence (if any) and changes due to multi-
classing. However, if a character’s skill points per level do not
change (such as when she puts the ability score boost into some
ability other than Intelligence) and no multiclassing is involved,
the player can buy all the character’s skills at once. In either case,
keep in mind that maximum rank in a skill is level + 3 for class
skills and (level + 3) ÷2 for cross-class skills.
5. Equip the character. When creating a 1st-level character, this
means buying normal equipment. At higher levels, it also means
deciding which magic items a character has acquired so far. Refer
to Chapter 7: Magic Items, where all magic items are listed along
with their market prices. Table 5–1: Character Wealth by Level
(page 135) shows the total value of a player character’s gear at a
given level. This value includes mundane items described in
Chapter 7 of the Player’s Handbook, but the bulk of it, especially at
higher levels, is composed of magic items. See Magic Items as
Gear, below, for advice on how to govern what sort of magic items
a PC can buy with this wealth. Note that these values apply only to
player characters. NPCs use Table 4–23: NPC Gear Value (page
127) to find the total value of their equipment.
6. Work out the details. A paladin needs a warhorse, a druid or
experienced ranger needs animal companions, a wizard might
want a familiar, a character might belong to a guild or have a
cohort, and so on.
Magic Items as Gear
You’re free to limit what magic items characters can choose when
they create characters of higher levels, just as if you were assign-
ing those items to treasure hoards in the game. You can exercise
an item-by-item veto, but an easier method is to use maximum
cost for a single item as a limit. For example, while an 8th-level
character has 27,000 gp to spend, you can limit him to owning no
single item worth more than one-quarter of that, or 5,500 gp. This
is a good way to prevent imbalances such as an 8th-level fighter
with hardly a copper piece to his name who is armed with a nine
lives stealer.
You could also limit characters to a certain type of magic item. For
example, a player creating a 3rd-level character has 2,700 gp to spend,
but you could rule that she can only equip the character with a minor
magic item (one that could be obtained by a roll on the “Minor”
column of one of the random generation tables in Chapter 7).
Character-Created Magic Items: A PC spellcaster created at a
level higher than 1st can use any of the XP and gp you have
awarded to make magic items, provided that she has the proper
item creation feats and prerequisites.
Charged Magic Items: A player may select a partially used
magic item for part of his character’s starting gear. Such an item’s
value is proportional to the charges left compared to the charges
in a newly created item (half price for a wand with 25 charges, 20%
of full price for a wand with 10 charges, and so on).
Limited Use Items: If you’re playing a one-shot random dun-
geon, one-use items cost 5 times their normal price and charged
items have 1/5 as many charges. In a one-shot adventure, in which
it doesn’t matter whether you use up your items, one-use and
charged items are a lot better than they are in a regular campaign.
In a one-shot dungeon, a one-use item is as good as a 1/day item
because you’ll be able to use each item once. This “5 times” rule
balances the one-use and charged items so they don’t dominate
the random dungeon.
If you’re bringing an existing character into a one-shot dun-
geon, “trade in” your one-use items for other one-use items at 5
times the cost. For items with charges, give them 1/5 as many
charges as normal.
SPECIAL COHORTS
With the DM’s permission, a leader may seek out a special cohort
who is not a member of the standard PC races (the common races).
For creatures with classes, such as a lizardfolk cohort, calculate its
level according to the rules for PCs of that kind of monster (see
Monsters as Races, page 172). For example, a leader with a Leader-
ship score of 8 could have a 5th-level human fighter as a cohort, or
a lizardfolk with two fighter levels, or a bugbear with one fighter
level. For more unusual creatures, add at least +3 to a creature’s
Challenge Rating to determine its effective level. The more special
abilities a creature has, the larger the number you should add. See
the table below for some example special cohorts. Note that evil
special cohorts may have agendas of their own.
Creature Alignment Level Equivalent
Blink dog Lawful good 6th
Lammasu Lawful good 12th
Werebear (lycanthrope) Lawful good 10th
Avoral (guardinal) Neutral good 15th
Bralani (eladrin) Chaotic good 11th
Pegasus Chaotic good 6th
Unicorn
1
Chaotic good 8th
Griffon Neutral 10th
Dragonne
2
Neutral 10th
Satyr Chaotic neutral 7th
Hell hound Lawful evil 7th
Displacer beast Lawful evil 10th
Imp (devil) Lawful evil 7th
Young green dragon
3
Lawful evil 16th
Erinyes (devil) Lawful evil 16th
Quasit (demon) Chaotic evil 8th
Ettin Chaotic evil 15th
1 Leader must be a human, elf, or half-elf maiden.
2 The leader is immune to the dragonne’s roar.
3 The dragon ages but does not gain XP.
The effective character level (ECL) of a creature determines
how powerful it is as a character or a cohort. The Monster Manual
CHAPTER 6:
CHARACTERS
contains statistics and other details on potential cohorts. Take the
level adjustment plus the Hit Dice to generate ECL.
Using the numbers given in the Monster Manual, we find that an
ettin, which is a 10 HD creature with a +5 level adjustment, is the
equivalent of a 15th level character or cohort. If you add a tem-
plate, add the template’s level adjustment, too. For instance, the
fiendish creature template (see page 107 of the Monster Manual)
has a level adjustment of +2. A fiendish ettin would be a 17th-level
cohort. That’s all there is to it.
You should carefully consider any special attacks or qualities
that a potential cohort possesses and may choose to disallow or
make ad hoc adjustments to suit your campaign.
If a creature in the Monster Manual doesn’t have a level adjust-
ment, this means we don’t recommend using it as either a player
character or a cohort. The dryad is a good example; she’s connected
to her tree and as such has very limited mobility. Mindless or low-
Intelligence creatures also make undesirable cohorts.
LEADERSHIP AND MOUNTS
A character may use the Leadership feat to attract a cohort that can
serve as a mount. This feat cannot attract a mount with an Intelli-
gence of less than 4. If such a character already has a special
mount, familiar, or animal companion, he takes a –2 penalty to his
Leadership score.
PALADIN COHORT MOUNTS
At the DM’s option, she may allow a paladin or other character
with a special mount class feature to combine the special mount
with the cohort feat. The special qualities such as the empathic
link and shared spells make this quite potent and worth a mini-
mum of a +2 level adjustment to the cohort mount ECL.
CONTINGENT COHORTS
What can a DM do if the number of players in her group is irregu-
lar? Sometimes a cohort is a much-needed addition to a party;
sometimes it’s one character too many. A DM might work with
her players to allow contingent cohorts.
For instance, the DM may have between three to seven players
show up at any one game. Suppose she likes a group of five to
seven best. She may rule that the Leadership feat isn’t always
active. The player selecting the Leadership feat also chooses an
alternate feat. (This alternate feat cannot function as the prerequi-
site for any other feat. Improved Initiative is a fine alternate feat.)
The DM may declare that if the number of players is less than five,
characters who took the Leadership feat may bring along their
cohorts. If the number of players is five or more, players who took
the Leadership feat can’t bring their cohorts, but instead gain the
benefits of their alternate feat for the session.
This can work out very amiably if the contingent cohort condi-
tions are clarified before the DM allows the character to take the
Leadership feat.
FAMILIARS
Few investments yield greater riches than the time and gold spent
to acquire a familiar. A lifelong companion, guard, spy, and ser-
vant, it is every spellcaster’s best friend and most trusted confi-
dante. Changes to the rules on familiars in the Player’s Handbook
are completely under the DM’s control. Here are some possibili-
ties, beginning with the Improved Familiar variant feat.
Improved Familiar [General]
This feat allows spellcasters to acquire a new familiar from a non-
standard list, but only when they could normally acquire a new
familiar (see page 52 of the Player’s Handbook).
Prerequisites: Ability to acquire a new familiar, compatible
alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below
are also available to the spellcaster. The spellcaster may choose a
familiar with an alignment up to one step away on each of the
alignment axes (lawful through chaotic, good through evil). For
example, a chaotic good spellcaster could acquire a neutral familiar.
A lawful neutral spellcaster could acquire a neutral good familiar.
Arcane Spellcaster
Familiar Alignment Level
Shocker lizard Neutral 5th
Stirge Neutral 5th
Formian worker Lawful neutral 7th
Imp Lawful evil 7th
Pseudodragon Neutral good 7th
Quasit Chaotic evil 7th
Improved familiars otherwise use the rules on page 52 of the Player’s
Handbook, with two exceptions: If the creature’s type is something
other than animal, its type does not change; and improved familiars
do not gain the ability to speak with other creatures of their kind
(although many of them already have the ability to communicate).
The list in the table above presents only a few possible
improved familiars. Almost any creature of the same general size
and power as those on the list makes a suitable familiar. Nor is the
master’s alignment the only possible categorization. For instance,
improved familiars could be assigned by the master’s creature type
or subtype, as shown below.
Arcane Spellcaster
Familiar Type/Subtype Level
Celestial hawk
1
Good 3rd
Fiendish Tiny viper snake
2
Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus
3
Undead 7th
Ice mephit Cold 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or
another part of the master’s body for blood if necessary.
The following statistics assume a master of the minimum required
level with no additional class or race bonuses to attack rolls or
saving throws.
Granted Abilities: In addition to their own special qualities,
all familiars grant their masters the Alertness feat, the benefit of
an empathic link, and the ability to share spells with the familiar.
See page 53 of the Player’s Handbook for details.
Improved Evasion (Ex): When subjected to an attack that nor-
mally allows a Reflex saving throw for half damage, a familiar
takes no damage if it makes a successful saving throw and half
damage even if the saving throw fails.
Celestial Hawk Familiar: CR —; Tiny magical beast; HD 3; hp
1/2 master’s; Init +3; Spd 10 ft., fly 60 ft. (average); AC 19, touch 15,
flat-footed 16; Base Atk +0; Grp –10; Atk +5 melee (1d4–2, talons);
Full Atk +5 melee (1d4–2, talons); Space/Reach 2-1/2 ft./0 ft.; SA
smite evil; SQ darkvision 60 ft., deliver touch spells, improved eva-
sion, low-light vision, resistance to acid 5, cold 5, and electricity 5,
spell resistance 8, granted abilities; AL any good; SV Fort +2, Ref
+5, Will +2, Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +2, Spot +14; Weapon Finesse.
Smite Evil (Su): Once per day, make a normal melee attack to
deal +1 damage against an evil foe.
CHAPTER 6:
CHARACTERS
Fiendish Tiny Viper Snake Familiar: CR —; Tiny magical
beast; HD 3; hp 1/2 master’s; Init +3; Spd 15 ft., climb 15 ft., swim
15 ft.; AC 19, touch 15, flat-footed 16; Base Atk +0; Grp –11; Atk +5
melee (poison, bite); Full Atk +5 melee (poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA poison, smite good; SQ darkvision 60 ft., deliver
touch spells, resistance to cold 5 and fire 5, scent, spell resistance
8, granted abilities; AL any evil; SV Fort +2, Ref +5, Will +1; Str 4,
Dex 17, Con 11, Int 7, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6,
Spot +6 (or master’s, if better), Swim +5; Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary
damage 1d6 Con.
Smite Good (Su): Once per day, make a normal melee attack to
deal +1 damage against a good foe.
Formian Worker Familiar: CR —; Small outsider (lawful,
extraplanar); HD 7; hp 1/2 master’s; Init +2; Spd 40 ft.; AC 21,
touch 13, flat-footed 19; Base Atk +1; Grp –2; Atk +3 melee (1d4+1,
bite); Full Atk +3 melee (1d4+1, bite); SQ darkvision 60 ft., deliver
touch spells, improved evasion, immunity to poison, petrification,
and cold, resistance to electricity 10, fire 10, and sonic 10, speak
with master, granted abilities; AL LN; SV Fort +3, Ref +4, Will +2;
Str 13, Dex 14, Con 13, Int 9, Wis 10, Cha 9.
Skills and Feats: Climb +10, Craft (any one) +5; Skill Focus
(Craft).
Homunculus Familiar: CR —; Tiny construct; HD 7; hp 1/2
master’s; Init +2; Spd 20 ft., fly 50 ft. (good); AC 18, touch 14, flat-
footed 16; Base Atk +1; Grp –8; Atk +2 melee (1d4–1 plus poison,
bite); Full Atk +2 melee (1d4–1 plus poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA poison; SQ construct type, deliver touch spells,
improved evasion, speak with master, granted abilities; AL any; SV
Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con —, Int 10, Wis 12,
Cha 7.
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes.
Poison (Ex): Injury, Fortitude DC 11, initial damage sleep for 1
minute, secondary damage sleep for another 5d6 minutes.
Construct Type: Immune to mind-influencing effects, poison,
disease, and similar effects. Not subject to critical hits, nonlethal
damage, ability damage, energy drain, or death from massive
damage.
Ice Mephit Familiar: CR —; Small outsider (air, cold, extra-
planar); HD 7; hp 1/2 master’s; Init +7; Spd 30 ft., fly 50 ft. (per-
fect); AC 22, touch 14, flat-footed 19; Base Atk +3; Grp –1; Atk +4
melee (1d3 plus 2 cold, claw); Full Atk +4 melee (1d3 plus 2 cold, 2
claws); SA breath weapon, spell-like abilities, summon mephit; SQ
cold subtype, darkvision 60 ft., deliver touch spells, damage reduc-
tion 5/magic, fast healing 2, improved evasion, speak with master,
granted abilities; AL any; SV Fort +3, Ref +6, Will +3; Str 10, Dex
17, Con 10, Int 12, Wis 11, Cha 15.
Skills and Feats: Bluff +8, Diplomacy +4, Disguise +2, Escape
Artist +9, Hide +13, Listen +6, Move Silently +9, Spot +6, Use Rope
+3; Dodge, Improved Initiative.
Breath Weapon (Su): Usable once every 1d4 rounds. Cone of ice
shards, 10 feet, damage 1d4, Reflex DC 12 half or take a –4 penalty
to AC and a –2 penalty on attack rolls for 3 rounds.
Spell-Like Abilities: 1/hour—magic missile, 3rd-level caster;
1/day—chill metal, 6th-level caster; Will DC 14 negates (object).
Summon Mephit (Sp): Once per day, can summon another ice
mephit as if casting a summon monster spell, but with only a 25%
chance of success. Summoned creatures automatically return
whence they came after 1 hour. A mephit that has just been sum-
moned cannot use its own summon ability for 1 hour.
Cold Subytpe: Immune to cold damage. Takes half again as much
(+50%) damage as normal from fire, regardless of whether a saving
throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): Regains 2 hit points per round if touching a
piece of ice of at least Tiny size or if the ambient temperature is
32°F. or below.
Imp Familiar: CR —; Tiny outsider (evil, lawful, extraplanar);
HD 7; hp 1/2 master’s; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 24,
touch 15, flat-footed 21; Base Atk +3; Grp –5; Atk +8 melee (1d4
plus poison, sting); Full Atk +8 melee (1d4 plus poison, sting);
Space/Reach 2-1/2 ft./0 ft.; SA poison, spell-like abilities; SQ alter-
nate form, darkvision 60 ft., deliver touch spells, DR 5/good or
silver, fast healing 2, immunity to poison, improved evasion, resist-
ance to fire 5, speak with master, granted abilities; AL LE; SV Fort
+3, Ref +6, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14.
Skills and Feats: Diplomacy +8, Hide +17, Knowledge (any one)
+6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7,
Survival +1; Dodge, Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, sec-
ondary damage 2d4 Dex.
Spell-Like Abilities: At will—detect good, detect magic, invisibility
(self only); 1/day—suggestion. Caster level 6th; save DC 10 + spell
level. Once per week an imp can use commune to ask six questions
(otherwise as the spell cast by a 12th-level cleric).
Alternate Form (Su): As polymorph, caster level 12th, except that
an individual imp can assume only one or two forms no larger
than Medium. Common forms include monstrous spider, raven,
rat, and boar.
Pseudodragon Familiar: CR —; Tiny dragon; HD 7; hp 1/2
master’s; Init +0; Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-
footed 20; Base Atk +2; Grp –8; Atk +4 melee (1d3–2 plus poison,
sting); Full Atk +4 melee (1d3–2 plus poison, sting) and +0 melee
(1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ
blindsense 60 ft., deliver touch spells, dragon type, improved eva-
sion, speak with master, telepathy, granted abilities; AL NG; SV
Fort +4, Ref +3, Will +6; Str 11, Dex 11, Con 13, Int 10, Wis 12,
Cha 10.
Skills and Feats: Hide +16/+24 in forest or overgrown areas, Sur-
vival +3, Listen +5, Search +2, Spot +5; Alertness.
Blindsense (Ex): Can locate creatures within 60 feet by nonvisual
means.
Dragon Type: Darkvision 60 ft., low-light vision, immunity to
sleep and paralysis effects.
Poison (Ex): Injury, Fortitude DC 12, initial damage sleep for 1
minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creatures
within 60 feet that speak Common or Sylvan.
Quasit Familiar: CR —; Tiny outsider (chaotic, evil, extrapla-
nar); HD 7; hp 1/2 master’s; Init +7; Spd 20 ft., fly 50 ft. (perfect);
AC 22, touch 15, flat-footed 19; Base Atk +3; Grp –6; Atk +8 melee
(1d3–1 plus poison, claw), Full Atk +8 melee (1d3–1 plus poison, 2
claws) and +3 melee (1d4–1, bite); Space/Reach 2-1/2 ft./0 ft.; SA
poison, spell-like abilities; SQ alternate form, darkvision 60 ft.,
deliver touch spells, damage reduction 5/cold iron or good, fast
healing 2, immunity to poison, improved evasion, resistance to
fire 10, speak with master, granted abilities; AL CE; SV Fort +3, Ref
+6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting),
Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move
Silently +9, Search +6, Spellcraft +6, Spot +6 (or master’s, if better);
Improved Initiative, Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, sec-
ondary damage 2d4 Dex.
Spell-Like Abilities: At will—detect good, detect magic, and invisibility
(self only); 1/day—cause fear (as the spell, but 30-foot radius; save
DC 11). Caster level 6th. Once per week a quasit can use commune to
ask six questions (otherwise as the spell cast by a 12th-level cleric).
CHAPTER 6:
CHARACTERS
Alternate Form (Su): As polymorph, caster level 12th, except that
an individual imp can assume only one or two forms no larger
than Medium. Common forms include bat, monstrous centipede,
toad, and wolf.
Shocker Lizard Familiar: CR —; Small magical beast; HD 5;
hp 1/2 master’s; Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 19,
touch 13, flat-footed 17; Base Atk +2; Grp –2; Atk +3 melee (1d4,
bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA stun-
ning shock, lethal shock; SQ darkvision 60 ft., deliver touch spells,
electricity sense, immunity to electricity, improved evasion, low-
light vision, speak with master, granted abilities; AL any; SV Fort
+3, Ref +5, Will +1; Str 10, Dex 15, Con 13, Int 8, Wis 12, Cha 6.
Skills and Feats: Climb +11, Hide +11, Jump +3, Listen +4, Spot +4
(or master’s, if better), Swim +10; Improved Initiative.
Stunning Shock (Su): Once per round, deals 2d8 points of non-
lethal damage to a living opponent in an adjacent square (Reflex
DC 12 half).
Lethal Shock (Su): Two or more shocker lizards within 25 feet of
each other can work together to create a lethal shock; 25-foot radius,
centered on any one contributing lizard; damage 2d8 per contribut-
ing lizard (max 12d8). Creatures in the area can take half damage by
making a Reflex save (DC 10 + number of lizards contributing).
Electricity Sense (Ex): Automatically detect any electrical dis-
charges within 100 feet.
Small Air Elemental Familiar: CR —; Small elemental (air,
extraplanar); HD 5; hp 1/2 master’s; Init +7; Spd fly 100 ft. (per-
fect); AC 20, touch 14, flat-footed 17; Base Atk +1; Grp –3; Atk +5
melee (1d4, slam); Full Atk +5 melee (1d4, slam); Space/Reach
5ft./5 ft.; SA air mastery, whirlwind; SQ deliver touch spells, ele-
mental type, improved evasion, speak with master, granted abili-
ties; AL any; SV Fort +0, Ref +6, Will +0; Str 10, Dex 17, Con 10,
Int 8, Wis 11, Cha 11.
Skills and Feats: Listen +2, Spot +3 (or master’s, if better); Flyby
Attack, Improved Initiative, Weapon Finesse.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack
rolls and damage rolls against an air elemental.
Whirlwind (Su): Once every 10 minutes, transform into whirl-
wind for 1 round; 5-foot base, up to 30-foot top, 10–20 feet tall.
Move at fly speed.
Tiny or smaller creatures must succeed on a DC 11 Reflex save
or take 1d4 points of damage, and on a second DC 11 Reflex save
to avoid being picked up and held. A flying creature can attempt a
Reflex save to escape (but still takes damage). The elemental can
eject carried creatures at any time.
If the base touches the ground, it creates a swirling cloud of debris
centered on the elemental, diameter half the whirlwind’s height,
obscures all vision (including darkvision) beyond 5 feet. Creatures 5
feet away have concealment, while those farther away have total con-
cealment (see page 152 of the Player’s Handbook). Those caught in the
cloud must succeed on a DC 11 Concentration check to cast a spell.
Elemental Type: Immune to poison, sleep, paralysis, and stunning;
not subject to critical hits or flanking.
Small Earth Elemental Familiar: CR —; Small elemental
(earth, extraplanar); HD 5; hp 1/2 master’s; Init –1; Spd 20 ft.; AC
20, touch 10, flat-footed 20; Base Atk +1; Grp +0; Atk +5 melee
(1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5
ft.; SA earth mastery, push; SQ deliver touch spells, elemental type,
improved evasion, speak with master, granted abilities; AL any; SV
Fort +4, Ref –1, Will +0; Str 17, Dex 8, Con 13, Int 8, Wis 11, Cha 11.
Skills and Feats: Listen +3, Spot +2 (or master’s, if better); Power
Attack.
Earth Mastery (Ex): +1 bonus on attack rolls and damage rolls if
both it and its foe touch the ground, –4 penalty on attack rolls and
damage rolls against airborne or waterborne opponents.
Push (Ex): Can start a bull rush without provoking an attack of
opportunity. The combat modifiers given for earth mastery, above,
also apply to the elemental’s opposed Strength checks.
Elemental Type: Immune to poison, sleep, paralysis, and stunning;
not subject to critical hits or flanking.
Small Fire Elemental Familiar: CR —; Small elemental (fire,
extraplanar); HD 5; hp 1/2 master’s; Init +5; Spd 50 ft.; AC 18,
touch 12, flat-footed 17; Base Atk +1; Grp –3; Atk +3 melee (1d4
plus 1d4 fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam);
Space/Reach 5 ft./5 ft.; SA burn; SQ deliver touch spells, elemen-
tal type, fire subtype, improved evasion, speak with master,
granted abilities; AL any; SV Fort +0, Ref +4, Will +0; Str 10,
Dex 13, Con 10, Int 8, Wis 11, Cha 11.
Skills and Feats: Listen +2, Spot +3 (or master’s, if better); Dodge,
Improved Initiative, Weapon Finesse.
Burn (Ex): Those hit by the fire elemental’s slam attack, or hit-
ting it with natural weapons or unarmed attacks, must succeed on
a DC 11 Reflex save or catch on fire. The flame burns for 1d4
rounds (see Catching on Fire, page 303). A burning creature can
take a move action to put out the flame.
Elemental Type: Immune to poison, sleep, paralysis, and stunning;
not subject to critical hits or flanking.
Fire Subytpe: Immune to fire damage. Takes half again as much
(+50%) damage as normal from cold, regardless of whether a
saving throw is allowed, or if the save is a success or failure.
Small Water Elemental Familiar: CR —; Small elemental
(water, extraplanar); HD 5; hp 1/2 master’s; Init +0; Spd 20 ft.,
swim 90 ft.; AC 20, touch 11, flat-footed 20; Base Atk +1; Grp –3;
Atk +4 melee (1d6+3, slam); Full Atk +4 melee (1d6+3, slam);
Space/Reach 5 ft./5 ft.; SA water mastery, drench, vortex; SQ
deliver touch spells, elemental type, improved evasion, speak with
master, granted abilities; AL any; SV Fort +4, Ref +1, Will +4,
Str 14, Dex 10, Con 13, Int 8, Wis 11, Cha 11.
Skills and Feats: Listen +5, Spot +5 (or master’s, if better); Power
Attack.
Water Mastery (Ex): +1 bonus on attack rolls and damage rolls if
both it and its foe touch water, –4 penalty on attack rolls and dam-
age rolls against landbound opponents.
Drench (Ex): The elemental’s touch puts out torches, campfires,
exposed lanterns, and other open flames of nonmagical origin of
Large size or smaller. Can dispel magical fire it touches as dispel
magic, caster level 5th.
Vortex (Su): Once every 10 minutes, transform into whirlpool
for 1 round if underwater; 5-foot base, up to 30-foot top, 10–20 feet
tall. Move at swim speed.
Tiny or smaller creatures must succeed on a DC 11 Reflex save
or take 1d4 points of damage, and on a second DC 11 Reflex save
to avoid being picked up and held. A swimming creature can
attempt a Reflex save to escape (but still takes damage). The ele-
mental can eject carried creatures at any time.
If the base touches the ground, it creates a swirling cloud of
debris centered on the elemental, diameter half the whirlwind’s
height, obscures all vision (including darkvision) beyond 5 feet.
Creatures 5 feet away have concealment, while those farther away
have total concealment (see page 152 of the Player’s Handbook).
Those caught in the cloud must succeed on a DC 11 Concentra-
tion check to cast a spell.
Elemental Type: Immune to poison, sleep, paralysis, and stunning;
not subject to critical hits or flanking.
Stirge Familiar: CR —; Tiny magical beast; HD 5; hp 1/2
master’s; Init +4; Spd 10 ft., fly 40 ft. (average); AC 19, touch 16,
flat-footed 15; Base Atk +1; Grp –11 (+1 when attached); Atk +7
melee (1d3–4, touch); Full Atk +7 melee (1d3–4, touch); Space/
Reach 2-1/2 ft./0 ft.; SA attach, blood drain; SQ darkvision 60 ft.,
CHAPTER 6:
CHARACTERS
deliver touch spells, improved evasion, low-light vision, speak
with master, granted abilities; AL any; SV Fort +2, Ref +6, Will +1;
Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4 (or master’s, if
better); Alertness, Weapon Finesse.
Attach (Ex): If a stirge hits with a touch attack, it latches onto the
opponent’s body (AC 12 when attached).
Blood Drain (Ex): An attached stirge deals 1d4 points of Consti-
tution damage each round. Once it has drained 4 points of Con-
stitution, it detaches and cannot drain blood again for 8 hours.
ALTERNATE FAMILIARS BY MASTER SIZE
The suggested familiars in the Player’s Handbook assume a Small to
Large master. Masters outside this size range could have smaller or
larger familiars, as appropriate to their size.
Tiny or Smaller Masters
Masters smaller than the usual size can have proportionately
smaller familiars, as indicated on the table below.
Familiar Special
Bat —
Ferret Master gains a +2 bonus on Reflex saves
Hedgehog Master gains a +1 natural armor bonus
Mouse Master gains a +2 bonus on Move Silently checks
Screech owl Master gains a +2 bonus on Move Silently checks
Toad Master gains +3 hit points
Thrush Speaks one language
The statistics given below assume a 1st-level master with no addi-
tional class or race bonuses to attack rolls or saving throws.
Granted Abilities: In addition to their own special qualities, all
familiars grant their masters the Alertness feat, the benefit of an
empathic link, and the ability to share spells with the familiar. See
page 53 of the Player’s Handbook for details.
Improved Evasion (Ex): When subjected to an attack that nor-
mally allows a Reflex saving throw for half damage, a familiar
takes no damage if it makes a successful saving throw and half
damage even if the saving throw fails.
Bat Familiar: CR —; Diminutive magical beast; HD 1; hp 1/2
master’s; Init +2; Spd 5 ft., fly 40 ft. (good); AC 17, touch 16, flat-
footed 15; Base Atk +0; Grp –17; Atk —; Full Atk —; Space/Reach
1 ft./0 ft.; SA —; SQ blindsense 20 ft., improved evasion, granted
abilities; AL any; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10,
Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8;
Alertness.
Blindsense (Ex): Notices and locates creatures within 20 feet.
Adds +4 to Spot and Listen checks (already included above).
Ferret Familiar: CR —; Diminutive magical beast; HD 1;
hp 1/2 master’s; Init +2; Spd 15 ft., climb 15 ft; AC 17, touch 16,
flat-footed 15; Base Atk +0; Grp –16; Atk +6 melee (1d2–4, bite);
Full Atk +6 melee (1d2–4, bite); Space/Reach 1 ft./0 ft.; SA attach;
SQ improved evasion, scent, granted abilities; AL any; SV Fort +2,
Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 6, Wis 2, Cha 5.
Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently
+9, Spot +14; Weapon Finesse.
Attach (Ex): On a hit with its bite attack, it automatically deals
bite damage each round (AC 15 when attached).
Hedgehog Familiar: CR —; Diminutive magical beast;
HD 1; hp 1/2 master’s; Init +0; Spd 15 ft.; AC 17, touch 15, flat-
footed 16; Base Atk +0; Grp –16; Atk +5 melee (1d3–4 bite); Full
Atk +5 melee (1d3–4 bite); Space/Reach 1 ft./0 ft.; SA poison;
SQ defensive ball, improved evasion, granted abilities; AL any;
SV Fort +2, Ref +3, Will +1; Str 3, Dex 12, Con 10, Int 6, Wis 12,
Cha 5.
Skills and Feats: Hide +17, Listen +5, Spot +5; Weapon Finesse.
Poison (Ex): When in a defensive ball (see below), spines poison
foes touching the hedgehog; injury, Fortitude DC 10, initial and
secondary damage 1d2 Dex.
Defensive Ball (Ex): Rolls into a ball as a standard action, granting
a +2 circumstance bonus on saves and AC. Unrolling is a free
action.
Mouse Familiar: CR —; Fine magical beast; HD 1; hp 1/2
master’s; Init +0; Spd 10 ft., climb 10 ft.; AC 19, touch 18, flat-
footed 19; Base Atk +0; Grp –21; Atk —; Full Atk —; Space/Reach
1/2 ft./0 ft.; SA —; SQ improved evasion, scent, granted abilities;
AL any; SV Fort +2, Ref +2, Will +1; Str 1, Dex 11, Con 10, Int 6,
Wis 12, Cha 2.
Skills and Feats: Balance +8, Climb +10, Hide +20, Move
Silently +12.
Screech Owl Familiar: CR —; Diminutive magical beast;
HD 1; hp 1/2 master’s; Init +3; Spd 10 ft., fly 30 ft. (average); AC 18,
touch 17, flat-footed 15; Base Atk +0; Grp –15; Atk +7 melee
(1d2–3, talons); Full Atk +7 melee (1d2–3, talons); Space/Reach 1
ft./0 ft.; SA —; SQ improved evasion, granted abilities; AL any; SV
Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4.
Skills and Feats: Listen +14, Move Silently +20, Spot +8;
Weapon Finesse.
Thrush Familiar: CR —; Diminutive magical beast; HD 1;
hp 1/2 master’s; Init +2; Spd 10 ft., fly 40 ft. (average); AC 17, touch
16, flat-footed 15; Base Atk +0; Grp –17; Atk —; Full Atk —;
Space/Reach 1 ft./0 ft.; SA —; SQ improved evasion, granted abil-
ities; AL any; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10,
Int 6, Wis 14, Cha 6.
Skills and Feats: Listen +8, Spot +8; Alertness.
Toad Familiar: CR —; Diminutive magical beast; HD 1; hp 1/2
master’s; Init +1; Spd 5 ft.; AC 16, touch 15, flat-footed 15; Base Atk
+0; Grp –17; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SA —; SQ
improved evasion, low-light vision, granted abilities; AL any; SV
Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness.
Huge or Bigger Masters
Masters larger than the usual size can have proportionately larger
familiars, as shown below.
Familiar Special
Dire rat Master gains a +2 bonus on Fortitude saves
Leopard Master gains a +2 bonus on Move Silently checks
Monitor lizard Master gains +3 hit points
Owl (Medium) Master gains a +2 bonus on Move Silently checks
Raven (Small) Speaks one language
Viper snake —
(Medium)
Wolverine Master gains a +2 bonus on Reflex saves
The statistics given below assume a 1st-level master with no addi-
tional class or race bonuses to attack rolls or saving throws.
Granted Abilities: In addition to their own special qualities, all
familiars grant their masters the Alertness feat, the benefit of an
empathic link, and the ability to share spells with the familiar. See
page 53 of the Player’s Handbook for details.
Improved Evasion (Ex): When subjected to an attack that nor-
mally allows a Reflex saving throw for half damage, a familiar
takes no damage if it makes a successful saving throw and half
damage even if the saving throw fails.
CHAPTER 6:
CHARACTERS
Dire Rat Familiar: CR —; Small magical beast; HD 1; hp 1/2
master’s; Init +3; Spd 40 ft., climb 20 ft.; AC 16, touch 14, flat-
footed 13; Base Atk +0; Grp –4; Atk +4 melee (1d4 plus disease,
bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./
5 ft.; SA disease; SQ improved evasion, low-light vision, scent,
granted abilities; AL any; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 6, Wis 12, Cha 4.
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4,
Spot +4; Alertness, Weapon Finesse.
Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period
1d3 days, damage 1d3 Dex and 1d3 Con (see Disease, page 292).
Leopard Familiar: CR —; Medium magical beast; HD 3; hp 19
or 1/2 master’s; Init +4; Spd 40 ft., climb 20 ft.; AC 16, touch 14,
flat-footed 12; Base Atk +2; Grp +5; Atk +6 melee (1d6+3, bite); Full
Atk +6 melee (1d6+3, bite) and +1 melee (1d3+1, 2 claws);
Space/Reach 5 ft./5 ft.; SA improved grab, pounce, rake 1d3+1; SQ
improved evasion, low-light vision, scent, granted abilities; AL
any; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 6, Wis
12, Cha 6.
Skills and Feats: Balance +12, Climb +11, Hide +9 (+17 in tall
grass or heavy undergrowth), Jump +7, Listen +6, Move Silently
+8, Spot +6; Alertness, Weapon Finesse.
Improved Grab (Ex): To use this ability, the leopard must hit with
its bite attack. If it wins the grapple check, it can rake.
Pounce (Ex): If a leopard charges a foe, it can make a full attack,
including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Monitor Lizard Familiar: CR —; Medium magical beast; HD
3; hp 22 or 1/2 master’s; Init +2; Spd 30 ft., swim 30 ft.; AC 16, touch
12, flat-footed 14; Base Atk +2; Grp +5; Atk +5 melee (1d8+4, bite);
Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SQ
improved evasion, low-light vision, granted abilities; AL any; SV
Fort +6, Ref +5, Will +3; Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 2.
Skills and Feats: Climb +9, Hide +7 (+15 in forested or overgrown
areas), Listen +4, Move Silently +6, Spot +4; Alertness, Great Fortitude.
Medium Owl Familiar: CR —; Medium magical beast; HD 2;
hp 13 or 1/2 master’s; Init +1; Spd 10 ft., fly 60 ft. (average); AC 14,
touch 11, flat-footed 13; Base Atk +1; Grp +3; Atk +2 melee (1d4+2,
talons); Full Atk +2 melee (1d4+2, talons) and +0 melee (1d6+1,
bite); Space/Reach 5 ft./5 ft.; SA —; SQ improved evasion, low-
light vision, granted abilities; AL any; SV Fort +4, Ref +4, Will +2;
Str 14, Dex 13, Con 12, Int 6, Wis 14, Cha 4.
Skills and Feats: Listen +14, Move Silently +19, Spot +14; Multi-
attack (see page 304 of the Monster Manual).
Small Raven Familiar: CR —; Small magical beast; HD 1, hp
1/2 master’s; Init +1; Spd 10 ft., fly 40 ft. (average); AC 13, touch 12,
flat-footed 12; Base Atk +0; Grp –7; Atk +2 melee (1d3–3, talons);
Atk +2 melee (1d3–3, talons); Space/Reach 5 ft./5 ft.; SA —; SQ
improved evasion, low-light vision, granted abilities; AL any; SV
Fort +3, Ref +3, Will +2; Str 5, Dex 13, Con 12, Int 6, Wis 14, Cha 6.
Skills and Feats: Listen +6, Spot +6; Weapon Finesse.
Medium Viper Snake Familiar: CR —; Medium magical
beast; HD 2; hp 9 or 1/2 master’s; Init +3; Spd 20 ft., climb 20 ft.,
swim 20 ft.; AC 17, touch 13, flat-footed 14; Base Atk +1; Grp +0;
Atk +4 melee (1d4–1 plus poison, bite); Full Atk +4 melee (1d4–1
plus poison, bite); Space/Reach 5 ft./5 ft.; SA poison; SQ improved
evasion, scent, granted abilities; AL any; SV Fort +3, Ref +6, Will
+1; Str 8, Dex 17, Con 11, Int 6, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +5,
Spot +5, Swim +7; Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary
damage 1d6 Con.
Wolverine Familiar: CR —; Medium magical beast; HD 3; hp
25 or 1/2 master’s; Init +2; Spd 30 ft., burrow 10 ft., climb 10 ft.; AC
15, touch 12, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee
(1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws) and –1 melee
(1d6+1, bite); Space/Reach 5 ft./5 ft.; SA rage; SQ improved eva-
sion, low-light vision, scent, granted abilities; AL any; SV Fort +7,
Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 6, Wis 12, Cha 10.
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Tough-
ness, Track.
Rage (Ex): If it takes damage in combat, on the following round
a wolverine gains +4 to Str, +4 to Con, and –2 to AC. Unlike a
normal wolverine, this familiar can end its rage voluntarily as a
free action.
MOUNTS
Care, feeding, defense, and shelter for an animal you only ride to
and from adventures can become onerous. If a character spends
too much time on issues that concern his mount, the rest of the
party members may resent the time and energy spent dealing with
a horse. One solution to this conflict is hiring a small number of
mercenaries, perhaps only one, to act as grooms and guards for the
mounts while the characters explore the dungeon (see Table 4–1:
Prices for Hireling Services, page 105).
UNUSUAL MOUNTS
If the PCs undertake more wilderness adventures than dungeon
treks, mounts may be integral parts of the party, and you may face
requests for mounts other than horses. Druids and rangers may
attract animal companions big enough to act as mounts. Paladins
may desire something a bit tougher than their typical heavy war-
horse or warpony.
Suitable Mounts: You have the final decision on what is or is
not a suitable mount. At its most basic level, a mount should have
the following characteristics:
•Able and willing to carry its rider in a typical fashion. (A camel
is able and willing. A tiger might be capable but may not be
willing. A giant might be willing but not truly able.)
•At least one size category larger than the character. Also, a
flying mount can carry no more than a light load aloft.
•The mount’s Challenge Rating should be no more than 3 less
than the rider’s character level. If the mount can fly, its
Challenge Rating should be no more than 4 less than the rider’s
character level.
The accompanying tables (one for Medium riders, one for
Small riders) provide basic characteristics of creatures that can be
used as mounts.
If the unusual mount is for a paladin, it may gain special abilities at
a different rate than a warhorse or warpony. Furthermore, some
special mounts are available only to paladins of higher levels.
A paladin of 6th level or higher can use a celestial heavy
warhorse, dire wolf, hippogriff, Large monstrous spider, Large
shark, unicorn, celestial warpony, dire bat, dire badger, dire
weasel, or giant lizard as a mount.
At 7th level, the dire boar, dire wolverine, giant eagle, giant owl,
pegasus, rhinoceros, and sea cat become available.
At 8th level, a paladin can use a dire lion or a griffon as a mount.
See the table below to see when a paladin’s unusual mount
gains special abilities. If the mount’s natural Intelligence or natu-
ral armor is higher than the value given in the table, use the
mount’s natural Intelligence or natural armor (and see Intelligent
Mounts, below). If the mount normally has spell resistance, it
does not lose its spell resistance prior to the paladin’s reaching the
level at which all unusual mounts gain spell resistance, and the
mount continues using its natural spell resistance from that level
on if that value is higher.
CHAPTER 6:
CHARACTERS
The expressions in the left-hand column of the table refer to
the current level of the paladin in relation to the level at which a
particular kind of mount becomes available. For instance, the dire
boar becomes available as a mount when a paladin reaches 7th
level, so the information on the “Level to Level + 2” line applies to
such a mount when the paladin is 7th, 8th, or 9th level. When he
reaches 10th level, the information on the next line down applies.
Paladin Level Bonus Natural Str
by Mount Availability HD Armor Adj. Adj. Int
Level to Level + 2 +2 +4 +1 6
Level + 3 to Level +5 +4 +6 +2 7
Level + 6 to Level + 9 +6 +8 +3 8
Level + 10 or higher +8 +10 +4 9
Another example: A 15th-level halfling paladin has a giant
lizard mount. On the table of mounts for Small riders, you find
that the giant lizard becomes available at 6th level, so, for the pur-
pose of the table above, the paladin is at level + 9. Checking that
line on the table, you find that a 15th-level paladin’s giant lizard
mount has the following attributes: +6 HD, +8 natural armor, +2
Strength adjustment, and Int 8.
A paladin’s mount has other special abilities and attributes
beyond those mentioned on the table above; see The Paladin’s
Mount, page 45 of the Player’s Handbook, for details.
Training an Unusual Mount
The Player’s Handbook covers training animals under the Handle
Animal skill description (page 74 of the Player’s Handbook). It
mentions that magical beasts of Intelligence 1 or 2 may also be
trained using this skill. You can decide if the skill also applies to
other creatures of such intelligence.
In other cases, such as vermin, you need to make special provi-
sions if you allow the creatures to be used as mounts at all. You
may decide that goblins breed and train a special kind of mon-
strous spider capable of acting as a mount. You may create a magic
item that allows vermin to act as mounts while wearing it. Or you
may require that all vermin mounts be fiendish (your players may
shudder at the idea of celestial vermin).
INTELLIGENT MOUNTS
Mounts with Intelligence scores of 5 or higher are more like
NPCs than they are like traditional mounts. As a result, charac-
ters must use Diplomacy checks to negotiate what the mount
will and will not do (see Influencing NPC Attitudes, page 72 of
the Player’s Handbook). Once the character and mount reach an
agreement, they still must train together. Training time is as
given under the Handle Animal skill (page 74 of the Player’s
Handbook). Intelligent mounts may insist on special care, such as
a hireling devoted to that specific mount, special food, or even a
share of the party treasure.
LEADERSHIP AND MOUNTS
Canny characters may try using the Leadership feat to attract a
cohort that can serve as a mount. This feat cannot attract a mount
with an Intelligence of less than 4. If the character already has a
special mount, familiar, or animal companion, the character takes a
–2 penalty to his Leadership score. The table in the Special Cohorts
section (page 199) includes some cohorts that can also serve as
mounts; use these as a guideline if you want to add more examples.
ANIMAL COMPANIONS
Druids can begin play with animal companions, which are some-
thing like cohorts, and rangers can gain them during their careers.
Use the following rules of thumb to adjudicate situations that may
arise when characters have animal companions.
While the class descriptions in the Player’s Handbook list the ani-
mals available as companions, those lists assume the character
spends most of her time in the animals’ home territory and treats
them well. If she spends most of her time at sea, in cities, or other-
wise in places that the animals don’t like, her animals are likely to
desert. Remember, these creatures are loyal friends but not pets or
servants. They won’t remain loyal if being the character’s friend be-
comes too onerous.
The animal is still an animal. It’s not a magical beast, as a famil-
iar or a paladin’s mount is. While it may have learned some tricks,
it’s still no more intelligent than any other animal of its kind, and
it retains all its bestial instincts. Unlike intelligent followers or
CHAPTER 6:
CHARACTERS
Mount (Medium Rider) Str Fly? Carry
Camel 18 No 900 lb.
Warhorse, heavy 18 No 900 lb.
Warhorse, light 16 No 690 lb.
Celestial warhorse, heavy 18 No 900 lb.
Fiendish warhorse, light 16 No 690 lb.
Dire wolf 25 No 2,400 lb.
Hippogriff
1
18 100 ft. 300 lb.
(average)
18 No 900 lb.
Monstrous spider, Large 15 No 600 lb.
Shark, Large
2
17 No 520 lb.
Unicorn
3
20 No 1,200 lb.
Dire boar 27 No 3,120 lb.
Dire wolverine 22 No 1,560 lb.
Giant eagle 18 80 ft. 200 lb.
(average)
Giant owl 18 70 ft. 200 lb.
(average)
Pegasus
1
18 120 ft. 300 lb.
(average)
18 No 900 lb.
Rhinoceros 26 No 2,760 lb.
Sea cat
2
19 No 700 lb.
Dire lion 25 No 2,400 lb.
Griffon 18 80 ft. 200 lb.
(average)
Mount (Small Rider) Str Fly? Carry
Monstrous spider, Medium 11 — 115 lb.
Porpoise
2
11 — 115 lb.
Riding dog 15 — 300 lb.
Shark, Medium
2
13 — 150 lb.
Warpony 15 — 300 lb.
Fiendish riding dog 15 — 300 lb.
Celestial warpony 15 — 300 lb.
Dire bat 17 40 ft. 172 lb.
(good)
Dire badger 14 — 262 lb.
Dire weasel 14 — 262 lb.
Lizard, monitor 17 — 390 lb.
1 A creature capable of flying as well as ground-based movement
uses the carrying capacity on the first line of its entry if it is flying.
If it is not flying, the carrying capacity on the second line of its
entry applies.
2 Aquatic characters only.
3 Traditionally, unicorns only allow female human or female elf riders.
Str: The mount’s typical (minimum) Strength score, from the Monster
Manual. Creatures of greater size (Large, Huge, or Gargantuan)
have a higher Strength score and thus a greater carrying capacity.
Fly?: The mount’s fly speed, if it can fly.
Carry: The weight of the heaviest load the mount can carry—the light
load limit for a flying mount, or the maximum load (heavy load
limit) for a nonflyer.
cohorts, animals can’t follow complex instructions, such as “Attack
the gnoll with the wand.” A character can give a simple verbal
command, such as “Attack” or “Come,” as a free action, provided
such a command is among the tricks the animal has learned. A
more complex instruction, such as telling an animal to attack and
pointing out a specific target, is a standard action. Animals are ill-
equipped to handle unusual situations, such as combats with
invisible opponents, and they typically hesitate to attack weird
and unnatural creatures, such as beholders and oozes.
Left to its own judgment, an animal follows a character and
attacks creatures that attack her (or that attack the animal itself).
To do more than that, it needs to learn tricks as described under
the Handle Animal skill, page 74 of the Player’s Handbook.
EPIC CHARACTERS
Regardless of the method used to attain 21st level, once a charac-
ter reaches that point he or she is considered an epic character.
Epic characters—those characters whose character level is 21st
or higher—are handled slightly differently than nonepic charac-
ters. While they continue to gain most of the customary benefits
of gaining levels, some benefits are replaced by alternative gains.
Despite the twenty-level limit indicated in the Player’s Hand-
book, you can advance a class level beyond 20th by using the rules
in this book. You can also advance the class level of a ten-level
prestige class beyond 10th level, but only if the character level of
the advancing character is already 20th or higher. You cannot
advance the class level of a class with fewer than ten levels beyond
the maximum described for that class, regardless of the character
level of the advancing character.
Epic Save Bonus: A character’s base save bonus does not in-
crease after his character level reaches 20th. However, he does
receive a cumulative +1 epic bonus on all saving throws every
even-numbered level after 20th, as shown on Table 6–18: Epic
Save and Epic Attack Bonuses. In other words, an epic character
has a +1 epic bonus on all saving throws at 22nd level, a +2 epic
bonus on all saving throws at 24th level, and so on.
Epic Attack Bonus: Similarly, a character’s base attack bonus
does not increase after his character level reaches 20th. However,
he does receive a cumulative +1 epic bonus on all attack rolls every
odd-numbered level after 20th, as shown on Table 6–18: Epic Save
and Epic Attack Bonuses.
Experience Points: This column on Table 6–19: Epic Experi-
ence and Level-Dependent Benefits shows the experience point
total needed to achieve a given character level. For multiclass
characters, experience points determine overall character level,
not individual class levels.
Though Table 6–19 only shows experience point totals through
30th level, you can calculate the experience points needed to
reach 31st level and higher. Simply add a character’s current level
times 1,000 XP to the experience points required to attain the
character’s current level. For instance, reaching 31st level would
require 30 ×1,000 XP (or 30,000 XP), + 435,000 XP, for a total of
465,000 XP.
Class Skill Max Ranks: The maximum number of skill ranks a
character can have in a class skill is equal to his or her character
level +3.
Cross-Class Skill Max Ranks: For cross-class skills, the maxi-
mum ranks are one-half the maximum for a class skill.
Feats: Every character gains one feat at every level divisible by
three (21st, 24th, 27th, and so on). Note that these feats are in addi-
tion to any bonus feats granted in the class descriptions later in
this chapter.
Ability Increases: Upon attaining any level divisible by four
(20th, 24th, 28th, and so on), a character increases one of his or her
ability scores by 1 point. The player chooses which ability score to
improve.
For multiclass characters, feats and ability increases are gained
according to overall character level, not class level. Thus, a 13th-
level wizard/11th-level fighter is a 24th-level character overall and
eligible for both a feat and an ability score increase.
EPIC CLASS FEATURES
Because the Player’s Handbook contains information on advance-
ment only up to 20th level in any given class, this book expands
each class’s progression of class features beyond 20th level.
Many, but not all, class features continue to accumulate after
20th level. The following guidelines describe how the epic class
progressions in this section work.
•As noted earlier, class-related base save bonuses and base attack
bonus don’t increase after 20th level. Thus, these class tables have
no columns for base save bonuses or base attack bonus. Instead,
use Table 6–18: Epic Save and Epic Attack Bonuses to determine
the character’s epic bonus on saving throws and attacks.
•A character continues to gain Hit Dice and skill points as
normal beyond 20th level.
•Generally speaking, any class feature that uses the character’s
class level as part of a mathematical formula, such as a paladin’s
lay on hands ability, the DC to resist a monk’s stunning fist
attack, or a bard’s bardic knowledge check, continues to
increase using the character’s class level in the formula. A 22nd-
level paladin with a Charisma of 20 can lay on hands for (22 ×
5) 110 hit points per day. The DC to resist a 24th-level monk’s
stunning attack would be 10 + 12 (1/2 the monk’s level) + the
monk’s Wis modifier. A 30th-level bard would add his Int modi-
fier + 30 to bardic knowledge checks.
•Any prestige class feature that calculates a save DC using the
class level (such as the assassin’s death attack) should add only
half the character’s class levels above 10th. Thus, a 24th-level
assassin’s death attack would have a save DC of 27 +
CHAPTER 6:
CHARACTERS
Table 6–18: Epic Save and Epic Attack Bonuses
Epic Epic
Character Save Base Attack
Level Bonus Bonus
21st +0 +1
22nd +1 +1
23rd +1 +2
24th +2 +2
25th +2 +3
26th +3 +3
27th +3 +4
28th +4 +4
29th +4 +5
30th +5 +5
Table 6–19:
Epic Experience and Level-Dependent Benefits
Class Cross-Class
Character Skill Max Skill Max Ability Score
Level XP Ranks Ranks Feats Increases
21st 210,000 24 12 8th —
22nd 231,000 25 12-1/2 — —
23rd 253,000 26 13 — —
24th 276,000 27 13-1/2 9th 6th
25th 300,000 28 14 — —
26th 325,000 29 14-1/2 — —
27th 351,000 30 15 10th —
28th 378,000 31 15-1/2 — 7th
29th 406,000 32 16 — —
30th 435,000 33 16-1/2 11th —
+1 +1,000 XP +1 +1/2 +1 per 3 +1 per 4
×current level
Intelligence modifier (10 + class level up to 10th + 1/2 class
levels above 10th).
•For spellcasters, caster level continues to increase after 20th
level. Thus, a 23rd-level wizard casts as a 23rd-level character,
while a 24th-level paladin’s caster level is 12th (one-half her
class level). However, a character’s spells per day don’t increase
after 20th level.
•The powers of familiars, special mounts, and fiendish servants
continue to increase as their masters gain levels, if they’re based
on a formula that includes the caster’s level.
•Any class features that increase or accumulate as part of a
repeated pattern (such as a rogue’s sneak attack or the number
of times per day a barbarian can rage) also continue to increase
or accumulate after 20th level at the same rate. A 27th-level
rogue adds +14d6 damage to her sneak attacks. A 32nd-level
barbarian can rage nine times per day. An exception to this rule
is any bonus feat progression granted as a class feature. If a
character gets bonus feats as part of a class feature (such as the
feats gained by fighters and wizards), these do not increase with
epic levels. Instead, these classes get a new bonus feat progres-
sion (described in each class summary below).
•In addition to the class features retained from lower levels, each
class gains a bonus feat every two, three, four, or five levels after
20th. This benefit augments each class’s progression of class
features, because not all classes otherwise improve class
features after 20th level. These bonus feats are in addition to the
feat that every character gets every three levels (as per Table
3–2: Experience and Level-Dependent Benefits, page 22 of the
Player’s Handbook).
•A character doesn’t gain any new class features beyond 20th
level. Class features with a progression that slows or stops
before 20th level (such as the monk’s unarmed damage) and
features that have a limited list of options (such as the rogue’s
special abilities) do not improve as a character attains epic level.
Likewise, class features that are gained only at a single level
(such as a barbarian’s fast movement) do not improve.
Adding a Second Class
When an epic character with levels in only one class attains a new
level, she may choose to increase the level of her current class or
pick up a new class at 1st level. The standard rules for multiclass-
ing in the Player’s Handbook (page 59) still apply, but epic characters
must keep in mind the rules for epic advancement.
An epic character gains the class skills, weapon proficiency,
armor proficiency, spells, and other class features of the new
class, as well as a Hit Die of the appropriate size. In addition, the
character gets the usual skill points from the new class. Just as
with standard multiclassing, adding the second class does not
confer some of the benefits for a 1st-level character, including
maximum hit points from the first Hit Die, quadruple the per-
level skill points, starting equipment, starting gold, or an animal
companion.
An epic character does not gain the base attack bonuses and base
save bonuses normally gained when adding a second class. Instead,
the character uses the epic attack bonus and epic save bonus pro-
gression shown on Table 6–18: Epic Save and Epic Attack Bonus.
EPIC BARBARIAN
An epic barbarian is a terror to behold. The very incarnation of
rage, this furious warrior can cut his opponents to ribbons with
awe-inspiring ease.
Hit Die: d12.
Skill Points at Each Additional Level: 4 + Int modifier.
Barbarian Rage: The epic barbarian gains one use of rage per
day every four levels higher than 20th (7/day at 24th, 8/day at
28th, and so on).
Trap Sense (Ex): The epic barbarian’s bonus increases by +1
every three levels higher than 18th (+7 at 21st, +8 at 24th, and so on).
Damage Reduction (Ex): The epic barbarian’s damage reduc-
tion increases by 1 point every three levels higher than 19th (6/–
at 22nd, 7/– at 25th, and so on).
Bonus Feats: The epic barbarian gains a bonus feat every four
levels higher than 20th (24th, 28th, and so on).
EPIC BARD
An epic bard’s music can move even the cruelest, most soulless
creature, or inspire his allies to the heights of power and bravery.
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Spells: The bard’s caster level is equal to his class level. The
bard’s number of spells per day does not increase after 20th level.
The bard does not learn additional spells.
Bardic Music: The bard gains no new bardic music effects
from his Perform ranks.
Bardic Knowledge: Add the bard’s class level + Intelligence
modifier to all bardic knowledge checks, as normal.
CHAPTER 6:
CHARACTERS
BEHIND THE CURTAIN:
A LIMIT TO ATTACKS AND SAVES
Why don’t base attack bonus and base save bonus increase after 20th
level? Ultimately, these are game play issues.
If base attack bonuses continued to increase, every character would
eventually have so many attacks per round that the game would slow to
a crawl. What’s worse, only the first few attacks would be significant,
because the dropoff in attack bonuses means that later attacks have
almost no chance to hit. For this reason, the rules establish a cap on a
character’s base attack bonus, because the base attack bonus deter-
mines the number of attacks per round a character can make. After 20th
level, your base attack bonus never improves. You gain epic bonuses
and other bonuses on your attack roll, but these don’t ever increase
your base attack bonus and thus never grant you additional attacks.
This limit doesn’t apply to the base attack bonus derived strictly
from a monster’s Hit Dice. For instance, a titan with 21 HD using the
advancement rules in the Monster Manual has a base attack bonus of
+21. Thus, another cap exists: A high base attack bonus never grants a
creature more than four attacks with any given weapon using the full
attack option. Other effects (such as weapons with the speed special
ability, certain feats, and class abilities such as the monk’s special
unarmed attack progression) may grant additional actions or attacks
that exceed this limit. But regardless of how high a creature’s base
attack bonus gets, it can never make more than four attacks with that
weapon using a full attack action.
The limit to the base saving throw bonuses is also a game play issue.
Saving throw bonuses up to 20th level progress at different rates
(“good” vs. “poor” saves; see Table 3–1 on page 22 of the Player’s
Handbook). If that progression were allowed to continue, the difference
between a character’s base save bonuses will eventually grow so great
that two different situations with the same save DC would present two
threats of wildly differing magnitude. The difference between the good
and poor saving throw bonuses for a 60th-level character, for example,
would be 12 points (+32 versus +20). Add in the bonuses from high abil-
ity scores and magic items that a character probably has, and you can
expect the gap to widen further. This leads to situations where a charac-
ter might succeed on a given Fortitude save with a result of 2 or higher,
but might require a 20 to succeed on a Reflex save with the same DC. For
this reason, base save bonuses don’t increase after 20th level, although
the epic save bonus increases at a fixed rate for all epic characters.
pqqqqrs
pqqqqrs
Bonus Feats: The epic bard gains a bonus feat every three
levels higher than 20th (23rd, 26th, and so on).
Inspire Courage (Su): The epic bard’s bonus when this ability
is used increases by +1 every six levels higher than 20th (26th,
32nd, and so on).
EPIC CLERIC
In a typical world, the epic cleric stands as one of his deity’s most
elite servants. In an adventuring party, he must also stand as the
solid center of the group, providing power and assistance to his
companions.
Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The cleric’s caster level is equal to his class level. The
cleric’s number of spells per day does not increase after 20th level.
Turn or Rebuke Undead: Use the cleric’s class level to deter-
mine the most powerful undead affected by a turn or rebuke
check and the turning damage, just as normal.
Bonus Feats: The epic cleric gains a bonus feat every three
levels higher than 20th (23rd, 26th, and so on).
EPIC DRUID
The epic druid is a mighty symbol of the power of the natural
world, able to focus the primal forces of the elements to do her
bidding.
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
Spells: The druid’s caster level is equal to her class level. The
druid’s number of spells per day does not increase after 20th level.
Animal Companion: The druid may have a maximum
number of animal companions equal to twice her class level, as
normal.
Wild Shape (Su): The druid can use this ability to take the
form of an animal one additional time per day every four levels
higher than 18th (7/day at 22nd, 8/day at 26th, and so on). The
druid’s ability to wild shape into an elemental does not improve.
Bonus Feats: The epic druid gains a bonus feat every four
levels higher than 20th.
EPIC FIGHTER
The epic fighter is a combat machine, a master of more battle
maneuvers than any other character in the game. More than a
mere sword-swinger, the epic fighter knows how to best his oppo-
nents in any arena.
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Bonus Feats: The epic fighter gains a bonus feat every two
levels higher than 20th (22nd, 24th, 26th, and so on).
EPIC MONK
The epic monk has achieved an inner tranquility that lesser char-
acters can’t even dream of. Her speed, power, grace, and force of
will are unmatched by mortal beings.
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
AC Bonus (Ex): The monk’s bonus to Armor Class when unar-
mored increases by +1 every five levels higher than 20th (+5 at
25th, +6 at 30th, and so on).
Unarmed Strike: The damage for a monk’s unarmed strike
does not increase after 16th level.
Stunning Attack: Use the monk’s class level when determin-
ing the DC to resist this attack, as normal.
Unarmored Speed Bonus: The epic monk’s speed when wear-
ing no armor increases by 10 feet every three levels higher than
18th (+70 ft. at 21st, +80 ft. at 24th, and so on).
Ki Strike (Su): The monk’s ki strike ability does not automati-
cally increase with class level after 16th level.
Wholeness of Body (Su): The epic monk can cure up to twice
her class level in hit points each day, as normal.
Abundant Step (Su): Use the monk’s class level when deter-
mining the effective caster level of this ability, as normal.
Diamond Soul (Ex): The epic monk’s spell resistance is equal
to her class level +10, as normal.
Quivering Palm (Su): Use the monk’s class level when deter-
mining the DC to resist this attack, as normal.
Empty Body (Su): Use the monk’s class level when determin-
ing the duration of this effect, as normal.
Bonus Feats: The epic monk gains a bonus feat every five
levels higher than 20th (25th, 30th, and so on).
EPIC PALADIN
The epic paladin stands at the forefront of the battle against chaos
and evil in the world, shining as a beacon of hope to all who fight
the good fight.
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Lay on Hands (Su): Each day the epic paladin can cure a total
number of hit points equal to her Charisma bonus (if any) times
her class level, as normal.
Smite Evil (Su):The epic paladin adds her class level to damage
with any smite evil attack, as normal. She can smite one additional
time per day for every five levels higher than 20th (6/day at 25th,
7/day at 30th,and so on)
Turn Undead (Su): The paladin turns undead as a cleric of two
levels lower, as normal.
Spells: The paladin’s caster level is equal to one-half her class
level, as normal. The paladin’s number of spells per day does not
increase after 20th level.
Special Mount: The epic paladin’s special mount continues to
increase in power. Every five levels higher than 20th (25th, 30th,
35th, and so on), the special mount gains +2 bonus Hit Dice, its
natural armor increases by +2, its Strength adjustment increases
by +1, and its Intelligence increases by +1. The mount’s spell resist-
ance equals the paladin’s class level + 5.
Remove Disease (Sp): The epic paladin can use remove disease one
additional time per week for every three levels higher than 18th
(7/week at 21st, 8/week at 24th, and so on).
Bonus Feats: The epic paladin gains a bonus feat every three
levels higher than 20th (23rd, 26th, 29th, and so on).
EPIC RANGER
Whether cunning protector of the wild or cold-blooded hunter of
the weak, the epic ranger is one with the wilderness, moving with
deadly grace and keen mind through the natural world.
Hit Die: d8.
Skill Points at Each Additional Level: 6 + Int modifier.
Spells: The ranger’s caster level is equal to one-half his class
level, as normal. The ranger’s number of spells per day does not
increase after 20th level.
Favored Enemy (Ex): The epic ranger gains one additional
favored enemy, and his bonuses against one category of favored
enemies go up by +2, every five levels higher than 20th (6th
enemy at 25th, 7th enemy at 30th, and so on).
Bonus Feats: The epic ranger gains a bonus feat every three
levels higher than 20th (23rd, 26th, and so on).
EPIC ROGUE
The epic rogue is a trickster and a thief, a trap-detector and a
tale-spinner. Her skills are legendary and her tales of derring-do
even more so. If you listen to the stories, there’s nothing she
can’t do.
Hit Die: d6.
Skill Points at Each Additional Level: 8 + Int modifier.
Sneak Attack: The epic rogue’s sneak attack damage increases
CHAPTER 6:
CHARACTERS
by +1d6 at every odd-numbered level (+11d6 at 21st, +12d6 at 23rd,
and so on).
Special Abilities: The rogue does not gain additional rogue
special abilities after 19th level, but can choose a rogue special
ability from the Player’s Handbook (crippling strike, defensive roll,
improved evasion, opportunist, skill mastery, and slippery mind)
instead of a bonus feat.
Bonus Feats: The epic rogue gains a bonus feat every four
levels higher than 20th (24th, 28th, and so on).
EPIC SORCERER
The epic sorcerer has grown his natural arcane ability to mythi-
cal proportions, but the need for ever-greater power never
abates.
Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The sorcerer’s caster level is equal to his class level. The
sorcerer’s number of spells per day does not increase after 20th
level. The sorcerer does not learn additional spells.
Familiar: The epic sorcerer’s familiar continues to increase in
power. Every two levels higher than 20th (22nd, 24th, and so on)
the familiar’s natural armor bonus and Intelligence each increase
by +1. The familiar’s spell resistance is equal to the master’s level +
5. At 21st level and again every ten levels higher than 21st, the
familiar gains the benefit of the Familiar Spell epic feat for a spell
of its master’s choice.
Bonus Feats: The epic sorcerer gains a bonus feat every three
levels higher than 20th (23rd, 26th, and so on).
EPIC WIZARD
To the epic wizard, knowledge is power, and the quest for knowl-
edge is never-ending. The secrets of greater magic and the cre-
ation of artifacts tempt the epic wizard, who pursues these secrets
across the planes.
Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The wizard’s caster level is equal to her class level. The
wizard’s number of spells per day does not increase after 20th
level. Each time the wizard attains a new level, she learns two
new spells of any level or levels that she can cast (according to
her new level).
Familiar: The epic wizard’s familiar continues to increase in
power. Every two levels higher than 20th (22nd, 24th, and so on)
the familiar’s natural armor bonus and Intelligence each increase
by +1. The familiar’s spell resistance is equal to the master’s level +
5. At 21st level and again every ten levels higher than 21st, the
familiar gains the benefit of the Familiar Spell epic feat for a spell
of its master’s choice.
Bonus Feats: The epic wizard gains a bonus feat every three
levels higher than 20th (23rd, 26th, and so on).
CREATING CHARACTERS ABOVE 20TH LEVEL
If you want to create (or allow players to create) characters above
20th level, use the table below to assign a value for such a charac-
ter’s starting gear.
Character Level Wealth Character Level Wealth
21st 975,000 gp 31st 4,900,000 gp
22nd 1,200,000 gp 32nd 5,600,000 gp
23rd 1,500,000 gp 33rd 6,300,000 gp
24th 1,800,000 gp 34th 7,000,000 gp
25th 2,100,000 gp 35th 7,900,000 gp
26th 2,500,000 gp 36th 8,800,000 gp
27th 2,900,000 gp 37th 9,900,000 gp
28th 3,300,000 gp 38th 11,000,000 gp
29th 3,800,000 gp 39th 12,300,000 gp
30th 4,300,000 gp 40th 13,600,000 gp
Limiting Magic Items: Just as when you create (or allow
players to create) characters above 1st level (see page 199), you
might wish to rule that a character above 20th level has a limited
selection of magic items to choose from, or that he can only
spend a certain fraction of his starting wealth on any single piece
of equipment.
For instance, you might decide that a newly created character
can select any single item that represents no more than 25% of
that character’s starting wealth, and no more than three addi-
tional items each of which is worth more than 10% of his starting
wealth. Thus, a newly created 22nd-level character, with a whop-
ping 1,200,000 gp to spend, could have any single item worth no
more than 400,000 gp and could have as many as three additional
items each of which is worth no more than 120,000 gp.
MONSTERS AS EPIC CHARACTERS
The epic rules in this section also work for monsters with char-
acter levels, using the creature’s effective character level (ECL)
instead of just its class levels. For example, a bugbear (3 Hit Dice
and +2 level adjustment) that is also a 14th-level fighter/3rd-
level blackguard is ECL 22 and thus gains an epic attack and
save bonus.
The Monster Manual has level adjustments for many monsters
appropriate for use as characters. Use these modifiers to estimate
appropriate modifiers for other nonstandard PC races that you
might choose to include.
EPIC FEATS
The following feats are available only to epic characters. When-
ever an epic character gains a new feat, it can be from among the
ones in the Player’s Handbook or one of the feats described below.
Familiar Spell [Epic]
Your familiar can cast a spell.
Prerequisite: Int 25 (if your spellcasting is controlled by Intel-
ligence) or Cha 25 (if your spellcasting is controlled by Charisma).
Benefit: Choose one spell you know of 8th level or lower, such
as chain lightning or circle of death. Your familiar can now cast this
spell once per day as a spell-like ability as a caster of a level equal to
your caster level. You cannot bestow a spell upon your familiar if
the spell normally has a material component cost of more than 1
gp, or any XP cost.
Special: You can gain this feat multiple times. Each time you
take the feat, you can give your familiar a new spell-like ability, or
another daily use of the same spell-like ability.
Great Smiting [Epic]
Your smite attacks are much more powerful than normal.
Prerequisites: Cha 25, smite ability (from class feature or
domain granted power).
Benefit: Whenever you make a successful smite attack, add
twice the appropriate level to damage (rather than just your level).
Special: You may select this feat multiple times. Its effects stack.
(Remember that two doublings equals a tripling, and so forth.)
Improved Elemental Wild Shape [Epic]
You can take the form of a larger variety of elementals than normal.
Prerequisites: Wis 25, ability to wild shape into an elemental.
Benefit: Your ability to wild shape into an elemental is
expanded to include all elemental creatures (not just air, earth,
fire, and water elementals) of any size that you can take when wild
shaping into an animal. For instance, if you are normally capable
of taking the shape of an animal of Huge size, you can now wild
shape into a Huge elemental creature. You gain all extraordinary
and supernatural abilities of the elemental whose form you take.
Normal: Without this feat, you may only take the shape of a
Small, Medium, or Large air, earth, fire, or water elemental.
CHAPTER 6:
CHARACTERS
Improved Favored Enemy [Epic]
Prerequisites: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive,
Spot, and Survival checks and damage rolls against all your
favored enemies.
Special: This feat may be taken multiple times. Its effects stack.
Improved Metamagic [Epic]
You can cast spells using metamagic feats more easily than normal.
Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot you must use to cast a metamagic spell is
one level lower than normal (to a minimum of one level higher than
normal). For instance, you could cast a quickened spell as a spell of
three levels higher than normal rather than four levels higher.
This feat has no effect on a metamagic feat that requires a spell
slot one level higher than normal or does not require a higher-
level slot.
Special: You can gain this feat multiple times. The effects stack,
though you can’t lower the level of any metamagic spell’s slot to
less than one level higher than normal.
Improved Sneak Attack [Epic]
Your sneak attacks are more deadly than normal.
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack.
Improved Spell Capacity [Epic]
You can prepare spells that exceed the normal limits of spell-
casting.
Prerequisite: Ability to cast spells of the normal maximum
spell level in at least one spellcasting class.
Benefit: When you select this feat, you gain one spell slot per
day of any level up to one level higher than the highest level spell
you can already cast in a particular class. For example, if a 21st-
level wizard selected this feat, she would gain one wizard spell slot
of any level up to 10th. The character must have the requisite abil-
ity score (10 + spell level) in order to cast a spell stored in such a
slot. If the character has a high enough ability modifier to gain
one or more bonus spells for this spell level, she also gains those
bonus spells for this spell level.
This feat can’t grant spellcasting ability to a class that doesn’t
have spellcasting ability. A character must use the spell slot in a
class of which she can already cast the maximum normal spell
level. (For instance, a 5th-level ranger/22nd-level sorcerer
couldn’t add a ranger spell slot, because she can’t cast the maxi-
mum normal spell level for ranger. She must add the spell slot to
her sorcerer spells.)
Special: You can gain this feat multiple times.
Improved Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike,
Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
This feat may be taken multiple times. Its effects stack.
Lasting Inspiration [Epic]
Your songs continue to inspire allies long after your words have
faded.
Prerequisite: Perform (any one) 25 ranks, bardic music class
feature.
Benefit: The effects of your bardic music inspiration abilities
last for ten times as long as normal after you stop singing. This has
no effect on inspiration abilities that have no duration after you
stop singing (such as inspire competence).
Overwhelming Critical [Epic]
Choose one type of melee weapon, such as longsword or greataxe.
With that weapon, you do more damage on a critical hit.
Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical
(weapon to be chosen), Power Attack, Weapon Focus (weapon to
be chosen).
Benefit: When using the weapon you have selected, you deal
an extra 1d6 points of damage on a successful critical hit. If the
weapon’s critical multiplier is ×3, add an extra 2d6 points of
damage instead, and if the multiplier is 4, add an extra 3d6 points
of damage instead. (Creatures immune to critical hits can’t be
affected by this feat.)
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
Planar Turning [Epic]
You can turn or rebuke outsiders.
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke
undead.
Benefit: You can turn or rebuke outsiders as if they were
undead. An outsider has effective turn resistance equal to half its
spell resistance (round down).
If you can turn undead, you turn (or destroy) all evil outsiders
and rebuke (or command) all nonevil outsiders. If you can rebuke
undead, you rebuke (or command) all evil outsiders and rebuke
(or command) all nonevil outsiders.
Spell Knowledge [Epic]
You add two additional arcane spells to your repertoire.
Prerequisites: Ability to cast spells of the maximum normal
spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up to the
maximum level you can cast. This feat does not grant any addi-
tional spell slots.
Special: You can gain this feat multiple times.
Terrifying Rage [Epic]
While in a rage, you panic your opponents.
Prerequisites: Intimidate 25 ranks, rage 5/day.
Benefit: While you are raging, any enemy that views you must
make a Will save opposed by your Intimidate check or become
panicked (if it has HD less than your character level) or shaken (if
it has HD equal to or up to twice your character level) for 4d6
rounds. An enemy with Hit Dice greater than twice your character
level is not affected by this feat.
CHAPTER 6:
CHARACTERS
BEHIND THE CURTAIN:
BUILDING AN EPIC PROGRESSION
The classes of the D&D game are balanced at levels 1st through 20th, but
simply continuing the power escalation of each class beyond 20th level
would eventually imbalance the game system. That’s because not all class
features continue to improve or accumulate after 20th level. For example,
many of the monk’s special abilities are gained only at a certain level and
never improve after that point.
That’s why every class gets a bonus feat progression in addition to
some class features that do accumulate or improve. For some classes,
such as the fighter, this bonus feat progression is essentially the only
class feature available at epic levels, so it is very rapid (one feat every
other level). For other classes, such as the monk or rogue, this feat
progression is only part of the class’s benefits, so it is much slower
(one feat every four levels).
pqqqqrs
pqqqqrs
agic items are the hallmarks of a legendary campaign.
They are gleaned from the hoards of conquered mon-
sters, taken from fallen foes, and sometimes crafted
by the characters themselves. The most valuable and
coveted of all the sorts of treasure that an adventurer
could hope to find, magic items grant abilities to a character that
he could never have otherwise, or complement his existing capa-
bilities in wondrous ways. Some magic items even have intelli-
gence and are almost NPCs in their own right.
Magic items are divided into categories: armor, weapons, po-
tions, rings, rods, scrolls, staffs, wands, and wondrous items. In
addition, some magic items are cursed or intelligent. Finally, a
few magic items are of such rarity and power that they are con-
sidered to belong to a category of their own: artifacts. Artifacts are
classified in turn as minor (extremely rare but not one-of-a-kind
items) or major (each one unique and extremely potent).
Armor and Shields: Magic armor (including shields) offers
improved, magical protection to the wearer. Some of these items
confer abilities beyond a benefit to Armor Class. For instance, a
character wearing a +2 breastplate of etherealness is not only pro-
tected by this magically enhanced armor (+2 enhancement bonus
to AC) but can transform her body into an ethereal form.
Weapons: Magic weapons are created with a variety of combat
powers and almost always improve the attack and damage rolls of
the wielder as well. For example, a +3 frost dwarven waraxe adds +3
to attack rolls and damage rolls, and also deals an additional 1d6
points of cold damage.
Potions: A potion is an elixir concocted with a spell-like effect
that affects only the drinker. For example, a potion of gaseous form is
a purplish, oily liquid in a frosted glass vial. It allows a character to
dissolve into a wispy mist and float through cracks.
Rings: A ring is a circular metal band worn on the finger
(no more than two rings per wearer) that has a spell-like
power (often a constant effect that affects the wearer). A
ring of three wishes has three rubies, each of which holds the
power needed to grant the wearer a single wish, while a
ring of invisibility can render its wearer invisible an unlim-
ited number of times.
Rods: A rod is a scepterlike item with a special power
unlike that of any known spell. The rod of lordly might, for
example, can transform into various weapons at the
push of a button, as well as become a ladder, a battering
ram, and more.
Scrolls: A scroll is a spell magically inscribed onto
paper or parchment so that it can be used later. A scroll
of searing light allows a cleric to cast searing light once,
as though she had prepared the spell herself, except
that any level-based effects—such as range and
damage—are based on the level of the scroll’s creator,
not the user’s caster level.
Staffs: A staff has a number of different (but
often related) spell effects. For example, a staff of
illumination is a long shaft of silver, emblazoned
with sunbursts. It has the ability to produce light
in a variety of forms ranging from a mild dancing
lights effect to the strong, bright light of a sunburst
spell. A newly created staff has 50 charges, and
each use of the staff depletes one or more of those
charges.
Wands: A wand is a short stick imbued with the
power to cast a specific spell. A wand of magic mis-
sile is a useful weapon for a wizard or sorcerer. A
Illus. by A. Swekel
newly created wand has 50 charges, and each use of the wand
depletes one of those charges.
Wondrous Items: These objects include magic jewelry, tools,
books, clothing, and much more. They range from innocuous
items such as a hat of disguise, which allows the wearer to take on
the appearance of others, to the monstrous apparatus of Kwalish, a
metallic, crablike construction that characters can ride within and
control.
HANDLING MAGIC ITEMS
You should keep all the following information in mind when deal-
ing with magic items.
PLACEMENT AS TREASURE
Including magic items as part of a treasure is a vital task of the
DM. It’s also a delicately difficult one. It can be tempting to hand
out powerful or particularly interesting items too soon or too
often. (A smaller number of DMs make the opposite mistake,
being too stingy and handing out too few magic items.) A single
overpowering item can ruin a whole campaign—but if the PCs
don’t get enough magic items, they won’t be powerful enough to
deal with the challenges that have been balanced for characters of
their level. The treasure tables (pages 52–53) were designed to
help in this regard (see Random Magic Items, page 216). Occa-
sionally, however, you’ll want to give your players items you have
hand-picked as especially suitable for their characters. Feel free to
do this more and more as you gain experience as a DM and—
most important—as you become familiar with what the items
can and can’t do.
Remember that magic items can and probably will be used by
the NPCs who own them. If an orc chief has a +2 longsword in his
treasure hoard, most likely he’ll use it in that final battle with the
PCs’ champion. Creatures such as a medusa or a lammasu might
be able to use certain items, such as a necklace of adaptation, and
even a dragon can drink a potion.
APPEARANCE
Most magic items come into the campaign as treasure found by
the PCs. When they find a new item, you have to describe it to
them. Describing magic items to the players verbally requires a
little forethought on your part. You don’t want to say “You see a +2
short sword and a wand of web on the table.” That gives away too
much information. Presumably, a character can’t tell what bonus a
magic weapon has by looking at it, and can’t know a wand’s spell by
its appearance. Even if he or she could identify an item in this way,
that should be because the ability to do so is something that you
have consciously decided to incorporate into your game.
You have three approaches to choose from when describing
magic items.
Magic Items Appear Mundane: Magic items don’t look like
anything special. Only detect magic or a suspicious, curious, or lucky
player (see Trial and Error, below) allows a PC to discover that the
stick he’s been using as a backscratcher is really a staff of the magi.
The benefit to this approach is that characters are always curiously
examining everything. The drawback is that the characters are
always curiously examining everything, taking a great deal of time
away from the action. You also run the risk of making magic seem
dull because magic items are nothing special to look at.
Magic Items Appear Distinctive: Magic items glow, pulse
with power, and are covered in runes, gems, and ornate workman-
ship. In this flashy sort of campaign, appearance usually has a
direct relationship to the power of the item. Magic swords glow,
and particularly powerful magic swords (encrusted with gems or
carved entirely from a single pure gemstone) glow particularly
bright. The item’s appearance also may be a clue to its powers. A
wand of burning hands could be carved from cedar or redwood with
a fiery pattern etched into its surface in gold leaf. Boots of speed
might be stitched with the image of a runner on their sides. The
benefit of this approach is that magic items always seem grand and
marvelous. The drawback is that they also become obvious, to the
point of being ostentatious.
Magic Items Vary in Appearance: Magic items vary greatly in
appearance, from unremarkable to exotic-looking. (This is the
default method. Magic items described in this chapter were han-
dled in this way.) Sometimes great power lies hidden within
modest housing. Other times, items indicate their function or
level of power in obvious ways. This case-by-case approach has the
benefits and drawbacks of both methods above and allows you to
focus your level of detail where and when you want to.
IDENTIFYING ITEMS
When PCs find magic items as treasure, they’re going to need to
figure out what to do. The following methods are available to iden-
tify magic items.
Trial and Error: This is often the first approach that a group of
PCs tries once they believe they’ve found a magic item. It’s a fun
part of any game. Without access to spells that tell what an item
does, PCs are free to experiment. This usually entails a PC attempt-
ing to use the item. “I put the ring on and jump up and down, flap-
ping my arms,” a player might say. If the item happens to be a ring
of jumping, then the experiment (and the good guesswork) should
be rewarded. Or, the character might put the same ring on and ask
if she feels anything. In this case, a DM might say, “You feel light-
headed and your stomach lurches upward,” or even “You feel par-
ticularly light on your feet.” With items that are normally com-
pletely consumed, allow for minor experimentation. A sip of a
potion, for example, might be enough to give a character a tin-
gling sensation and some clue to its function.
Close study of an item might provide some information. A
command word could be etched in tiny letters on the inside of a
ring, or a feathered design might hint that it allows one to fly. In
such a case, a DC 15 (or maybe 20) Search check should reveal
the clue.
You might also permit a character to attempt a DC 30 Spellcraft
check or Knowledge (arcana) check to determine if she can attune
herself with the item’s power or if she remembers reading of it
once in her studies. The PCs may want to consult bards, sages, or
high-level spellcasters who might be able to identify items either
through their own spell use, prior knowledge and experience, or
research. They might know some details or rumors about an item’s
history as well. Such consultants always want something in return
for the information, of course.
Spells: Obviously, the easiest way for characters to discern
whether an object is magical is to use detect magic. That spell can
also be used to find out a little about an item. When focused on
an item, it can determine the school of the spell or spells embed-
ded within it, as well as the strength of the aura the item gives off
(based on the caster level). When a character uses detect magic on
a magic item, the information you provide often serves as a clue
to a smart player for identifying the item. Because of this, always
be clear about the school of the spell and the caster level. (See the
detect magic spell description on page 219 of the Player’s Handbook
for exact details.)
The identify and analyze dweomer spells provide much more
information. See their descriptions in the Player’s Handbook.
DM Explanation: Eventually, you might just break down and
tell the players what an item is. That’s okay, particularly when the
item provides a bonus on actions the PC is already taking. The
player of a character using a +2 short sword, for example, eventually
notices the amount that the sword is helping him and can thereby
determine its bonus. Use this option if it becomes a pain for you to
keep mentally adding +2 to all the character’s attack and damage
rolls with that unidentified (to him) item.
CHAPTER 7:
MAGIC ITEMS
Magic Items and
Detect Magic
When detect magic identifies a magic item’s school of magic, this
information refers to the school of the spell placed within the po-
tion, scroll, or wand, or the prerequisite given for the item. The
description of each item provides its aura strength and the school
it belongs to.
For items you create, if more than one spell is given as a prereq-
uisite, use the highest-level spell. If no spells are included in the
prerequisites, use the following default guidelines.
Item Nature School
Armor and protection items Abjuration
Weapons or offensive items Evocation
Bonus to ability score, on skill check, etc. Transmutation
USING ITEMS
To use a magic item, it must be activated, although sometimes acti-
vation simply means putting a ring on your finger. Some items,
once donned, function constantly. In most cases, using an item
requires a standard action that does not provoke attacks of oppor-
tunity. By contrast, spell completion items are treated like spells in
combat and do provoke attacks of opportunity.
Activating a magic item is a standard action unless the item
description indicates otherwise. However, the casting time of a
spell is the time required to activate the same power in an item,
whether it’s a scroll, a wand, or a pair of boots, unless the item
description specifically states otherwise.
The four ways to activate magic items are described below.
Spell Completion: This is the activation method for scrolls. A
scroll is a spell that is mostly finished. The preparation is done for
the caster, so no preparation time is needed beforehand as with
normal spellcasting. All that’s left to do is perform the short,
simple, finishing parts of the spellcasting (the final gestures,
words, and so on). To use a spell completion item safely, a charac-
ter must be of high enough level in the right class to cast the spell
already. If he can’t already cast the spell, there’s a chance he’ll make
a mistake (see Scroll Mishaps, page 238, for possible conse-
quences). Activating a spell completion item is a standard action
and provokes attacks of opportunity exactly as casting a spell does.
Spell Trigger: Spell trigger activation is similar to spell com-
pletion, but it’s even simpler. No gestures or spell finishing is
needed, just a special knowledge of spellcasting that an appropri-
ate character would know, and a single word that must be spoken.
This means that if a wizard picks up a spell trigger activation item
(such as a wand or a staff) and that item stores a wizard spell, she
knows how to use it. Specifically, anyone with a spell on his or her
spell list knows how to use a spell trigger item that stores that
spell. (This is the case even for a character who can’t actually cast
spells, such as a 3rd-level paladin.) The user must still determine
what spell is stored in the item before she can activate it. Activat-
ing a spell trigger item is a standard action and does not provoke
attacks of opportunity.
Command Word: If no activation method is suggested either
in the magic item description or by the nature of the item, assume
that a command word is needed to activate it. Command word
activation means that a character speaks the word and the item
activates. No other special knowledge is needed.
A command word is the key to the item’s lock, as it were. It can
be a real word such as “Vibrant,” “Square,” or “Horse,” but when
this is the case, the holder of the item runs the risk of activating
the item accidentally by speaking the word in normal conversa-
tion. More often, the command word is some seemingly nonsen-
sical word, or a word or phrase from an ancient language no longer
in common use. Activating a command word magic item is a stan-
dard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written
right on the item. Occasionally, it might be hidden within a pat-
tern or design engraved on, carved into, or built into the item, or
the item might bear a clue to the command word. For example, if
the command word is “King,” the item might have the image of a
crown etched in its surface. A more difficult version of the same
clue might be the name of the local king when the item was made.
In this case, the character has to conduct some historical research
to identify the name.
The Knowledge (arcana) and Knowledge (history) skills
might be useful in helping to identify command words or deci-
phering clues regarding them. A successful check against DC 30
is needed to come up with the word itself. If that check is failed,
succeeding on a second check (DC 25) might provide some
insight into a clue.
The spells identify and analyze dweomer both reveal command
words.
Use Activated: This type of item simply has to be used in order
to activate it. A character has to drink a potion, swing a sword,
interpose a shield to deflect a blow in combat, look through a lens,
sprinkle dust, wear a ring, or don a hat. Use activation is generally
straightforward and self-explanatory.
Many use-activated items are objects that a character wears.
Continually functioning items, such as a cloak of resistance or a head-
band of intellect, are practically always items that one wears. A few,
such as a pearl of power, must simply be in the character’s posses-
sion (on his person, not at home in a locked trunk). However,
some items made for wearing, such as a ring of invisibility, must still
be activated. Although this activation sometimes requires a com-
mand word (see above), usually it means mentally willing the acti-
vation to happen. The description of an item states whether a com-
mand word is needed in such a case.
Unless stated otherwise, activating a use-activated magic item is
either a standard action or not an action at all and does not pro-
voke attacks of opportunity, unless the use involves performing an
action that provokes an attack of opportunity in itself, such as run-
ning out of a threatened square while wearing magic boots. If the
use of the item takes time (such as drinking a potion or putting on
or taking off a ring or hat) before a magical effect occurs, then use
activation is a standard action. If the item’s activation is subsumed
in its use and takes no extra time (such as swinging a magic sword
that has a built-in enhancement bonus), use activation is not an
action at all.
Use activation doesn’t mean that if you use an item, you auto-
matically know what it can do. Putting on a ring of jumping does
not immediately activate it. You must know (or at least guess) what
the item can do and then use the item in order to activate it, unless
the benefit of the item comes automatically, such from drinking a
potion or swinging a sword.
SIZE AND MAGIC ITEMS
When an article of magic clothing or jewelry is discovered, most
of the time size shouldn’t be an issue. Many magic garments are
made to be easily adjustable, or they adjust themselves magically
to the wearer. As a rule, size should not keep overweight charac-
ters, characters of various genders, or characters of various kinds
from using magic items. Players shouldn’t be penalized for choos-
ing a halfling character or deciding that their character is espe-
cially tall.
Only say “It doesn’t fit” if there’s a good reason. Cloaks made
specifically by the selfish, self-absorbed drow elves might fit only
elves. Dwarves might make items usable only by dwarf-sized and
dwarf-shaped characters to keep their items from being used
against them. Such items should be the exceptions, however, not
the rule.
Armor and Weapon Sizes: Armor and weapons that are found
at random have a 30% chance of being Small (01–30), a 60% chance
of being Medium (31–90), and a 10% chance of being any size of
the DM’s choice (91–100).
CHAPTER 7:
MAGIC ITEMS
MAGIC ITEMS ON THE BODY
Many magic items need to be donned by a character who wants to
employ them or benefit from their abilities. It’s possible for a crea-
ture with a humanoid-shaped body to wear as many as twelve
magic items at the same time. However, each of those items must
be worn on (or over) a particular part of the body.
A humanoid-shaped body can be decked out in magic gear con-
sisting of one item from each of the following groups, keyed to
which place on the body the item is worn.
•One headband, hat, helmet, or phylactery on the head
•One pair of eye lenses or goggles on or over the eyes
•One amulet, brooch, medallion, necklace, periapt, or scarab
around the neck
•One vest, vestment, or shirt on the torso
•One robe or suit of armor on the body (over a vest, vestment, or
shirt)
•One belt around the waist (over a robe or suit of armor)
•One cloak, cape, or mantle around the shoulders (over a robe or
suit of armor)
•One pair of bracers or bracelets on the arms or wrists
•One glove, pair of gloves, or pair of gauntlets on the hands
•One ring on each hand (or two rings on one hand)
•One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of the
same type as he wishes. He can have a pouch full of magic rings,
for example. But he can only benefit from two rings at a time. If he
puts on a third ring, it doesn’t work. This general rule applies to
other attempts to “double up” on magic items—for instance, if a
character puts on another magic cloak on top of one he is already
wearing, the second cloak’s power does not work.
Some items, such as a necklace of fireballs, can be worn or carried
without taking up space on a character’s body. The description of
an item indicates when an item has this property.
SAVING THROWS AGAINST MAGIC ITEM
POWERS
Magic items produce spells or spell-like effects. For a saving throw
against a spell or spell-like effect from a magic item, the DC is 10 +
the level of the spell or effect + the ability modifier of the mini-
mum ability score needed to cast that level of spell. For example, a
2nd-level spell’s save DC would be 10 + 2 (for the spell being 2nd
level) + 1 (for needing at least a 12 in the relevant ability score to
cast a 2nd-level spell), or a total of 13.
Staffs are an exception to the rule. Treat the saving throw as if
the wielder cast the spell, including caster level and all modifiers
to save DC. For example, if Devis the bard triggers charm person
from a staff of charming, it will have a save DC of 14 because Devis
has a Charisma of 17. If Mialee the wizard triggers charm person
from the same staff, it has a DC of 16 because her Intelligence
score is 18 and she has the Spell Focus (enchantment) feat.
Most item descriptions give saving throw DCs for various
effects, particularly when the effect has no exact spell equivalent
(making its level otherwise difficult to determine quickly).
DAMAGING MAGIC ITEMS
A magic item doesn’t need to make a saving throw unless it is
unattended, it is specifically targeted by the effect, or its wielder
rolls a natural 1 on his save. Magic items should always get a
saving throw against spells that might deal damage to them—
even against attacks from which a nonmagical item would nor-
mally get no chance to save. Magic items use the same saving
throw bonus for all saves, no matter what the type (Fortitude,
Reflex, or Will). A magic item’s saving throw bonus equals 2 +
one-half its caster level (round down). For example, a lantern of
revealing, with a caster level of 5th, has a Reflex save bonus of +4 if
it is caught in a fireball, and a Fortitude save bonus of +4 if some-
one attempts to disintegrate it. The only exceptions to this are
intelligent magic items, which make Will saves based on their
own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagi-
cal items of the same sort. A damaged magic item continues to
function, but if it is destroyed, all its magical power is lost.
REPAIRING MAGIC ITEMS
Some magic items (especially magic weapons and shields) take
damage over the course of an adventure. It costs no more to repair
a magic item with the Craft skill than it does to repair its nonmag-
ical counterpart. The make whole spell also repairs a damaged—but
not completely broken—magic item.
INTELLIGENT ITEMS
Some magic items, particularly weapons, have an intelligence all
their own. Only permanent magic items (as opposed to those with
a single use or those with charges) can be intelligent. (This means
that potions, scrolls, and wands, among other items, are never
intelligent.)
In general, less than 1% of magic items have intelligence. Use
them sparingly in your campaign, because they require more work
on the part of both player and DM.
See Intelligent Items, page 268, for more information.
CURSED ITEMS
Some items are cursed—incorrectly made, or corrupted by out-
side forces. Cursed items might be particularly dangerous to the
user, or they might be normal items with a minor flaw, an incon-
venient requirement, or an unpredictable nature. Randomly gen-
erated items are cursed 5% of the time. If you wish to include
faulty and/or dangerous magic items in your campaign, see
Cursed Items, page 272, for more information.
CHARGES, DOSES, AND MULTIPLE USES
Many items, particularly wands and staffs, are limited in power by
the number of charges they hold. Normally, charged items have 50
charges at most. If such an item is found as a random part of a trea-
sure, roll d% and divide by 2 to determine the number of charges
left (round down, minimum 1). If the item has a maximum num-
ber of charges other than 50, roll randomly to determine how
many charges are left. For example, a random ring of three wishes
has 1d3 wishes left.
Prices listed are always for fully charged items. (When an item
is created, it is fully charged.) For an item that’s worthless when
its charges run out (which is the case for almost all charged
items), the value of the partially used item is proportional to the
number of charges left. A wand with 20 charges, for example, is
CHAPTER 7:
MAGIC ITEMS
VARIANT: NEW MAGIC ITEMS
In the same way that you can invent new spells and monsters for your
campaign, you can invent new magic items. In the same way that a PC
spellcaster can research a new spell, a PC may be able to invent a new
kind of magic item. And just as you have to be careful about new spells,
you need to be careful with new magic items.
Use the magic item descriptions in this chapter as examples on
which to base new magic items. A new magic item needs all the infor-
mation that similar, existing magic items have, possibly including acti-
vation type, activation time, and caster level. You should also be ready
to determine the market value of a new magic item, even one that the
PCs simply find, in case a character wants to sell it or duplicate it.
pqqqqrs
pqqqqrs
worth 40% of the value of a fully charged wand (with 50 charges).
For an item that has usefulness in addition to its charges, only
part of the item’s value is based on the number of charges left
(DM’s discretion).
Some items, such as arrows, sticks of incense, pinches of magic
dust, and potions, are single-use and expendable. Such items can
often be found in sets or groups. For example, it’s common to
come upon a pouch with more than one handful of dust of disap-
pearance, or a flask with multiple 1-ounce doses of a potion of cure
light wounds. These are priced and weighted in the random tables
as single items, but you can allow more of such items when they
are determined. For example, if three minor magic items are indi-
cated in a treasure hoard and you get incense of meditation on the
first roll, you might decide that all three items are sticks of
incense. Such placement makes for more logical hoards of trea-
sure for adventurers.
MAGIC ITEM DESCRIPTIONS
In the following sections, each general type of magic item, such as
armor or potions, gets an overall description, followed by descrip-
tions of specific items.
General descriptions include notes on activation, random
generation, and other material. The AC, hardness, hit points,
and break DC are given for typical examples of some magic
items. The AC assumes that the item is unattended and includes
a –5 penalty for the item’s effective Dexterity of 0. If a creature
holds the item, use the creature’s Dexterity modifier in place of
the –5 penalty.
Some individual items, notably those that simply store spells
and nothing else, don’t get full-blown descriptions. Reference the
spell’s description in the Player’s Handbook for details, modified by
the form of the item (potion, scroll, wand, and so on). Assume that
the spell is cast at the minimum level required to cast it, unless you
choose to make it higher for some reason (which increases the
cost of the item; see Table 7–33: Estimating Magic Item Gold Piece
Values). The main reason to make it higher, of course, would be to
increase the power of the spell. This decision is common for spells
dependent on level, such as fireball, for which damage is every-
thing, or summon monster, in which duration can increase the pow-
er of the spell dramatically.
Items with full descriptions have their powers detailed, and
each of the following topics is covered in notational form at the
end of the description.
•Aura: Most of the time, a detect magic spell will reveal the school
of magic associated with a magic item and the strength of the
aura an item emits. This information (when applicable) is given
at the beginning of the item’s notational entry in the form of a
phrase such as “Strong transmutation.” See the detect magic spell
description in the Player’s Handbook for details.
•Caster Level: The next item in a notational entry gives the
caster level of the item, indicating its relative power (just as a
spell’s caster level measures its power). The caster level deter-
mines the item’s saving throw bonus, as well as range or other
level-dependent aspects of the powers of the item (if variable).
It also determines the level that must be contended with should
the item come under the effect of a dispel magic spell or similar
situation. This information is given in the form “CL x,” where
“CL” is an abbreviation for caster level and “x” is an ordinal
number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the caster
level of an item at any number high enough to cast the stored
spell and not higher than her own caster level. For example, at
5th level, Mialee could scribe a scroll of invisibility at caster
level 3rd (making it last 3 minutes), caster level 4th (4
minutes), or caster level 5th (5 minutes). For other magic
items, the caster level is determined by the item itself. In this
case, the creator’s caster level must be as high as the item’s
caster level (and prerequisites may effectively put a higher
minimum on the creator’s level).
•Prerequisites: Certain requirements must be met in order for
a character to create a magic item. These include feats, spells,
and miscellaneous requirements such as level, alignment, and
race or kind. The prerequisites for creation of an item are given
immediately following the item’s caster level.
A spell prerequisite may be provided by a character who has
prepared the spell (or who knows the spell, in the case of a
sorcerer or bard), or through the use of a spell completion or
spell trigger magic item or a spell-like ability that produces
the desired spell effect. For each day that passes in the
creation process, the creator must expend one spell comple-
tion item (such as a scroll) or one charge from a spell trigger
item (such as a wand), if either of those objects is used to
supply a prerequisite.
It is possible for more than one character to cooperate in
the creation of an item, with each participant providing one or
more of the prerequisites. In some cases, cooperation may
even be necessary, such as if one character knows some of the
spells necessary to create an item and another character
knows the rest.
If two or more characters cooperate to create an item, they
must agree among themselves who will be considered the
creator for the purpose of determinations where the creator’s
level must be known. (It’s generally sensible, although not
mandatory, for the highest-level character involved to be
considered the creator.) The character designated as the creator
pays the XP required to make the item.
Typically, a list of prerequisites includes one feat and one or
more spells (or some other requirement in addition to the feat).
When two spells at the end of a list are separated by “or,” one of
those spells is required in addition to every other spell
mentioned prior to the last two. For example, the prerequisites
for a ring of three wishes are “Forge Ring, wish or miracle,” mean-
ing that either wish or miracle is required as well as the Forge
Ring feat.
•Market Price: This gold piece value, given following the
word “Price,” represents the price someone should expect to
pay to buy the item. The market price for an item that can
be constructed with an item creation feat is usually equal to
the base price plus the price for any components (material
or XP).
•Cost to Create: The next part of a notational entry is the cost
in gp and XP to create the item, given following the word
“Cost.” This information appears only for items with compo-
nents (material or XP), which make their market prices higher
than their base prices. The cost to create includes the costs
derived from the base cost plus the costs of the components.
Items without components do not have a “Cost” entry. For
them, the market price and the base price are the same. The cost
in gp is 1/2 the market price, and the cost in XP is 1/25 the
market price.
•Weight: The notational entry for many wondrous items ends
with a value for the item’s weight. When a weight figure is not
given, the item has no weight worth noting (for purposes of
determining how much of a load a character can carry).
MAGIC ITEM NAMES
Spell-storing magic items—primarily potions and wands—have
names that simply reflect the spell stored within them, such as a
wand of fireball or potion of haste. In the game world, these may be
replaced by more sophisticated or evocative names. The straight-
forward names of spell-storing items also distinguish them from
more powerful items with more interesting names such as the staff
of power, the robe of the archmagi, or a holy avenger sword.
CHAPTER 7:
MAGIC ITEMS
Table 7–1: Random Magic Item Generation
Minor Medium Major Item
01–04 01–10 01–10 Armor and shields (Table 7–2)
05–09 11–20 11–20 Weapons (Table 7–9)
10–44 21–30 21–25 Potions (Table 7–17)
45–46 31–40 26–35 Rings (Table 7–18)
—41–50 36–45 Rods (Table 7–19)
47–81 51–65 46–55 Scrolls (Table 7–20)
—66–68 56–75 Staffs (Table 7–25)
82–91 69–83 76–80 Wands (Table 7–26)
92–100 84–100 81–100 Wondrous items (Tables 7–27,
7–28, and 7–29)
RANDOM MAGIC ITEMS
The adventurers have slain the evil lich and are plundering her
ancient tomb. What wonders does it hold? Well, the DM has
already used Table 3–5: Treasure (page 52), some of the results of
which then referred to Table 7–1: Random Magic Item Genera-
tion, above (a good reason to always prepare treasure hoards ahead
of time). Chapter 3 also contains references to minor, medium,
and major magic treasures. Minor magic treasures are fairly
meager, medium magic treasures are the most standard (worth
about ten to twelve times that of a minor), and major treasures are
the greatest of hauls (worth about four times as much as a medium
treasure, on average).
Follow this procedure to generate a magic item as part of a trea-
sure hoard.
1. When Table 3–5 indicates a minor, medium, or major magic
treasure, you can use Table 7–1: Random Magic Item Generation
to determine the specific type of magic item—such as a scroll,
wand, or weapon. Optionally, you can roll d%: On a result of
01–05, refer to Table 7–31: Specific Cursed Items rather than
rolling on the standard tables.
2. Refer to the table that corresponds to the type of item indi-
cated in step 1. These tables produce an appropriate item for each
type (scroll, wand, wondrous item, and so on) and rating (minor,
medium, or major).
3. Once the type of item has been determined, roll d% for spe-
cial qualities:
Wand or Staff: If the item is a wand or staff, a 01–30 result indi-
cates that something (a design, inscription, or the like) provides a
clue to its function, and 31–100 indicates no special qualities.
Armor, Shield, Ring, Rod, or Wondrous Item: If the item is one
of these types, a 01 result indicates the item is intelligent,
02–31 indicates that something (a design, inscription, or the
like) provides a clue to its function, and 32–100 indicates no
special qualities.
Ranged Weapons: If the item is a ranged weapon, a 01–05 result
indicates the item is intelligent, 06–25 indicates that something (a
design, inscription, or the like) provides a clue to its function, and
26–100 indicates no special qualities.
Melee Weapons: If the item is a melee weapon, a 01–20 result
indicates that the item sheds light, 21–25 indicates that the item is
intelligent, 26–35 indicates that the item is both intelligent and
sheds light, 36–50 indicates that something (a design, inscription,
or the like) provides a clue to its function, and 51–100 indicates no
special qualities.
4. If the item has charges or uses, roll randomly to determine
how many charges or uses it has (as described in Charges, Doses,
and Multiple Uses, above).
Sometimes you want to pick an item rather than generating it
randomly. In this case, simply skim through the listings until you
find one to your liking. Note that no artifacts (minor or major)
appear anywhere on the random tables. This is deliberate: You
must place artifacts intentionally at appropriate places within
your campaign.
ARMOR
Magic armor is a common but vital item. In general, it protects the
wearer to a greater extent than nonmagical armor. Magic armor
bonuses are enhancement bonuses, never rise above +5, and stack
with regular armor bonuses (and with shield and magic shield
CHAPTER 7:
MAGIC ITEMS
Table 7–2: Armor and Shields
Minor Medium Major Item Base Price
01–60 01–05 — +1 shield 1,000 gp
61–80 06–10 - +1 armor 1,000 gp
81–85 11–20 — +2 shield 4,000 gp
86–87 21–30 — +2 armor 4,000 gp
—31–40 01–08 +3 shield 9,000 gp
—41–50 09–16 +3 armor 9,000 gp
—51–55 17–27 +4 shield 16,000 gp
— 56–57 28–38 +4 armor 16,000 gp
——39–49 +5 shield 25,000 gp
——50–57 +5 armor 25,000 gp
———+6 armor/shield
1
36,000 gp
———+7 armor/shield
1
49,000 gp
———+8 armor/shield
1
64,000 gp
———+9 armor/shield
1
81,000 gp
———+10 armor/shield
1
100,000 gp
88–89 58–60 58–60 Specific armor
2
—
90–91 61–63 61–63 Specific shield
3
—
92–100 64–100 64–100 Special ability and roll again
4
—
1 Armor and shields can’t actually have bonuses this high. Use these
lines to determine price when special abilities are added in.
Example: A suit of +5 armor that also has the light fortification
special ability (+1 modifier) is treated as +6 armor for pricing
purposes and is priced at 36,000 gp.
2 Roll on Table 7–7: Specific Armors.
3 Roll on Table 7–8: Specific Shields.
4 Roll on Table 7–5: Armor Special Abilities or Table 7–6: Shield
Special Abilities.
Table 7–3: Random Armor Type
d% Armor Armor Cost
1
01 Padded +155 gp
02 Leather +160 gp
03–17 Studded leather +175 gp
18–32 Chain shirt +250 gp
33–42 Hide +165 gp
43 Scale mail +200 gp
44 Chainmail +300 gp
45–57 Breastplate +350 gp
58 Splint mail +350 gp
59 Banded mail +400 gp
60 Half-plate +750 gp
61–100 Full plate +1,650 gp
1 Add to enhancement bonus on Table 7–2: Armor and Shields to
determine total market price.
All magic armor is masterwork armor (with an armor check penalty 1
less than normal).
Table 7–4: Random Shield Type
d% Shield Shield Cost
1
01–10 Buckler +165 gp
11–15 Shield, light, wooden +153 gp
16–20 Shield, light, steel +159 gp
21–30 Shield, heavy, wooden +157 gp
31–95 Shield, heavy, steel +170 gp
96–100 Shield, tower +180 gp
1 Add to enhancement bonus on Table 7–2: Armor and Shields to
determine total market price.
All magic shields are masterwork shields (with an armor check penalty
1 less than normal).
enhancement bonuses). All magic armor is also masterwork
armor, reducing armor check penalties by 1.
In addition to an enhancement bonus, armor may have special
abilities, such as the ability to resist critical hits or to help the
wearer hide. Special abilities count as additional bonuses for
determining the market value of an item, but do not improve
AC. A suit of armor cannot have an effective bonus (enhance-
ment plus special ability bonus equivalents) higher than +10. A
suit of armor with a special ability must have at least a +1
enhancement bonus.
A suit of armor or a shield may be made of an unusual material.
Roll d%: 01–95 indicates that the item is of a standard sort, and
96–100 indicates that it is made of a special substance such as
adamantine or mithral (see Special Materials, page 283).
Armor is always created so that even if the type of armor comes
with boots or gauntlets, these pieces can be switched for other
magic boots or gauntlets.
Caster Level for Armor and Shields: The caster level of a
magic shield or magic armor with a special ability is given in the
item description. For an item with only an enhancement bonus,
the caster level is three times the enhancement bonus. If an item
has both an enhancement bonus and a special ability, the higher of
the two caster level requirements must be met.
Shields: Shield enhancement bonuses stack with armor en-
hancement bonuses, so that a +1 heavy steel shield and +1 chainmail
grant a total bonus of +9 to AC. Shield enhancement bonuses do
not act as attack or damage bonuses when the shield is used in a
bash. The bashing special ability, however, does grant a +1 bonus
on attack and damage rolls (see the special ability description).
You could, in fact, build a shield that also acted as a magic
weapon, but the cost of the enhancement bonus on attack rolls
would need to be added into the cost of the shield and its
enhancement bonus to AC. For example, a +1 buckler with +1
shield spikes would cost 3,475 gp (15 gp for the basic buckler, 150
to make it masterwork, 1,000 for the +1 bonus to AC, 10 gp for the
spikes, 300 to make them masterwork, and 2,000 to make the
spikes a +1 weapon).
As with armor, special abilities built into the shield add to the
market value in the form of additions to the bonus of the shield,
although they do not improve AC. A shield cannot have an effec-
tive bonus (enhancement plus special ability bonus equivalents)
higher than +10. A shield with a special ability must have at least a
+1 enhancement bonus.
Shield Hardness and Hit Points: Each +1 of enhancement
bonus adds 2 to a shield’s hardness and +10 to its hit points. For
example, a +3 heavy steel shield has hardness 16 and 50 hp. (See
Table 8–8, page 158 of the Player’s Handbook, for common shield
hardness and hit points.)
Activation: Usually a character benefits from magic armor and
shields in exactly the way a character benefits from nonmagical
armor and shields—by wearing them. If armor or a shield has a
special ability that the user needs to activate (such as with an
animated shield), then the user usually needs to utter the com-
mand word (a standard action).
Random Generation: To generate magic armor and shields
randomly, first roll on Table 7–2: Armor and Shields, and then
roll on Table 7–3: Random Armor Type or Table 7–4: Random
Shield Type as indicated. Use Table 7–5: Armor Special Abilities,
Table 7–6: Shield Special Abilities, Table 7–7: Specific Armors,
or Table 7–8: Specific Shields as further indicated. For example,
on Table 7–2, rolling a 94 on the Medium column indicates a
special ability and another roll. The second roll is a 29, indicat-
ing +2 armor. A roll of 64 on Table 7–5: Armor Special Abilities
indicates electricity resistance. Finally, a roll of 44 on Table 7–3:
Random Armor Type indicates chainmail, so the result is +2
chainmail of electricity resistance.
Armor for Unusual Creatures: The cost of armor for nonhu-
manoid creatures, as well as for creatures who are neither Small
nor Medium, varies from the values given on Tables 7–3 and 7–4,
as described in the Armor for Unusual Creatures sidebar on page
123 of the Player’s Handbook. The cost of the masterwork quality
and any magical enhancement remains the same.
Magic Armor and Shield Special Ability Descriptions
Most magic armor and shields only have enhancement bonuses.
Such items can also have one or more of the special abilities
detailed below. Armor or a shield with a special ability must have
at least a +1 enhancement bonus.
Acid Resistance: A suit of armor or a shield with this property
normally has a dull gray appearance. The armor absorbs the first
10 points of acid damage per attack that the wearer would nor-
mally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Acid Resistance, Improved: As acid resistance, except it
absorbs the first 20 points of acid damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
resist energy; Price +42,000 gp.
CHAPTER 7:
MAGIC ITEMS
Table 7–5: Armor Special Abilities
Base Price
Minor Medium Major Special Ability Modifier
01–25 01–05 01–03 Glamered +2,700 gp
26–32 06–08 04 Fortification, light +1 bonus
1
33–52 09–11 — Slick +3,750 gp
53–72 12–14 — Shadow +3,750 gp
73–92 15–17 — Silent moves +3,750 gp
93–96 18–19 — Spell resistance (13) +2 bonus
1
97 20–29 05–07 Slick, improved +15,000 gp
98 30–39 08–10 Shadow, improved +15,000 gp
99 40–49 11–13 Silent moves, improved +15,000 gp
—50–54 14–16 Acid resistance +18,000 gp
—55–59 17–19 Cold resistance +18,000 gp
—60–64 20–22 Electricity resistance +18,000 gp
—65–69 23–25 Fire resistance +18,000 gp
—70–74 26–28 Sonic resistance +18,000 gp
—75–79 29–33 Ghost touch +3 bonus
1
—80–84 34–35 Invulnerability +3 bonus
1
—85–89 36–40 Fortification, moderate +3 bonus
1
—90–94 41–42 Spell resistance (15) +3 bonus
1
—95–99 43 Wild +3 bonus
1
——44–48 Slick, greater +33,750 gp
——49–53 Shadow, greater +33,750 gp
——54–58 Silent moves, greater +33,750 gp
——59–63 Acid resistance, improved +42,000 gp
——64–68 Cold resistance, improved +42,000 gp
——69–73 Electricity resistance, improved +42,000 gp
——74–78 Fire resistance, improved +42,000 gp
——79–83 Sonic resistance, improved +42,000 gp
——84–88 Spell resistance (17) +4 bonus
1
——89 Etherealness +49,000 gp
——90 Undead controlling +49,000 gp
——91–92 Fortification, heavy +5 bonus
1
——93–94 Spell resistance (19) +5 bonus
1
——95 Acid resistance, greater +66,000 gp
——96 Cold resistance, greater +66,000 gp
——97 Electricity resistance, greater +66,000 gp
——98 Fire resistance, greater +66,000 gp
——99 Sonic resistance, greater +66,000 gp
100 100 100 Roll twice again
2
—
1 Add to enhancement bonus on Table 7–2: Armor and Shields to
determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two
versions of the same special ability, use the better.
Acid Resistance, Greater: As acid resistance, except it absorbs
the first 30 points of acid damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Animated: Upon command, an animated shield floats within 2
feet of the wielder, protecting her as if she were using it herself
but freeing up both her hands. Only one shield can protect a char-
acter at a time. A character with an animated shield still takes any
penalties associated with shield use, such as armor check penalty,
arcane spell failure chance, and nonproficiency.
Strong transmutation; CL 12th; Craft Magic Arms and Armor,
animate objects; Price +2 bonus.
Arrow Catching: A shield with this ability attracts ranged
weapons to it. It has a deflection bonus of +1 against ranged
weapons because projectiles and thrown weapons veer toward it.
Additionally, any projectile or thrown weapon aimed at a target
within 5 feet of the shield’s wearer diverts from its original target
and targets the shield’s bearer instead. (If the wielder has total
cover relative to the attacker, the projectile or thrown weapon is
not diverted.) Additionally, those attacking the wearer with
ranged weapons ignore any miss chances that would normally
apply. Projectiles and thrown weapons that have an enhance-
ment bonus higher than the shield’s base AC bonus are not
diverted to the wearer (but the shield’s increased AC bonus still
applies against these weapons). The wielder can activate or deac-
tivate this ability with a command word.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, en-
tropic shield; Price +1 bonus.
Arrow Deflection: This shield protects the wielder as if he had
the Deflect Arrows feat. Once per round when he would normally
be struck by a ranged weapon, he can make a DC 20 Reflex save. If
the ranged weapon has an enhancement bonus, the DC increases
by that amount. If he succeeds, the shield deflects the weapon. He
must be aware of the attack and not flat-footed. Attempting to
deflect a ranged weapon doesn’t count as an action. Exceptional
ranged weapons, such as boulders hurled by giants or Melf ’s acid
arrows, can’t be deflected.
Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield;
Price +2 bonus.
Bashing: A shield with this special ability is designed to per-
form a shield bash. A bashing shield deals damage as if it were a
weapon of two size categories larger (a Medium light shield thus
deals 1d6 points of damage and a Medium heavy shield deals 1d8
points of damage). The shield acts as a +1 weapon when used to
bash. (Only light and heavy shields can have this ability.)
Moderate transmutation; CL 8th; Craft Magic Arms and Armor,
bull’s strength; Price +1 bonus.
Blinding: A shield with this ability flashes with a brilliant light
up to twice per day upon command of the wielder. Anyone within
20 feet except the wielder must make a DC 14 Reflex save or be
blinded for 1d4 rounds.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, sear-
ing light; Price +1 bonus.
Cold Resistance: A suit of armor or a shield with this property
normally has a bluish, icy hue or is adorned with furs and shaggy
pelts. The armor absorbs the first 10 points of cold damage per
attack that the wearer would normally take (similar to the resist
energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Cold Resistance, Improved: As cold resistance, except it
absorbs the first 20 points of cold damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
resist energy; Price +42,000 gp.
Cold Resistance, Greater: As cold resistance, except it absorbs
the first 30 points of cold damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Electricity Resistance: A suit of armor or a shield with this
property normally has a bluish hue and often bears a storm or
lightning motif. The armor absorbs the first 10 points of electricity
damage per attack that the wearer would normally take (similar to
the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Electricity Resistance, Improved: As electricity resistance,
except it absorbs the first 20 points of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
resist energy; Price +42,000 gp.
Electricity Resistance, Greater: As electricity resistance,
except it absorbs the first 30 points of electricity damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Etherealness: On command, this ability allows the wearer of the
armor to become ethereal (as the ethereal jaunt spell) once per day.
The character can remain ethereal for as long as desired, but once he
returns to normal, he cannot become ethereal again that day.
Strong transmutation; CL 13th; Craft Magic Arms and Armor,
ethereal jaunt; Price +49,000 gp.
Fire Resistance: A suit of armor with this ability normally has
a reddish hue and often is decorated with a draconic motif. The
armor absorbs the first 10 points of fire damage per attack that the
wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
CHAPTER 7:
MAGIC ITEMS
Table 7–6: Shield Special Abilities
Minor Medium Major Special Ability Base Price Modifier
01–20 01–10 01–05 Arrow catching +1 bonus
1
21–40 11–20 06–08 Bashing +1 bonus
1
41–50 21–25 09–10 Blinding +1 bonus
1
51–75 26–40 11–15 Fortification, light +1 bonus
1
76–92 41–50 16–20 Arrow deflection +2 bonus
1
93–97 51–57 21–25 Animated +2 bonus
1
98–99 58–59 — Spell resistance (13) +2 bonus
1
—60–63 26–28 Acid resistance +18,000 gp
—64–67 29–31 Cold resistance +18,000 gp
—68–71 32–34 Electricity resistance +18,000 gp
—72–75 35–37 Fire resistance +18,000 gp
—76–79 38–40 Sonic resistance +18,000 gp
—80–85 41–46 Ghost touch +3 bonus
1
—86–95 47–56 Fortification, moderate +3 bonus
1
—96–98 57–58 Spell resistance (15) +3 bonus
1
—9959Wild +3 bonus
1
——60–64 Acid resistance, improved +42,000 gp
——65–69 Cold resistance, improved +42,000 gp
——70–74 Electricity resistance, improved +42,000 gp
——75–79 Fire resistance, improved +42,000 gp
——80–84 Sonic resistance, improved +42,000 gp
——85–86 Spell resistance (17) +4 bonus
1
——87 Undead controlling +49,000 gp
——88–91 Fortification, heavy +5 bonus
1
——92–93 Reflecting +5 bonus
1
——94 Spell resistance (19) +5 bonus
1
——95 Acid resistance, greater +66,000 gp
——96 Cold resistance, greater +66,000 gp
——97 Electricity resistance, greater +66,000 gp
——98 Fire resistance, greater +66,000 gp
——99 Sonic resistance, greater +66,000 gp
100 100 100 Roll twice again
2
—
1 Add to enhancement bonus on Table 7–2: Armor and Shields to
determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two
versions of the same special ability, use the better.
Fire Resistance, Improved: As fire resistance, except it
absorbs the first 20 points of fire damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
resist energy; Price +42,000 gp.
Fire Resistance, Greater: As fire resistance, except it absorbs
the first 30 points of fire damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Fortification: This suit of armor or shield produces a magical
force that protects vital areas of the wearer more effectively. When
a critical hit or sneak attack is scored on the wearer, there is a
chance that the critical hit or sneak attack is negated and damage
is instead rolled normally.
Base Price
Fortification Type Chance for Normal Damage Modifier
Light 25% +1 bonus
Moderate 75% +3 bonus
Heavy 100% +5 bonus
Strong abjuration; CL 13th; Craft Magic Arms and Armor,
limited wish or miracle; Price varies (see above).
Ghost Touch: This armor or shield seems almost translucent.
Both its enhancement bonus and its armor bonus count against
the attacks of incorporeal creatures. It can be picked up, moved,
and worn by incorporeal creatures at any time. Incorporeal crea-
tures gain the armor or shield’s enhancement bonus against both
corporeal and incorporeal attacks, and they can still pass freely
through solid objects.
Strong transmutation; CL 15th; Craft Magic Arms and Armor,
etherealness; Price +3 bonus.
Glamered: A suit of armor with this ability appears normal.
Upon command, the armor changes shape and form to assume the
appearance of a normal set of clothing. The armor retains all its
properties (including weight) when glamered. Only a true seeing
spell or similar magic reveals the true nature of the armor when
disguised.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, dis-
guise self; Price +2,700 gp.
Invulnerability: This suit of armor grants the wearer damage
reduction of 5/magic.
Strong abjuration and perhaps evocation (if miracle is used); CL
18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; Price
+3 bonus.
Reflecting: This shield seems like a mirror. Its surface is com-
pletely reflective. Once per day, it can be called on to reflect a spell
back at its caster exactly like the spell turning spell.
Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell
turning; Price +5 bonus.
Shadow: This armor is jet black and blurs the wearer whenever
she tries to hide, granting a +5 competence bonus on Hide checks.
(The armor’s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility;
Price +3,750 gp.
Shadow, Improved: As shadow, except it grants a +10 compe-
tence bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, invis-
ibility; Price +15,000 gp.
Shadow, Greater: As shadow, except it grants a +15 compe-
tence bonus on Hide checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, invis-
ibility; Price +33,750 gp.
Silent Moves: This armor is well oiled and magically con-
structed so that it not only makes little sound, but it dampens
sound around it. It provides a +5 competence bonus on its wearer’s
Move Silently checks. (The armor’s armor check penalty still
applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, silence;
Price +3,750 gp.
Silent Moves, Improved: As silent moves, except it grants a
+10 competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor,
silence; Price +15,000 gp.
Silent Moves, Greater: As silent moves, except it grants a +15
competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor,
silence; Price +33,750 gp.
Slick: Slick armor seems coated at all times with a slightly
greasy oil. It provides a +5 competence bonus on its wearer’s
Escape Artist checks. (The armor’s armor check penalty still
applies normally.)
Faint conjuration; CL 4th; Craft Magic Arms and Armor, grease;
Price +3,750 gp.
Slick, Improved: As slick, except it grants a +10 competence
bonus on Escape Artist checks.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor,
grease; Price +15,000 gp.
Slick, Greater: As slick, except it grants a +15 competence
bonus on Escape Artist checks.
Moderate conjuration; CL 15th; Craft Magic Arms and Armor,
grease; Price +33,750 gp.
Sonic Resistance: A suit of armor or a shield with this prop-
erty normally has a glistening appearance. The armor absorbs the
first 10 points of sonic damage per attack that the wearer would
normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Sonic Resistance, Improved: As sonic resistance, except it ab-
sorbs the first 20 points of sonic damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
resist energy; Price +42,000 gp.
Sonic Resistance, Greater: As sonic resistance, except it
absorbs the first 30 points of sonic damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Spell Resistance: This property grants the armor’s wearer spell
resistance while the armor is worn. The spell resistance can be 13,
15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell
resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR
17), or +5 bonus (SR 19).
Undead Controlling: The wearer of a suit of armor or a shield
with this property may control up to 26 HD of undead per day, as
the control undead spell. At dawn each day, the wearer loses control
of any undead still under his sway. Armor or a shield with this abil-
ity appears to be made of bone; this feature is entirely decorative
and has no other effect on the armor.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
control undead; Price +49,000 gp.
Wild: The wearer of a suit of armor or a shield with this ability
preserves his armor bonus (and any enhancement bonus) while in
a wild shape. Armor and shields with this ability usually appear to
be made covered in leaf patterns. While the wearer is in a wild
shape, the armor cannot be seen.
Moderate transmutation; CL 9th; Craft Magic Arms and
Armor, baleful polymorph;Price +3 bonus.
Specific Armors
The following specific suits of armor usually are preconstructed
with exactly the qualities described here.
Adamantine Breastplate: This nonmagical breastplate
is made of adamantine, giving its wearer damage reduction
of 2/–.
No aura (nonmagical); Price 10,200 gp.
CHAPTER 7:
MAGIC ITEMS
Banded Mail of Luck: Ten 100-gp gems adorn this +3 banded
mail. Once per week, the armor allows its wearer to require that an
attack roll made against him be rerolled. He must take whatever
consequences come from the second roll, since not all luck is
good. The wearer’s player must decide whether to have the attack
roll rerolled before damage is rolled.
Strong enchantment; CL 12th; Craft Magic Arms and Armor,
bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.
Breastplate of Command: This finely crafted +2
breastplate radiates a powerful aura of magic. When
worn, the armor bestows a dignified and command-
ing aura upon its owner. The wearer gains a +2 com-
petence bonus on all Charisma checks, including
turning checks and Charisma-based skill checks. The
wearer also gains a +2 competence bonus to his Lead-
ership score (see page 106). Friendly troops within 360
feet of the user become braver than normal (for
example, more willing than normal to follow a leader
into battle against dangerous foes). Since the effect arises
in great part from the distinctiveness of the armor, the
wearer cannot hide or conceal herself in any way and still
have the effect function.
Strong enchantment; CL 15th; Craft Magic Arms and
Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp
+ 850 XP.
Celestial Armor: This bright silver or gold +3 chainmail
is so fine and light that it can be worn under normal
clothing without betraying its presence. It has a maxi-
mum Dexterity bonus of +8, an armor check penalty of
–2, and an arcane spell failure chance of 15%. It is con-
sidered light armor, weighs 20 pounds, and it allows
the wearer to use fly on command (as the spell) once
per day.
Faint transmutation [good]; CL 5th; Craft Magic
Arms and Armor, creator must be good, fly; Price 22,400
gp; Cost 12,550 gp + 1,004 XP.
Demon Armor: This plate armor is fashioned to
make the wearer appear to be a demon. The helmet is
shaped to look like a horned demon head, and its
wearer looks out of the open, tooth-filled mouth.
This +4 full plate allows the wearer to make claw
attacks that deal 1d10 points of damage, strike as
+1 weapons, and afflict the target as if she had
been struck by a contagion spell (Fortitude DC 14
negates). Use of contagion requires a normal
melee attack with the claws. The “claws” are built
into the armor’s vambraces and gauntlets.
The armor bestows one negative level on any
nonevil creature wearing it. This negative
level persists as long as the armor is worn
and disappears when the armor is removed.
The negative level never results in actual level loss, but it cannot
be overcome in any way (including restoration spells) while the
armor is worn.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and
Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 XP.
Dragonhide Plate: This suit of full plate is made of drag-
onhide, rather than metal, so druids can wear it. It is otherwise
identical to masterwork full plate.
No aura (nonmagical); Price 3,300 gp.
Dwarven Plate: This full plate is made of adamantine, giving
its wearer damage reduction of 3/–.
No aura (nonmagical); Price 16,500 gp.
Elven Chain: This extremely light chainmail is made of very
fine mithral links. Speed while wearing elven chain is 30 feet for
Medium creatures, or 20 feet for Small. The armor has an arcane
spell failure chance of 20%, a maximum Dexterity bonus of +4,
and an armor check penalty of –2. It is considered light
armor and weighs 20 pounds.
No aura (nonmagical); Price 4,150 gp.
Mithral Full Plate of Speed: As a free action,
the wearer of this fine set of +1 mithral full plate can
activate it, enabling her to act as though affected
by a haste spell for up to 10 rounds each day. The
duration of the haste effect need not be consecu-
tive rounds.
Speed while wearing a suit of mithral full
plate is 20 feet for Medium creatures, or 15
feet for Small. The armor has an arcane
spell failure chance of 25%, a maximum
Dexterity bonus of +3, and an armor
check penalty of –3. It is considered
medium armor (see Mithral, page 284)
and weighs 25 pounds.
Faint transmutation; CL 5th; Craft
Magic Arms and Armor, haste; Price
26,500 gp.
Mithral Shirt: This extremely light
chain shirt is made of very fine mithral
links. Speed while wearing a mithral shirt is 30
feet for Medium creatures, or 20 feet for Small.
The armor has an arcane spell failure chance of
10%, a maximum Dexterity bonus of +6, and no
armor check penalty. It is considered light
armor (see Mithral, page 284) and weighs 10
pounds.
No aura (nonmagical); Price 1,100 gp.
Plate Armor of the Deep: This +1 full plate is
decorated with a wave and fish motif. The
wearer of plate armor of the deep is treated as
unarmored for purposes of Swim checks. The
wearer can breathe underwater and can con-
verse with any creature with a language that
breathes water.
Moderate abjuration; CL 11th; Craft Magic
Arms and Armor, freedom of movement, water
breathing, tongues; Price 24,650 gp; Cost 17,150 gp +
600 XP.
Rhino Hide: This +2 hide armor is made from
rhinoceros hide. In addition to granting a +2
enhancement bonus to AC, it has a –1 armor check
penalty and deals an additional 2d6 points of damage
on any successful charge attack made by the wearer,
including a mounted charge.
Moderate transmutation; CL 9th; Craft Magic
Arms and Armor, bull’s strength; Price 5,165 gp;
Cost 2,665 gp + 200 XP.
CHAPTER 7:
MAGIC ITEMS
Elven chain
Table 7–7: Specific Armors
Minor Medium Major Specific Armor Market Price
01–50 01–25 — Mithral shirt 1,100 gp
51–80 26–45 — Dragonhide plate 3,300 gp
81–100 46–57 — Elven chain 4,150 gp
— 58–67 — Rhino hide 5,165 gp
—68–82 01–10 Adamantine breastplate 10,200 gp
—83–97 11–20 Dwarven plate 16,500 gp
—98–100 21–32 Banded mail of luck 18,900 gp
——33–50 Celestial armor 22,400 gp
——51–60 Plate armor of the deep 24,650 gp
——61–75 Breastplate of command 25,400 gp
——76–90 Mithral full plate of speed 26,500 gp
——91–100 Demon armor 52,260 gp
Specific Shields
The following specific shields usually are preconstructed with
exactly the qualities described here.
Absorbing Shield: This +1 heavy steel shield is flat black and
seems to absorb light. Once every two days, on command, it can
disintegrate an object that it touches, as the spell but requiring a
melee touch attack.
Strong transmutation; CL 17th; Craft Magic Arms and Armor,
disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.
Caster’s Shield: This +1 light wooden shield has a small leather
strip on the back on which a spellcaster can scribe a single spell as
on a scroll. A spell so scribed has only half the base raw material
cost (see page 287). Experience point and component costs remain
the same. The strip cannot accommodate spells of higher than 3rd
level. The strip is reusable.
A random caster’s shield has a 50% chance of having a single
medium scroll spell on it. The spell is divine (01–80 on d%) or
arcane (81–100).
A caster’s shield has a 5% arcane spell failure chance.
Moderate abjuration; CL 6th; Craft Magic Arms and Armor,
Scribe Scroll, creator must be at least 6th level; Price 3,153 gp (plus
the value of the scroll spell if one is currently scribed); Cost 1,653
gp + 120 XP.
Darkwood Buckler: This nonmagical light wooden shield is
made out of darkwood and often favored by rogues and wizards. It
has no enhancement bonus, but its construction material makes it
lighter than a normal wooden shield. It weighs 2-1/2 pounds and
has no armor check penalty.
No aura (nonmagical); Price 205 gp.
Darkwood Shield: This nonmagical heavy wooden shield is
made out of darkwood. It has no enhancement bonus, but its con-
struction material makes it lighter than a normal wooden shield.
It weighs 5 pounds and has no armor check penalty.
No aura (nonmagical); Price 257 gp.
Lion’s Shield: This +2 heavy steel shield is fashioned to appear to
be a roaring lion’s head. Three times per day as a free action, the
lion’s head can be commanded to attack (independently of the
shield wearer), biting with the wielder’s base attack bonus (includ-
ing multiple attacks, if the wielder has them) and dealing 2d6
points of damage. This attack is in addition to any actions per-
formed by the wielder.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor,
summon nature’s ally IV; Price 9,170 gp; Cost 4,670 gp + 360 XP.
Mithral Heavy Shield: This heavy shield is made of mithral
and thus is much lighter than a standard steel shield. It has a 5%
arcane spell failure chance and no armor check penalty. It weighs
5 pounds.
No aura (nonmagical); Price 1,020 gp.
Spined Shield: This +1 heavy steel shield is covered in spines. It
acts as a normal spiked shield. On command up to three times per
day, the shield’s wearer can fire one of the shield’s spines. A fired
spine has a +1 enhancement bonus, a range increment of 120 feet,
and deals 1d10 points of damage (19–20/×2). Fired spines regen-
erate each day.
Moderate evocation; CL 6th; Craft Magic Arms and Armor,
magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.
Winged Shield: This round heavy wooden shield has a +3
enhancement bonus. Small, feathered wings encircle the shield.
Once per day it can be commanded to fly (as the spell), carrying
the wielder. The shield can carry up to 133 pounds and move at 60
feet per round, or up to 266 pounds and move at 40 feet per round.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, fly;
Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.
WEAPONS
As magic items go, magic weapons are a staple of all campaigns.
Magic weapons have enhancement bonuses ranging from +1 to
+5. They apply these bonuses to both attack and damage rolls
when used in combat. All magic weapons are also masterwork
weapons, but their masterwork bonus on attack rolls does not
stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some
of the weapons listed as melee weapons (for example, daggers) can
also be used as ranged weapons. In this case, their enhancement
bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have spe-
cial abilities, such as the ability to flame or the ability to attack on
their own. Special abilities count as additional bonuses for de-
termining the market value of the item, but do not modify attack
or damage bonuses (except where specifically noted). A single
weapon cannot have a modified bonus (enhancement bonus plus
special ability bonus equivalents) higher than +10. A weapon with
a special ability must have at least a +1 enhancement bonus.
A weapon or a kind of ammunition may be made of an
unusual material. Roll d%: 01–95 indicates that the item is of a
standard sort, and 96–100 indicates that it is made of a special
substance such as alchemical silver or cold iron (see Special
Materials, page 283).
Caster Level for Weapons: The caster level of a weapon with a
special ability is given in the item description. For an item with
only an enhancement bonus and no other abilities, the caster level
is three times the enhancement bonus. If an item has both an
enhancement bonus and a special ability, the higher of the two
caster level requirements must be met.
Additional Damage Dice: Some magic weapons deal addi-
tional dice of damage. Unlike other modifiers to damage, addi-
tional dice of damage are not multiplied when the attacker scores a
critical hit.
Ranged Weapons and Ammunition: The enhancement
bonus from a ranged weapon does not stack with the enhance-
ment bonus from ammunition. Only the higher of the two
enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhance-
ment bonus of +1 or higher is treated as a magic weapon for the
purpose of overcoming damage reduction. For example, a sling
stone hurled from a +1 sling is treated as a magic weapon. Similarly,
ammunition fired from a projectile weapon with an alignment
(such as a +1 holy longbow or a masterwork crossbow under the
effect of the align weapon spell) gains the alignment of that projec-
tile weapon (in addition to any alignment it may already have). For
example, a +1 unholy arrow fired from a +2 anarchic shortbow would
be both evil-aligned and chaos-aligned (the former from its own
unholy special ability, the latter from the shortbow).
Magic Ammunition and Breakage: When a magic arrow,
crossbow bolt, or sling bullet misses its target, there is a 50%
chance it breaks or otherwise is rendered useless. A magic arrow,
bolt, or bullet that hits is destroyed.
Light Generation: Fully 30% of magic weapons shed light
equivalent to a light spell (bright light in a 20-foot radius, shadowy
light in a 40-foot radius). These glowing weapons are quite obvi-
ously magical. Such a weapon can’t be concealed when drawn, nor
can its light be shut off. Some of the specific weapons detailed
below always or never glow, as defined in their descriptions.
CHAPTER 7:
MAGIC ITEMS
Table 7–8: Specific Shields
Minor Medium Major Specific Shield Market Price
01–30 01–20 — Darkwood buckler 205 gp
31–80 21–45 — Darkwood shield 257 gp
81–95 46–70 — Mithral heavy shield 1,020 gp
96–100 71–85 01–20 Caster’s shield 3,153 gp
—86–90 21–40 Spined shield 5,580 gp
—91–95 41–60 Lion’s shield 9,170 gp
— 96–100 61–90 Winged shield 17,257 gp
——91–100 Absorbing shield 50,170 gp
Hardness and Hit Points: An attacker cannot damage a magic
weapon that has an enhancement bonus unless his own weapon
has at least as high an enhancement bonus as the weapon or shield
struck. Each +1 of enhancement bonus also adds 1 to the weapon’s
or shield’s hardness and hit points. (See Table 8–8, page 158 of the
Player’s Handbook, for common weapon hardnesses and hit points.)
Activation: Usually a character benefits from a magic weapon
in the same way a character benefits from a mundane weapon—by
attacking with it. If a weapon has a special ability that the user
needs to activate (such as the sunlight power of a sun blade), then the
user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits: Some weapon qualities
and some specific weapons have an extra effect on a critical hit. A
flaming burst weapon, for example, does extra fire damage on a
critical hit. This special effect functions against creatures not sub-
ject to critical hits, such as undead, elementals, and constructs.
When fighting against such creatures, roll for critical hits as you
would against humanoids or any other creature subject to critical
hits. On a successful critical roll, apply the special effect, but do
not multiply the weapon’s regular damage. For example, if Jozan
rolls a natural 20 on his attack roll against an iron golem when
using a mace of smiting, he rolls again. If he rolls high enough to hit
the iron golem’s AC, then he does not apply double damage.
Instead, he destroys the construct outright.
CHAPTER 7:
MAGIC ITEMS
Table 7–9: Weapons
Minor Medium Major Weapon Bonus Base Price
1
01–70 01–10 — +1 2,000 gp
71–85 11–29 — +2 8,000 gp
—30–58 01–20 +3 18,000 gp
—59–62 21–38 +4 32,000 gp
——39–49 +5 50,000 gp
——— +6
2
72,000 gp
——— +7
2
98,000 gp
——— +8
2
128,000 gp
——— +9
2
162,000 gp
——— +10
2
200,000 gp
86–90 63–68 50–63 Specific weapon
3
—
91–100 69–100 64–100 Special ability and roll again
4
—
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 A weapon can’t actually have a bonus higher than +5. Use these
lines to determine price when special abilities are added in. Example:
A +3 dagger that also has the speed special ability (+4 modifier; see
Table 7–14: Melee Weapon Special Abilities) is treated as a +7 dagger
for pricing purposes and is priced at 98,000 gp.
3 See Table 7–16: Specific Weapons.
4 See Table 7–14: Melee Weapon Special Abilities for melee weapons
or Table 7–15: Ranged Weapon Special Abilities for ranged weapons.
Table 7–10: Weapon Type Determination
d% Weapon Type
01–70 Common melee weapon (see Table 7–11)
71–80 Uncommon weapon (see Table 7–12)
81–100 Common ranged weapon (see Table 7–13)
Table 7–11: Common Melee Weapons
d% Weapon Weapon Cost
1
01–04 Dagger +302 gp
05–14 Greataxe +320 gp
15–24 Greatsword +350 gp
25–28 Kama +302 gp
29–41 Longsword +315 gp
42–45 Mace, light +305 gp
46–50 Mace, heavy +312 gp
51–54 Nunchaku +302 gp
55–57 Quarterstaff
2
+600 gp
58–61 Rapier +320 gp
62–66 Scimitar +315 gp
67–70 Shortspear +302 gp
71–74 Siangham +303 gp
75–84 Sword, bastard +335 gp
85–89 Sword, short +310 gp
90–100 Waraxe, dwarven +330 gp
1 Add to enhancement bonus on Table 7–9: Weapons to determine
total market price.
2 Masterwork double weapons incur double the masterwork cost to
account for each head (+300 gp masterwork cost per head for a total
of +600 gp). Double weapons have separate magical bonuses for
their different heads. If randomly determined, the second head of a
double weapon has the same enhancement bonus as the main head
(01–50 on d%), doubling the cost of the bonus, or its enhancement
bonus is one less (51–100 on d%) and it has no special abilities.
All magic weapons are masterwork weapons.
Table 7–12: Uncommon Weapons
d% Weapon Weapon Cost
1
01–03 Axe, orc double
2
+660 gp
04–07 Battleaxe +310 gp
08–10 Chain, spiked +325 gp
11–12 Club +300 gp
13–16 Crossbow, hand +400 gp
17–19 Crossbow, repeating +550 gp
20–21 Dagger, punching +302 gp
22–23 Falchion +375 gp
24–26 Flail, dire
2
+690 gp
27–31 Flail, heavy +315 gp
32–35 Flail, light +308 gp
36–37 Gauntlet +302 gp
38–39 Gauntlet, spiked +305 gp
40–41 Glaive +308 gp
42–43 Greatclub +305 gp
44–45 Guisarme +309 gp
46–48 Halberd +310 gp
49–51 Halfspear +301 gp
52–54 Hammer, gnome hooked
2
+620 gp
55–56 Hammer, light +301 gp
57–58 Handaxe +306 gp
59–61 Kukri +308 gp
62–64 Lance +310 gp
65–67 Longspear +305 gp
68–70 Morningstar +308 gp
71–72 Net +320 gp
73–74 Pick, heavy +308 gp
75–76 Pick, light +304 gp
77–78 Ranseur +310 gp
79–80 Sap +301 gp
81–82 Scythe +318 gp
83–84 Shuriken +301 gp
85–86 Sickle +306 gp
87–89 Sword, two-bladed
2
+700 gp
90–91 Trident +315 gp
92–94 Urgrosh, dwarven
2
+650 gp
95–97 Warhammer +312 gp
98–100 Whip +301 gp
1 Add to enhancement bonus on Table 7–9: Weapons to determine
total market price.
2 Masterwork double weapons incur double the masterwork cost to
account for each head (+300 gp masterwork cost per head for a total
of +600 gp). Double weapons have separate magical bonuses for
their different heads. If randomly determined, the second head of a
double weapon has the same enhancement bonus as the main head
(01–50 on d%), doubling the cost of the bonus, or its enhancement
bonus is one less (51–100) and it has no special abilities.
All magic weapons are masterwork weapons.
Random Generation: To generate magic weapons randomly,
first roll on Table 7–9: Weapons, and then roll on Table 7–10:
Weapon Type Determination. Use Table 7–14: Melee Weapon Spe-
cial Abilities, Table 7–15: Ranged Weapon Special Abilities, or Table
7–16: Specific Weapons if indicated by the roll on Table 7–9.
Weapons for Unusually Sized Creatures: The cost of
weapons for creatures who are neither Small nor Medium varies
from the values given on Tables 7–11, 7–12, and 7–13, as described
under Weapon Qualities on page 114 of the Player’s Handbook. The
cost of the masterwork quality and any magical enhancement
remains the same.
Special Qualities: Roll d%. If the item is a melee weapon, a
01–30 result indicates that the item sheds light, 31–45 indicates
that something (a design, inscription, or the like) provides a clue
to the weapon’s function, and 46–100 indicates no special qualities.
If the item is a ranged weapon, a 01–15 result indicates that
something (a design, inscription, or the like) provides a clue to the
weapon’s function, and 16–100 indicates no special qualities.
Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have one or
more of the special abilities detailed below. A weapon with a spe-
cial ability must have at least a +1 enhancement bonus.
Anarchic: An anarchic weapon is chaotically aligned and in-
fused with the power of chaos. It makes the weapon chaos-aligned
and thus bypasses the corresponding damage reduction. It deals
an extra 2d6 points of damage against all of lawful alignment. It
bestows one negative level on any lawful creature attempting to
wield it. The negative level remains as long as the weapon is in
hand and disappears when the weapon is no longer wielded. This
negative level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the
weapon is wielded. Bows, crossbows, and slings so crafted bestow
the chaotic power upon their ammunition.
Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and
Armor, chaos hammer, creator must be chaotic; Price +2 bonus.
Axiomatic: An axiomatic weapon is lawfully aligned and
infused with the power of law. It makes the weapon law-aligned
CHAPTER 7:
MAGIC ITEMS
Table 7–13: Common Ranged Weapons
d% Weapon Weapon Cost
1
01–10 Ammunition (roll again):
01–50 Arrows (50) +350 gp
51–80 Bolts, crossbow (50) +350 gp
81–100 Bullets, sling (50) +350 gp
11–15 Axe, throwing +308 gp
16–25 Crossbow, heavy +350 gp
26–35 Crossbow, light +335 gp
36–39 Dart +300 gp 5 sp
40–41 Javelin +301 gp
42–46 Shortbow +330 gp
47–51 Shortbow, composite (+0 Str bonus) +375 gp
52–56 Shortbow, composite (+1 Str bonus) +450 gp
57–61 Shortbow, composite (+2 Str bonus) +525 gp
62–65 Sling +300 gp
66–75 Longbow +375 gp
76–80 Longbow, composite +400 gp
81–85 Longbow, composite (+1 Str bonus) +500 gp
86–90 Longbow, composite (+2 Str bonus) +600 gp
91–95 Longbow, composite (+3 Str bonus) +700 gp
96–100 Longbow, composite (+4 Str bonus) +800 gp
1 Add to enhancement bonus on Table 7–9: Weapons to determine
total market price.
All magic weapons are masterwork weapons.
Table 7–14: Melee Weapon Special Abilities
Base Price
Minor Medium Major Special Ability Modifier
1
01–10 01–06 01–03 Bane +1 bonus
11–17 07–12 — Defending +1 bonus
18–27 13–19 04–06 Flaming +1 bonus
28–37 20–26 07–09 Frost +1 bonus
38–47 27–33 10–12 Shock +1 bonus
48–56 34–38 13–15 Ghost touch +1 bonus
57–67 39–44 — Keen
2
+1 bonus
68–71 45–48 16–19 Ki Focus +1 bonus
72–75 49–50 — Merciful +1 bonus
76–82 51–54 20–21 Mighty cleaving +1 bonus
83–87 55–59 22–24 Spell storing +1 bonus
88–91 60–63 25–28 Throwing +1 bonus
92–95 64–65 29–32 Thundering +1 bonus
96–99 66–69 33–36 Vicious +1 bonus
—70–72 37–41 Anarchic +2 bonus
—73–75 42–46 Axiomatic +2 bonus
—76–78 47–49 Disruption
3
+2 bonus
—79–81 50–54 Flaming burst +2 bonus
—82–84 55–59 Icy burst +2 bonus
—85–87 60–64 Holy +2 bonus
—88–90 65–69 Shocking burst +2 bonus
—91–93 70–74 Unholy +2 bonus
—94–95 75–78 Wounding +2 bonus
——79–83 Speed +3 bonus
——84–86 Brilliant energy +4 bonus
——87–88 Dancing +4 bonus
——89–90 Vorpal
2
+5 bonus
100 96–100 91–100 Roll again twice
4
—
1 Add to enhancement bonus on Table 7–9: Weapons to determine
total market price.
2 Piercing or slashing weapons only. Reroll if randomly generated for a
bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a
piercing or slashing weapon.
4 Reroll if you get a duplicate special ability, an ability incompatible
with an ability that you’ve already rolled, or if the extra ability puts
you over the +10 limit. A weapon’s enhancement bonus and special
ability bonus equivalents can’t total more than +10.
Table 7–15: Ranged Weapon Special Abilities
Base Price
Minor Medium Major Special Ability Modifier
1
01–12 01–08 01–04 Bane +1 bonus
13–25 09–16 05–08 Distance +1 bonus
26–40 17–28 09–12 Flaming +1 bonus
41–55 29–40 13–16 Frost +1 bonus
56–60 41–42 — Merciful +1 bonus
61–68 43–47 17–21 Returning +1 bonus
69–83 48–59 22–25 Shock +1 bonus
84–93 60–64 26–27 Seeking +1 bonus
94–99 65–68 28–29 Thundering +1 bonus
—69–71 30–34 Anarchic +2 bonus
—72–74 35–39 Axiomatic +2 bonus
—75–79 40–49 Flaming burst +2 bonus
—80–82 50–54 Holy +2 bonus
—83–87 55–64 Icy burst +2 bonus
—88–92 65–74 Shocking burst +2 bonus
—93–95 75–79 Unholy +2 bonus
——80–84 Speed +3 bonus
——85–90 Brilliant energy +4 bonus
100 96–100 91–100 Roll again twice
2
—
1 Add to enhancement bonus on Table 7–9: Weapons to determine
total market price.
2 Reroll if you get a duplicate special ability, an ability incompatible
with an ability that you’ve already rolled, or if the extra ability puts
you over the +10 limit. A weapon’s enhancement bonus and special
ability bonus equivalents can’t total more than +10.
and thus bypasses the corresponding damage reduction. It deals
an extra 2d6 points of damage against all of chaotic alignment. It
bestows one negative level on any chaotic creature attempting to
wield it. The negative level remains as long as the weapon is in
hand and disappears when the weapon is no longer wielded. This
negative level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the
weapon is wielded. Bows, crossbows, and slings so crafted bestow
the lawful power upon their ammunition.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and
Armor, order’s wrath, creator must be lawful; Price +2 bonus.
Bane: A bane weapon excels at attacking one type or subtype of
creature. Against its designated foe, its effective enhancement
bonus is +2 better than its normal enhancement bonus (so a +1 long-
sword is a +3 longsword against its foe). It deals an extra 2d6 points of
damage against the foe. Bows, crossbows, and slings so crafted
bestow the bane quality upon their ammunition. To randomly
determine a weapon’s designated foe, roll on the following table.
d% Designated Foe
01–05 Aberrations
06–09 Animals
10–16 Constructs
17–22 Dragons
23–27 Elementals
28–32 Fey
33–39 Giants
40 Humanoids, aquatic
41–42 Humanoids, dwarf
43–44 Humanoids, elf
45 Humanoids, gnoll
46 Humanoids, gnome
47–49 Humanoids, goblinoid
50 Humanoids, halfling
51–54 Humanoids, human
55–57 Humanoids, reptilian
58–60 Humanoids, orc
61–65 Magical beasts
66–70 Monstrous humanoids
71–72 Oozes
73 Outsiders, air
74–76 Outsiders, chaotic
77 Outsiders, earth
78–80 Outsiders, evil
81 Outsiders, fire
82–84 Outsiders, good
85–87 Outsiders, lawful
88 Outsiders, water
89–90 Plants
91–98 Undead
99–100 Vermin
Moderate conjuration; CL 8th; Craft Magic Arms and Armor,
summon monster I; Price +1 bonus.
Brilliant Energy: A brilliant energy weapon has its significant
portion—such as its blade, axe head, or arrowhead—transformed
into light, although this does not modify the item’s weight. It
always gives off light as a torch (20-foot radius). A brilliant energy
weapon ignores nonliving matter. Armor bonuses to AC (includ-
ing any enhancement bonuses to that armor) do not count against
it because the weapon passes through armor. (Dexterity, deflec-
tion, dodge, natural armor, and other such bonuses still apply.) A
brilliant energy weapon cannot harm undead, constructs, and
objects. This property can only be applied to melee weapons,
thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor,
gaseous form, continual flame; Price +4 bonus.
Dancing: As a standard action, a dancing weapon can be loosed
to attack on its own. It fights for 4 rounds using the base attack
bonus of the one who loosed it and then drops. While dancing, it
cannot make attacks of opportunity, and the person who activated
it is not considered armed with the weapon. In all other respects,
it is considered wielded or attended by the creature for all maneu-
vers and effects that target items (such as the sunder action or a
heat metal spell). While dancing, it takes up the same space as the
activating character and can attack adjacent foes (weapons with
reach can attack opponents up to 10 feet away). The dancing
weapon accompanies the person who activated it everywhere,
whether she moves by physical or magical means. If the wielder
who loosed it has an unoccupied hand, she can grasp it while it is
attacking on its own as a free action; when so retrieved the weapon
can’t dance (attack on its own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor,
animate objects; Price +4 bonus.
Defending: A defending weapon allows the wielder to transfer
some or all of the sword’s enhancement bonus to his AC as a bonus
that stacks with all others. As a free action, the wielder chooses how to
allocate the weapon’s enhancement bonus at the start of his turn
before using the weapon, and the effect to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor,
shield or shield of faith; Price +1 bonus.
Disruption: A weapon of disruption is the bane of all undead.
Any undead creature struck in combat must succeed on a DC 14
Will save or be destroyed. A weapon of disruption must be a
bludgeoning weapon. (If you roll this property randomly for a
piercing or slashing weapon, reroll.)
Strong conjuration; CL 14th; Craft Magic Arms and Armor,
heal; Price +2 bonus.
Distance: This property can only be placed on a ranged
weapon. A weapon of distance has double the range increment of
other weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and Armor,
clairaudience/clairvoyance; Price +1 bonus.
Flaming: Upon command, a flaming weapon is sheathed in
fire. The fire does not harm the wielder. The effect remains until
another command is given. A flaming weapon deals an extra 1d6
points of fire damage on a successful hit. Bows, crossbows, and
slings so crafted bestow the fire energy upon their ammunition.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and
flame blade, flame strike, or fireball; Price +1 bonus.
Flaming Burst: A flaming burst weapon functions as a flaming
weapon that also explodes with flame upon striking a successful
critical hit. The fire does not harm the wielder. In addition to the
extra fire damage from the flaming ability (see above), a flaming
burst weapon deals an extra 1d10 points of fire damage on a suc-
cessful critical hit. If the weapon’s critical multiplier is ×3, add an
extra 2d10 points of fire damage instead, and if the multiplier is
×4, add an extra 3d10 points of fire damage. Bows, crossbows, and
slings so crafted bestow the fire energy upon their ammunition.
Even if the flaming ability is not active, the weapon still deals its
extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and
flame blade, flame strike, or fireball; Price +2 bonus.
Frost: Upon command, a frost weapon is sheathed in icy cold.
The cold does not harm the wielder. The effect remains until
another command is given. A frost weapon deals an extra 1d6
points of cold damage on a successful hit. Bows, crossbows, and
slings so crafted bestow the cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill
metal or ice storm; Price +1 bonus.
Ghost Touch: A ghost touch weapon deals damage normally
against incorporeal creatures, regardless of its bonus. (An incor-
poreal creature’s 50% chance to avoid damage does not apply to
attacks with ghost touch weapons.) The weapon can be picked up
CHAPTER 7:
MAGIC ITEMS
and moved by an incorporeal creature at any time. A manifesting
ghost can wield the weapon against corporeal foes. Essentially, a
ghost touch weapon counts as either corporeal or incorporeal at
any given time, whichever is more beneficial to the wielder.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor,
plane shift; Price +1 bonus.
Holy: A holy weapon is imbued with holy power. This power
makes the weapon good-aligned and thus bypasses the correspon-
ding damage reduction. It deals an extra 2d6 points of damage
against all of evil alignment. It bestows one negative level on any
evil creature attempting to wield it. The negative level remains as
long as the weapon is in hand and disappears when the weapon is
no longer wielded. This negative level never results in actual level
loss, but it cannot be overcome in any way (including restoration
spells) while the weapon is wielded. Bows, crossbows, and slings
so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft Magic Arms and
Armor, holy smite, creator must be good; Price +2 bonus.
Icy Burst: An icy burst weapon functions as a frost weapon that
also explodes with frost upon striking a successful critical hit. The
frost does not harm the wielder. In addition to the extra damage
from the frost ability, an icy burst weapon deals an extra 1d10
points of cold damage on a successful critical hit. If the weapon’s
critical multiplier is ×3, add an extra 2d10 points of cold damage
instead, and if the multiplier is ×4, add an extra 3d10 points. Bows,
crossbows, and slings so crafted bestow the cold energy upon their
ammunition. Even if the frost ability is not active, the weapon still
deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor,
chill metal or ice storm; Price +2 bonus.
Keen: This ability doubles the threat range of a weapon. For
instance, if it is placed on a longsword (which has a normal threat
range of 19–20), the keen longsword scores a threat on a 17–20.
Only piercing or slashing weapons can be keen. (If you roll this
property randomly for an inappropriate weapon, reroll.) This ben-
efit doesn’t stack with any other effect that expands the threat
range of a weapon (such as the keen edge spell or the Improved
Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor,
keen edge; Price +1 bonus.
Ki Focus: The magic weapon serves as a channel for the wielder’s
ki, allowing her to use her special ki attacks through the weapon as
if they were unarmed attacks. These attacks include the monk’s
stunning attack, ki strike, and quivering palm, as well as the Stun-
ning Fist feat. Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor,
creator must be a monk; Price +1 bonus.
Merciful: The weapon deals an extra 1d6 points of damage, and
all damage it deals is nonlethal damage. On command, the weapon
suppresses this ability until commanded to resume it. Bows, cross-
bows, and slings so crafted bestow the merciful effect upon their
ammunition.
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure
light wounds; Price +1 bonus.
Mighty Cleaving: A mighty cleaving weapon allows a wielder
with the Cleave feat to make one additional cleave attempt in a
round.
Moderate evocation; CL 8th; Craft Magic Arms and Armor,
divine power; Price +1 bonus.
Returning: This special ability can only be placed on a weapon
that can be thrown. A returning weapon flies through the air back
to the creature that threw it. It returns to the thrower just before the
creature’s next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free
action. If the character can’t catch it, or if the character has moved
since throwing it, the weapon drops to the ground in the square
from which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor,
telekinesis; Price +1 bonus.
Seeking: Only ranged weapons can have the seeking ability.
The weapon veers toward its target, negating any miss chances
that would otherwise apply, such as from concealment. (The
wielder still has to aim the weapon at the right square. Arrows mis-
takenly shot into an empty space, for example, do not veer and hit
invisible enemies, even if they are nearby.)
Strong divination; CL 12th; Craft Magic Arms and Armor, true
seeing; Price +1 bonus.
Shock: Upon command, a shock weapon is sheathed in crack-
ling electricity. The electricity does not harm the wielder. The
effect remains until another command is given. A shock weapon
deals an extra 1d6 points of electricity damage on a successful hit.
Bows, crossbows, and slings so crafted bestow the electricity
energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call
lightning or lightning bolt; Price +1 bonus.
Shocking Burst: A shocking burst weapon functions as a shock
weapon that also explodes with electricity upon striking a success-
ful critical hit. The electricity does not harm the wielder. In addi-
tion to the extra electricity damage from the shock ability, a shock-
ing burst weapon deals an extra 1d10 points of electricity damage
on a successful critical hit. If the weapon’s critical multiplier is ×3,
add an extra 2d10 points of electricity damage instead, and if the
multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and
slings so crafted bestow the electricity energy upon their ammuni-
tion. Even if the shock ability is not active, the weapon still deals
its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call
lightning or lightning bolt; Price +2 bonus.
Speed: When making a full attack action, the wielder of a speed
weapon may make one extra attack with it. The attack uses the
wielder’s full base attack bonus, plus any modifiers appropriate to
the situation. (This benefit is not cumulative with similar effects,
such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor,
haste; Price +3 bonus.
Spell Storing: A spell storing weapon allows a spellcaster to
store a single targeted spell of up to 3rd level in the weapon. (The
spell must have a casting time of 1 standard action.) Any time the
weapon strikes a creature and the creature takes damage from it,
the weapon can immediately cast the spell on that creature as a
free action if the wielder desires. (This special ability is an excep-
tion to the general rule that casting a spell from an item takes at
least as long as casting that spell normally.) Inflict serious wounds,
contagion, blindness, and hold person are all common choices for the
stored spell. Once the spell has been cast from the weapon, a spell-
caster can cast any other targeted spell of up to 3rd level into it.
The weapon magically imparts to the wielder the name of the spell
currently stored within it. A randomly rolled spell storing weapon
has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft
Magic Arms and Armor, creator must be a caster of at least 12th
level; Price +1 bonus.
Thundering: A thundering weapon creates a cacophonous roar
like thunder upon striking a successful critical hit. The sonic energy
does not harm the wielder. A thundering weapon deals an extra 1d8
points of sonic damage on a successful critical hit. If the weapon’s
critical multiplier is ×3, add an extra 2d8 points of sonic damage
instead, and if the multiplier is ×4, add an extra 3d8 points of sonic
damage. Bows, crossbows, and slings so crafted bestow the sonic
energy upon their ammunition. Subjects dealt a critical hit by a
thundering weapon must make a DC 14 Fortitude save or be deaf-
ened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blind-
ness/deafness; Price +1 bonus.
CHAPTER 7:
MAGIC ITEMS
Throwing: This ability can only be placed on a melee
weapon. A melee weapon crafted with this ability gains a range
increment of 10 feet and can be thrown by a wielder proficient
in its normal use.
Faint transmutation; CL 5th; Craft Magic
Arms and Armor, magic stone; Price +1 bonus.
Unholy: An unholy weapon is imbued
with unholy power. This power makes the
weapon evil-aligned and thus bypasses the
corresponding damage reduction. It deals
an extra 2d6 points of damage against all of
good alignment. It bestows one negative
level on any good creature attempting to
wield it. The negative level remains as long
as the weapon is in hand and disappears
when the weapon is no longer wielded. This
negative level never results in actual level
loss, but it cannot be overcome in any way
(including restoration spells) while the
weapon is wielded. Bows, crossbows, and
slings so crafted bestow the unholy power
upon their ammunition.
Moderate evocation [evil]; CL 7th; Craft
Magic Arms and Armor, unholy blight, creator
must be evil; Price +2 bonus.
Vicious: When a vicious weapon strikes
an opponent, it creates a flash of disruptive
energy that resonates between the opponent
and the wielder. This energy deals an extra
2d6 points of damage to the opponent and
1d6 points of damage to the wielder. Only
melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic
Arms and Armor, enervation; Price +1 bonus.
Vorpal: This potent and feared ability
allows the weapon to sever the heads of
those it strikes. Upon a roll of natural 20 (fol-
lowed by a successful roll to confirm the crit-
ical hit), the weapon severs the opponent’s
head (if it has one) from its body. Some crea-
tures, such as many aberrations and all oozes,
have no heads. Others, such as golems and
undead creatures other than vampires, are
not affected by the loss of their heads. Most
other creatures, however, die when their
heads are cut off. The DM may have to make
judgment calls about this sword’s effect. A
vorpal weapon must be a slashing weapon. (If
you roll this property randomly for an inap-
propriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th; Craft Magic
Arms and Armor, circle of death, keen edge; Price +5 bonus.
Wounding: A wounding weapon deals 1 point of Constitution
damage from blood loss when it hits a creature. A critical hit does
not multiply the Constitution damage. Creatures immune to criti-
cal hits (such as plants and constructs) are immune to the Consti-
tution damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor,
Mordenkainen’s sword; Price +2 bonus.
Specific Weapons
The following specific weapons usually are preconstructed with
exactly the qualities described here.
Adamantine Battleaxe: This nonmagical axe is made out of
adamantine. As a masterwork weapon, it has a +1 enhancement
bonus on attack rolls.
No aura (nonmagical); Price 3,010 gp.
Adamantine Dagger: This nonmagical dagger is made out of
adamantine. As a masterwork weapon, it has a +1 enhancement
bonus on attack rolls.
No aura (nonmagical); Price 3,002 gp.
Assassin’s Dagger: This wicked-looking, curved +2 dagger pro-
vides a +1 bonus to the DC of a Fortitude save forced by the death
attack of an assassin.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor,
slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.
Dagger of Venom: This black +1 dagger has a serrated edge. It
allows the wielder to use a poison effect (as the spell, save DC 14)
upon a creature struck by the blade once per day. The wielder can
decide to use the power after he has struck. Doing so is a free
action, but the poison effect must be invoked in the same round
that the dagger strikes.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison;
Price 8,302 gp; Cost 4,302 gp + 320 XP.
Dwarven Thrower: This weapon commonly functions as a +2
warhammer. In the hands of a dwarf, the warhammer gains an
additional +1 enhancement bonus (for a total enhancement bonus
of +3) and gains the returning special ability. It can be hurled with
a 30-foot range increment. When hurled, it deals an extra 2d8
points of damage against giants or an extra 1d8 points of damage
against any other target.
Moderate evocation; CL 10th; Craft Magic Arms and Armor,
creator must be a dwarf of at least 10th level; Price 60,312 gp; Cost
30,312 gp + 2,400 XP.
Flame Tongue: This is a +1 flaming burst longsword. Once per
day, the sword can blast forth a fiery ray at any target within 30 feet
as a ranged touch attack. The ray deals 4d6 points of fire damage
on a successful hit.
Moderate evocation; CL 12th; Craft Magic Arms
and Armor, scorching ray, and flame blade, flame strike,
or fireball; Price 20,715 gp; Cost 10,515 gp + 816 XP.
Frost Brand: This +3 frost greatsword sheds light
as a torch when the temperature drops below 0°F.
At such times it cannot be concealed when drawn,
nor can its light be shut off. Its wielder is protected
from fire; the sword absorbs the first 10 points
of fire damage each round that the wielder
would otherwise take.
A frost brand extinguishes all nonmagi-
cal fires in its area. As a standard action, it can
also dispel lasting fire spells such as wall of fire,
but not instantaneous effects such as fireball,
meteor swarm, and flame strike, though you must
succeed on a dispel check (1d20 +14) against each
spell to dispel it. The DC to dispel such spells is 11
+ the caster level of the fire spell.
Strong evocation; CL 14th; Craft Magic Arms
and Armor, ice storm, dispel magic, protection from
energy; Price 54,475 gp; Cost 27,375 gp and 5 sp +
2179 XP.
Holy Avenger: This +2 cold iron longsword be-
comes a +5 holy cold iron longsword in the hands of
a paladin.
It provides spell resistance of 5 + the paladin’s
level to the wielder and anyone adjacent to her. It
also enables the wielder to use greater dispel magic
(once per round as a standard action) at the class
level of the paladin. (Only the area dispel is pos-
sible, not the targeted dispel or counterspell ver-
sions of greater dispel magic.)
Strong abjuration; CL 18th; Craft Magic Arms
and Armor, holy aura, creator must be good; Price
120,630 gp; Cost 60,630 gp + 4,800 XP.
Javelin of Lightning: This javelin becomes a
CHAPTER 7:
MAGIC ITEMS
Holy avenger
Flame tongue
5d6 lightning bolt when thrown (Reflex DC 14 half ). It is con-
sumed in the attack.
Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning
bolt; Price 1,500 gp; Cost 750 gp + 30 XP.
Life-Drinker: This +1 greataxe is favored by undead and con-
structs, who do not suffer its drawback. A life-drinker bestows two
negative levels on its target whenever it deals damage, just as if its
target had been struck by an undead creature. One day after being
struck, subjects must make a DC 16 Fortitude save for each negative
level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one
negative level on the wielder. Any negative level gained by the
wielder in this fashion lasts for 1 hour.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 XP.
Luck Blade: This +2 short sword gives its possessor a +1 luck bonus
on all saving throws. Its possessor also gains the power of good for-
tune, usable once per day. This extraordinary ability allows its pos-
sessor to reroll one roll that she just made. She must take the result of
the reroll, even if it’s worse than the original roll. In addition, a luck
blade may contain up to three wishes (when randomly rolled, a luck
blade holds 1d4–1 wishes, minimum 0). When the last wish is used,
the sword remains a +2 short sword, still grants the +1 luck bonus, and
still grants its reroll power.
Strong evocation; CL 17th; Craft Magic Arms and Armor, wish
or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 102,660 gp
(2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp + 882 XP (0 wishes),
31,180 gp + 2,494 XP (1 wish); 51,330 gp + 4,106 XP (2 wishes),
71,480 gp + 5,718 XP (3 wishes).
Mace of Smiting: This +3 adamantine heavy mace has a +5
enhancement bonus against constructs, and any critical hit dealt
to a construct completely destroys it (no saving throw). A critical
hit dealt to an outsider deals ×4 damage rather than ×2.
Moderate transmutation; CL 11th; Craft Magic Arms and
Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.
Mace of Terror: On command, this +2 heavy mace causes the
wielder’s clothes and appearance to transform into an illusion of
darkest horror such that living creatures in a 30-foot cone become
panicked as if by a fear spell (Will DC 16 partial). They take a –2
morale penalty on saving throws, and they flee from the wielder.
The wielder may use this ability up to three times per day.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.
Masterwork Cold Iron Longsword: This nonmagical long-
sword is crafted out of cold iron. As a masterwork weapon, it has a
+1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 330 gp.
Nine Lives Stealer: This longsword always performs as a +2
longsword, but it also has the power to draw the life force from an
opponent. It can do this nine times before the ability is lost. At that
point, the sword becomes a simple +2 longsword (with a hint of evil
about it). A critical hit must be dealt for the sword’s death-dealing
ability to function, and this weapon has no effect on creatures not
subject to critical hits. The victim is entitled to a DC 20 Fortitude
save to avoid death. If the save is successful, the sword’s death-deal-
ing ability does not function, no use of the ability is expended, and
normal critical damage is determined. This sword is evil, and any
good character attempting to wield it gains two negative levels.
These negative levels remain as long as the sword is in hand and
disappear when the sword is no longer wielded. These negative
levels never result in actual level loss, but they cannot be overcome
in any way (including restoration spells) while the sword is wielded.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor,
finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.
Oathbow: Of elven make, this white +2 composite longbow (+2
Str bonus) whispers “Swift defeat to my enemies” in Elven when
nocked and pulled. Once per day, if the firer swears aloud to slay
her target (a free action), the bow’s whisper becomes the low shout
“Swift death to those who have wronged me.” Against such a
sworn enemy, the bow has a +5 enhancement bonus, and arrows
launched from it deal an additional 2d6 points of damage (and ×4
on a critical hit instead of the normal ×3). However, the bow is
treated as only a masterwork weapon against all foes other than
the sworn enemy, and the wielder takes a –1 penalty on attack
rolls with any weapon other than the oathbow. These bonuses and
penalties last for seven days or until the sworn enemy is slain or
destroyed by the wielder of the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a time. Once
the wielder swears to slay a target, he cannot make a new oath
until he has slain that target or seven days have passed. Even if the
wielder slays the sworn enemy on the same day that he makes the
oath, he cannot activate the oathbow’s special power again until 24
hours have passed from the time he made the oath.
Strong evocation; CL 15th; Craft Magic Arms and Armor, cre-
ator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.
Rapier of Puncturing: Three times per day, this +2 wounding
rapier allows the wielder to make a touch attack with the weapon
that deals 1d6 points of Constitution damage by draining blood.
Creatures immune to critical hits are immune to the Constitution
damage dealt by this weapon.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.
Screaming Bolt: One of these +2 bolts screams when fired, forc-
ing all enemies of the wielder within 20 feet of the path of the bolt
to succeed on a DC 14 Will save or become shaken. This is a mind-
affecting fear effect.
CHAPTER 7:
MAGIC ITEMS
Table 7–16: Specific Weapons
Minor Medium Major Specific Weapon Market Price
01–15 — — Sleep arrow 132 gp
16–25 — — Screaming bolt 267 gp
26–45 — — Silver dagger, masterwork 322 gp
46–65 — — Cold iron longsword,
masterwork 330 gp
66–75 01–09 — Javelin of lightning 1,500 gp
76–80 10–15 — Slaying arrow 2,282 gp
81–90 16–24 — Adamantine dagger 3,002 gp
91–100 25–33 — Adamantine battleaxe 3,010 gp
— 34–37 — Slaying arrow (greater) 4,057 gp
— 38–40 — Shatterspike 4,315 gp
—41–46 — Dagger of venom 8,302 gp
—47–51 — Trident of warning 10,115 gp
—52–57 01–04 Assassin’s dagger 10,302 gp
— 58–62 05–07 Shifter’s sorrow 12,780 gp
— 63–66 08–09 Trident of fish command 18,650 gp
—67–74 10–13 Flame tongue 20,715 gp
—75–79 14–17 Luck blade (0 wishes) 22,060 gp
—80–86 18–24 Sword of subtlety 22,310 gp
—87–91 25–31 Sword of the planes 22,315 gp
— 92–95 32–37 Nine lives stealer 23,057 gp
— 96–98 38–42 Sword of life stealing 25,715 gp
—99–100 43–46 Oathbow 25,600 gp
——47–51 Mace of terror 38,552 gp
——52–57 Life-drinker 40,320 gp
——58–62 Sylvan scimitar 47,315 gp
——63–67 Rapier of puncturing 50,320 gp
——68–73 Sun blade 50,335 gp
——74–79 Frost brand 54,475 gp
——80–84 Dwarven thrower 60,312 gp
——85–91 Luck blade (1 wish) 62,360 gp
——92–95 Mace of smiting 75,312 gp
——96–97 Luck blade (2 wishes) 102,660 gp
——98–99 Holy avenger 120,630 gp
—— 100 Luck blade (3 wishes) 142,960 gp
Faint enchantment; CL 5th; Craft Magic Arms and Armor,
doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.
Shatterspike: Wielders without the Improved Sunder feat use
Shatterspike as a +1 longsword only; wielders with the Improved Sun-
der feat add a +4 bonus (including the sword’s +1 enhancement
bonus) to the opposed roll when attempting to strike a foe’s weapon.
If successful, Shatterspike deals 1d8+4 points of damage plus the
wielder’s Strength modifier to the target weapon (the target
weapon’s hardness must still be overcome with each hit). Shatterspike
can damage weapons with an enhancement bonus of +4 or lower.
Strong evocation; CL 13th; Str 13, Craft Arms and Armor, Power
Attack, Improved Sunder, shatter; Price 4,315 gp; Cost 2,315 gp +
160 XP; Weight 4 lb.
Shifter’s Sorrow: This +1/+1 two-bladed sword has blades of
alchemical silver. The weapon deals an extra 2d6 points of damage
against any creature with the shapechanger subtype.
When a shapechanger or a creature in an alternate form (such
as a druid using wild shape) is struck by the weapon, it must make
a DC 15 Will save or return to its natural form.
Strong transmutation; CL 15th; Craft Arms and Armor, baleful
polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.
Silver Dagger, Masterwork: This masterwork alchemical
silver dagger is nonmagical. As a masterwork weapon, it has a +1
enhancement bonus on attack rolls.
No aura (nonmagical); Price 322 gp.
d% Designated Type or Subtype
01–05 Aberrations
06–09 Animals
10–16 Constructs
17–22 Dragons
23–27 Elementals
28–32 Fey
33–39 Giants
40 Humanoids, aquatic
41–42 Humanoids, dwarf
43–44 Humanoids, elf
45 Humanoids, gnoll
46 Humanoids, gnome
47–49 Humanoids, goblinoid
50 Humanoids, halfling
51–54 Humanoids, human
55–57 Humanoids, reptilian
58–60 Humanoids, orc
61–65 Magical beasts
66–70 Monstrous humanoids
71–72 Oozes
73 Outsiders, air
74–76 Outsiders, chaotic
77 Outsiders, earth
78–80 Outsiders, evil
81 Outsiders, fire
82–84 Outsiders, good
85–87 Outsiders, lawful
88 Outsiders, water
89–90 Plants
91–98 Undead
99–100 Vermin
Slaying Arrow: This +1 arrow is keyed to a particular type or sub-
type of creature. If it strikes such a creature, the target must make a
DC 20 Fortitude save or die (or, in the case of unliving targets, be
destroyed) instantly. Note that even creatures normally exempt
from Fortitude saves (undead and constructs) are subject to this
attack. When keyed to a living creature, this is a death effect (and
thus death ward protects a target). To determine the type or subtype
of creature the arrow is keyed to, roll on the previous table.
A greater slaying arrow functions just like a normal slaying arrow,
but the DC to avoid the death effect is 23.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
finger of death (slaying arrow)orheightened finger of death (greater
slaying arrow); Price 2,282 gp (slaying arrow) or 4,057 gp (greater slay-
ing arrow); Cost 1,144 gp 5 sp + 91 XP (slaying arrow) or 2,032 gp +
162 XP (greater slaying arrow).
Sleep Arrow: This +1 arrow is painted white and has white
fletching. If it strikes a foe so that it would normally deal damage,
it instead bursts into magical energy that deals nonlethal damage
(in the same amount as would be lethal damage) and forces the
target to make a DC 11 Will save or fall asleep.
Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep;
Price 132 gp; Cost 69 gp 5 sp + 5 XP.
Sun Blade: This sword is the size of a bastard sword. However, a
sun blade is wielded as if it were a short sword with respect to weight
and ease of use. (In other words, the weapon appears to all viewers
to be a bastard sword, and deals bastard sword damage, but the
wielder feels and reacts as if the weapon were a short sword.) Any
individual able to use either a bastard sword or a short sword with
proficiency is proficient in the use of a sun blade. Likewise, Weapon
Focus and Weapon Specialization in short sword and bastard sword
apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is
equal to a +2 bastard sword. Against evil creatures, its enhancement
bonus is +4. Against Negative Energy Plane creatures or undead
creatures, the sword deals double damage (and ×3 on a critical hit
instead of the usual ×2).
The blade also has a special sunlight power. Once per day, the
wielder can swing the blade vigorously above her head while
speaking a command word. The sunblade then sheds a bright yellow
radiance that is like full daylight. The radiance begins shining in a
10-foot radius around the sword wielder and extends outward at 5
feet per round for 10 rounds thereafter, to create a globe of light
with a 60-foot radius. When the wielder stops swinging, the radi-
ance fades to a dim glow that persists for another minute before
disappearing entirely. All sun blades are of good alignment, and any
evil creature attempting to wield one gains one negative level. The
negative level remains as long as the sword is in hand and disap-
pears when the sword is no longer wielded. This negative level
never results in actual level loss, but it cannot be overcome in any
way (including restoration spells) while the sword is wielded.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, day-
light, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.
Sword of Life Stealing: This black iron +2 longsword bestows a
negative level when it deals a critical hit. The sword wielder gains
1d6 temporary hit points each time a negative level is bestowed on
another. These temporary hit points last for 24 hours. One day
after being struck, subjects must make a DC 16 Fortitude save for
each negative level or lose a character level.
Strong necromancy; CL 17th; Craft Magic Arms and Armor,
enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029 XP.
Sword of the Planes: This longsword has an enhancement
bonus of +1 on the Material Plane, but on any Elemental Plane its
enhancement bonus increases to +2. (The +2 enhancement bonus
also applies on the Material Plane when the weapon is used
against elementals.) It operates as a +3 longsword on the Astral
Plane or the Ethereal Plane or when used against opponents native
to either of those planes. On any other plane, or against any out-
sider, it functions as a +4 longsword.
Strong evocation; CL 15th; Craft Magic Arms and Armor, plane
shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.
Sword of Subtlety: A +1 short sword with a thin, dull gray blade,
this weapon provides a +4 bonus on its wielder’s attack and
damage rolls when he is making a sneak attack with it.
Moderate illusion; CL 7th; Craft Magic Arms and Armor, blur;
Price 22,310 gp; Cost 11,155 gp + 892 XP.
CHAPTER 7:
MAGIC ITEMS
Sylvan Scimitar: This +3 scimitar, when used outdoors in a tem-
perate climate, grants its wielder the use of the Cleave feat and
deals an extra 1d6 points of damage.
Moderate evocation; CL 11th; Craft Magic Arms and Armor,
divine power or creator must be a 7th-level druid; Price 47,315gp;
Cost 23,657 gp and 5 sp + 1,893 XP.
Trident of Fish Command: The magical properties of this +1
trident with a 6-foot-long haft enable its wielder to charm up to 14
HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus
if currently under attack by the wielder or his
allies), no two of which can be more than 30 feet
apart. The wielder can use this effect up to
three times per day. The wielder can commu-
nicate with the animals as if using a speak
with animals spell. Animals making their
saving throw are free of control, but they
will not approach within 10 feet of the tri-
dent. The trident can be used up to three
times per day.
Moderate enchantment; CL 7th; Craft
Magic Arms and Armor, speak with ani-
mals; Price 18,650 gp; Cost 9,325 gp +
746 XP.
Trident of Warning: A weapon of
this type enables its wielder to deter-
mine the location, depth, kind, and
number of aquatic predators within 680
feet. A trident of warning must be grasped
and pointed in order for the character
using it to gain such information, and it
requires 1 round to scan a hemisphere with
a radius of 680 feet. The weapon is other-
wise a +2 trident.
Moderate divination; CL 7th; Craft
Magic Arms and Armor, locate creature;
Price 10,115 gp; Cost 5,057 gp and 5 sp +
405 XP.
POTIONS AND OILS
A potion is a magic liquid that produces its
effect when imbibed. Magic oils are similar to
potions, except that oils are applied externally
rather than imbibed. A potion or oil can be used only once. It can
duplicate the effect of a spell of up to 3rd level that has a casting
time of less than 1 minute.
Potions are like spells cast upon the imbiber. The character
taking the potion doesn’t get to make any decisions about the ef-
fect—the caster who brewed the potion has already done so. For
example, a potion of protection from energy is always designed to pro-
tect against a specific energy type chosen by the creator, not the
drinker. The drinker of a potion is both the effective target and the
caster of the effect (though the potion indicates the caster level,
the drinker still controls the effect, such as with levitate).
The person applying an oil is the effective caster, but the object
is the target. When a character applies oil of speak with dead, the
character is the one asking the questions.
Physical Description: A typical potion or oil consists of 1
ounce of liquid held in a ceramic or glass vial fitted with a tight
stopper. The stoppered container is usually no more than 1 inch
wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1,
and a break DC of 12. Vials hold 1 ounce of liquid.
Identifying Potions: In addition to the standard methods of
identification, PCs can sample from each container they find to
attempt to determine the nature of the liquid inside. An experi-
enced character learns to identify potions by memory—for
example, the last time she tasted a liquid that reminded her of
almonds, it turned out to be a potion of cure moderate wounds. (You can
reward players who keep records of potion sampling by always
having the same type of potion taste the same—or you can cross
them up by occasionally having the almond-flavored potion be
something other than a potion of cure moderate wounds.)
Activation: Drinking a potion or applying an oil requires no spe-
cial skill. The user merely removes the stopper and swallows the
potion or smears on the oil. The following rules govern potion and
oil use.
Drinking a potion or using an oil on an item of gear is a standard
action. The potion or oil takes effect immediately.
Using a potion or oil provokes attacks of opportu-
nity. A successful attack (including grappling
attacks) against the character forces a Concen-
tration check (as for casting a spell). If the char-
acter fails this check, she cannot drink the
potion. An enemy may direct an attack of op-
portunity against the potion or oil container
rather than against the character. A successful
attack of this sort can destroy the container (see
page 165 of the Player’s Handbook).
A creature must be able to swallow a potion or
smear on an oil. Because of this, incorporeal crea-
tures cannot use potions or oils.
Any corporeal creature can imbibe a potion.
The potion must be swallowed. Any corporeal
creature can use an oil.
A character can carefully administer a potion to
an unconscious creature as a full-round action,
trickling the liquid down the creature’s throat.
Likewise, it takes a full-round action to apply an
oil to an unconscious creature.
Random Generation: To generate potions
and oils randomly, roll on Table 7–17: Potions
and Oils (see the following page).
Potion Descriptions
Because standard potions are simply spells in
liquid form, refer to the spell description in
the Player’s Handbook for all pertinent details.
The caster level for a standard potion is the
minimum caster level needed to cast the spell
(unless otherwise specified).
RINGS
Rings bestow magical powers upon their wearers. Only a rare few
have charges. Anyone can use a ring.
A character can only effectively wear two magic rings. A third
magic ring doesn’t work if the wearer is already wearing two
magic rings.
Physical Description: Rings have no appreciable weight. Al-
though exceptions exist that are crafted from glass or bone, the
vast majority of rings are forged from metal—usually precious
metals such as gold, silver, and platinum. A ring has AC 13, 2 hit
points, hardness 10, and a break DC of 25.
Activation: Usually, a ring’s ability is activated by a command
word (a standard action that does not provoke attacks of opportu-
nity) or it works continually. Some rings have exceptional activa-
tion methods, according to their descriptions.
Random Generation: To generate rings randomly, roll on
Table 7–18: Rings (see page 231).
Special Qualities: Roll d%. A result of 01 indicates the ring is
intelligent, 02–31 indicates that something (a design, inscription, or
the like) provides a clue to its function, and 32–100 indicates no spe-
cial qualities. Intelligent items have extra abilities and sometimes
extraordinary powers and special purposes. Use Table 7–30: Item
Intelligence, Wisdom, Charisma, and Capabilities as indicated if a
ring is intelligent. Rings with charges can never be intelligent.
CHAPTER 7:
MAGIC ITEMS
Potions
Ring Descriptions
Rings are some of the most coveted and generally useful magic
items. Standard rings are described below.
Animal Friendship: On command, this ring affects an animal
as if the wearer had cast charm animal.
Faint enchantment; CL 3rd; Forge Ring, charm animal; Price
10,800 gp.
Blinking: On command, this ring makes the wearer blink, as
with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp.
Chameleon Power: As a free action, the wearer of this ring can
gain the ability to magically blend in with the surroundings. This
provides a +10 competence bonus on her Hide checks. As a stan-
dard action, she can also command the ring to utilize the spell dis-
guise self as often as she wants.
Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility; Price
12,700 gp.
Climbing: This ring is actually a magic leather cord that ties
around a finger. It continually grants the wearer a +5 competence
bonus on Climb checks.
Faint transmutatation; CL 5th; Forge Ring, creator must have 5
ranks in the Climb skill; Price 2,500 gp.
Climbing, Improved: As climbing, except it grants a +10 com-
petence bonus on its wearer’s Climb checks.
Faint transmutation; CL 5th; Forge Ring, creator must have 10
ranks in the Climb skill; Price 10,000 gp.
Counterspells: This ring might seem to be a ring of spell stor-
ing upon first examination. However, while it allows a single
spell of 1st through 6th level to be cast into it, that spell cannot
be cast out of the ring again. Instead, should that spell ever be
cast upon the wearer, the spell is immediately countered, as a
counterspell action, requiring no action (or even knowledge) on
the wearer’s part. Once so used, the spell cast within the ring is
gone. A new spell (or the same one as before) may be placed in
it again.
Moderate evocation; CL 11th; Forge Ring, imbue with spell abil-
ity; Price 4,000 gp.
Djinni Calling: One of the many rings of fable, this “genie”
ring is most useful indeed. It serves as a special gate by means of
which a specific djinni can be called from the Elemental Plane of
CHAPTER 7:
MAGIC ITEMS
Table 7–17: Potions and Oils
Minor Medium Major Potion or Oil Market Price
01–10 — — Cure light wounds (potion) 50 gp
11–13 — — Endure elements (potion) 50 gp
14–15 — — Hide from animals (potion) 50 gp
16–17 — — Hide from undead (potion) 50 gp
18–19 — — Jump (potion) 50 gp
20–22 — — Mage armor (potion) 50 gp
23–25 — — Magic fang (potion) 50 gp
26 — — Magic stone (oil) 50 gp
27–29 — — Magic weapon (oil) 50 gp
30 — — Pass without trace (potion) 50 gp
31–32 — — Protection from (alignment) (potion) 50 gp
33–34 — — Remove fear (potion) 50 gp
35 — — Sanctuary (potion) 50 gp
36–38 — — Shield of faith +2 (potion) 50 gp
39 — — Shillelagh (oil) 50 gp
40–41 01–02 — Bless weapon (oil) 100 gp
42–44 03–04 — Enlarge person (potion) 250 gp
45 05 — Reduce person (potion) 250 gp
46–47 06 — Aid (potion) 300 gp
48–50 07 — Barkskin +2 (potion) 300 gp
51–53 08–10 — Bear’s endurance (potion) 300 gp
54–56 11–13 01–02 Blur (potion) 300 gp
57–59 14–16 — Bull’s strength (potion) 300 gp
60–62 17–19 — Cat’s grace (potion) 300 gp
63–67 20–27 03–07 Cure moderate wounds (potion) 300 gp
68 28 — Darkness (oil) 300 gp
69–71 29–30 08–09 Darkvision (potion) 300 gp
72–74 31 — Delay poison (potion) 300 gp
75–76 32–33 — Eagle’s splendor (potion) 300 gp
77–78 34–35 — Fox’s cunning (potion) 300 gp
79–81 36–37 10–11 Invisibility (potion or oil) 300 gp
82–84 38 12 Lesser restoration (potion) 300 gp
85–86 39 — Levitate (potion or oil) 300 gp
87 40 — Misdirection (potion) 300 gp
88–89 41–42 — Owl’s wisdom (potion) 300 gp
90–91 43 — Protection from arrows 300 gp
10/magic (potion)
92–93 44 13 Remove paralysis (potion) 300 gp
94–96 45–46 — Resist energy (type) 10 (potion) 300 gp
97 47–48 14 Shield of faith +3 (potion) 300 gp
98–99 49 — Spider climb (potion) 300 gp
100 50 15 Undetectable alignment (potion) 300 gp
—5116Barkskin +3 (potion) 600 gp
—5217–18 Shield of faith +4 (potion) 600 gp
—53–55 19–20 Resist energy (type) 20 (potion) 700 gp
—56–60 21–28 Cure serious wounds (potion) 750 gp
—6129Daylight (oil) 750 gp
— 62–64 30–32 Displacement (potion) 750 gp
—6533Flame arrow (oil) 750 gp
— 66–68 34–38 Fly (potion) 750 gp
—6939Gaseous form (potion) 750 gp
—70–71 — Greater magic fang +1 (potion) 750 gp
— 72–73 — Greater magic weapon +1 (oil) 750 gp
—74–75 40–41 Haste (potion) 750 gp
— 76–78 42–44 Heroism (potion) 750 gp
— 79–80 45–46 Keen edge (oil) 750 gp
—8147Magic circle against (alignment) 750 gp
(potion)
— 82–83 — Magic vestment +1 (oil) 750 gp
— 84–86 48–50 Neutralize poison (potion) 750 gp
—87–88 51–52 Nondetection (potion) 750 gp
—89–91 53–54 Protection from energy (type) 750 gp
(potion)
— 92–93 55 Rage (potion) 750 gp
—9456Remove blindness/deafness 750 gp
(potion)
—9557Remove curse (potion) 750 gp
—9658Remove disease (potion) 750 gp
—9759Tongues (potion) 750 gp
— 98–99 60 Water breathing (potion) 750 gp
—100 61 Water walk (potion) 750 gp
——62–63 Barkskin +4 (potion) 900 gp
——64Shield of faith +5 (potion) 900 gp
——65Good hope (potion) 1,050 gp
——66–68 Resist energy (type) 30 (potion) 1,100 gp
——69Barkskin +5 (potion) 1,200 gp
——70–73 Greater magic fang +2 (potion) 1,200 gp
——74–77 Greater magic weapon +2 (oil) 1,200 gp
——78–81 Magic vestment +2 (oil) 1,200 gp
——82Protection from arrows 1,500 gp
15/magic (potion)
——83–85 Greater magic fang +3 (potion) 1,800 gp
——86–88 Greater magic weapon +3 (oil) 1,800 gp
——89–91 Magic vestment +3 (oil) 1,800 gp
——92–93 Greater magic fang +4 (potion) 2,400 gp
——94–95 Greater magic weapon +4 (oil) 2,400 gp
——96–97 Magic vestment +4 (oil) 2,400 gp
——98Greater magic fang +5 (potion) 3,000 gp
——99Greater magic weapon +5 (oil) 3,000 gp
——100 Magic vestment +5 (oil) 3,000 gp
Air. When the ring is rubbed (a standard action), the call goes out,
and the djinni appears on the next round. The djinni faithfully
obeys and serves the wearer of the ring, but never for more than 1
hour per day. If the djinni of the ring is ever killed, the ring
becomes nonmagical and worthless. See the Monster Manual for
details of a djinni’s abilities.
Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000 gp.
Elemental Command: All four kinds of elemental command
rings are very powerful. Each appears to be nothing more than
a lesser magic ring until fully activated (see below), but each
has certain other powers as well as the following common
properties.
Elementals of the plane to which the ring is attuned can’t
attack the wearer, or even approach within 5 feet of him. If the
wearer desires, he may forego this protection and instead attempt
to charm the elemental (as charm monster, Will DC 17 negates). If
the charm attempt fails, however, absolute protection is lost and
no further attempt at charming can be made.
Creatures from the plane to which the ring is attuned who
attack the wearer take a –1 penalty on their attack rolls. The ring
wearer makes applicable saving throws from the extraplanar crea-
ture’s attacks with a +2 resistance bonus. He gains a +4 morale bo-
nus on all attack rolls against such creatures. Any weapon he uses
bypasses the damage reduction of such creatures, regardless of any
qualities the weapon may or may not have.
The wearer of the ring is able to converse with creatures from
the plane to which his ring is attuned. These creatures recognize
that he wears the ring. They show a healthy respect for the wearer
if alignments are similar. If alignments are opposed, creatures fear
the wearer if he is strong. If he is weak, they hate and desire to slay
him. Fear, hatred, and respect are determined by the DM.
The possessor of a ring of elemental command takes a saving
throw penalty as follows:
Element Saving Throw Penalty
Air –2 against earth-based effects
Earth –2 against air- or electricity-based effects
Fire –2 against water- or cold-based effects
Water –2 against fire-based effects
In addition to the powers described above, each specific ring gives
its wearer the following abilities according to its kind.
Ring of Elemental Command (Air)
•Feather fall (unlimited use, wearer only)
•Resist energy (electricity) (unlimited use, wearer only)
•Gust of wind (twice per day)
•Wind wall (unlimited use)
•Air walk (once per day, wearer only)
•Chain lightning (once per week)
The ring appears to be a ring of feather falling until a certain con-
dition is met, such as having the ring immersed in holy water,
single-handedly slaying an air elemental, or whatever the DM
determines necessary to activate its full potential. It must be reac-
tivated each time a new wearer acquires it.
Ring of Elemental Command (Earth)
•Meld into stone (unlimited use, wearer only)
•Soften earth or stone (unlimited use)
•Stone shape (twice per day)
•Stoneskin (once per week, wearer only)
•Passwall (twice per week)
•Wall of stone (once per day)
The ring appears to be a ring of meld into stone until the DM-
established condition is met.
Ring of Elemental Command (Fire)
•Resist energy (fire) (as a major ring of energy resistance [fire])
•Burning hands (unlimited use)
•Flaming sphere (twice per day)
•Pyrotechnics (twice per day)
•Wall of fire (once per day)
•Flame strike (twice per week)
The ring appears to be a major ring of energy resistance (fire) until
the DM-established condition is met.
Ring of Elemental Command (Water)
•Water walk (unlimited use)
•Create water (unlimited use)
•Water breathing (unlimited use)
•Wall of ice (once per day)
•Ice storm (twice per week)
•Control water (twice per week)
The ring appears to be a ring of water walking until the DM-
established condition is met.
CHAPTER 7:
MAGIC ITEMS
Table 7–18: Rings
Minor Medium Major Ring Market Price
01–18 — — Protection +1 2,000 gp
19–28 — — Feather falling 2,200 gp
29–36 — — Sustenance 2,500 gp
37–44 — — Climbing 2,500 gp
45–52 — — Jumping 2,500 gp
53–60 — — Swimming 2,500 gp
61–70 01–05 — Counterspells 4,000 gp
71–75 06–08 — Mind shielding 8,000 gp
76–80 09–18 — Protection +2 8,000 gp
81–85 19–23 — Force shield 8,500 gp
86–90 24–28 — Ram 8,600 gp
— 29–34 — Climbing, improved 10,000 gp
— 35–40 — Jumping, improved 10,000 gp
—41–46 — Swimming, improved 10,000 gp
91–93 47–51 — Animal friendship 10,800 gp
94–96 50–56 01–02 Energy resistance, minor 12,000 gp
97–98 57–61 — Chameleon power 12,700 gp
99–100 62–66 — Water walking 15,000 gp
—67–71 03–07 Protection +3 18,000 gp
—72–76 08–10 Spell storing, minor 18,000 gp
—77–81 11–15 Invisibility 20,000 gp
—82–85 16–19 Wizardry (I) 20,000 gp
— 86–90 20–25 Evasion 25,000 gp
—91–93 26–28 X-ray vision 25,000 gp
— 94–97 29–32 Blinking 27,000 gp
— 98–100 33–39 Energy resistance, major 28,000 gp
——40–49 Protection +4 32,000 gp
——50–55 Wizardry (II) 40,000 gp
——56–60 Freedom of movement 40,000 gp
——61–63 Energy resistance, greater 44,000 gp
——64–65 Friend shield (pair) 50,000 gp
——66–70 Protection +5 50,000 gp
——71–74 Shooting stars 50,000 gp
——75–79 Spell storing 50,000 gp
——80–83 Wizardry (III) 70,000 gp
——84–86 Telekinesis 75,000 gp
——87–88 Regeneration 90,000 gp
——89Three wishes 97,950 gp
——90–92 Spell turning 98,280 gp
——93–94 Wizardry (IV) 100,000 gp
——95Djinni calling 125,000 gp
——96Elemental command (air) 200,000 gp
——97Elemental command (earth) 200,000 gp
——98Elemental command (fire) 200,000 gp
——99Elemental command (water) 200,000 gp
——100 Spell storing, major 200,000 gp
Strong conjuration; CL 15th; Forge Ring, summon monster VI, all
appropriate spells; Price 200,000 gp.
Energy Resistance: This reddish iron ring continually pro-
tects the wearer from damage from one type of energy—acid,
cold, electricity, fire, or sonic (chosen by the creator of the item;
determine randomly if found as part of a treasure hoard). Each
time the wearer would normally take such damage, subtract the
ring’s resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points of resistance. A
major ring of energy resistance grants 20 points of resistance. A greater
ring of energy resistance grants 30 points of resistance.
Faint (minor or major) or moderate (greater) abjuration; CL 3rd
(minor), 7th (major), or 11th (greater); Forge Ring, resist energy;
Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).
Evasion: This ring continually grants the wearer the ability to
avoid damage as if she had evasion. Whenever she makes a Reflex
saving throw to determine whether she takes half damage, a suc-
cessful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price
25,000 gp.
Feather Falling: This ring is crafted with a feather pattern all
around its edge. It acts exactly like a feather fall spell, activated im-
mediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Force Shield: An iron band, this simple ring generates a shield-
sized (and shield-shaped) wall of force that stays with the ring and
can be wielded by the wearer as if it were a heavy shield (+2 AC).
This special creation has no armor check penalty or arcane spell
failure chance since it is weightless and encumbrance-free. It can
be activated and deactivated at will as a free action.
Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Freedom of Movement: This gold ring allows the wearer to
act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement;
Price 40,000 gp.
Friend Shield: These curious rings always come in pairs. A
friend shield ring without its mate is useless. Either wearer of one of
a pair of the rings can, at any time, command his or her ring to cast
a shield other spell with the wearer of the mated ring as the recipi-
ent. This effect has no range limitation.
Moderate abjuration; CL 10th; Forge Ring, shield other; Price
50,000 gp (for a pair).
Invisibility: By activating this simple silver ring, the wearer
can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp.
Jumping: This ring continually allows the wearer to leap about,
providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5
ranks in the Jump skill; Price 2,500 gp.
Jumping, Improved: As jumping, except it grants a +10 com-
petence bonus on its wearer’s Jump check.
Moderate transmutation; CL 7th; Forge Ring, creator must have
10 ranks in the Jump skill; Price 10,000 gp.
Mind Shielding: This ring is usually of fine workmanship and
wrought from heavy gold. The wearer is continually immune to
detect thoughts, discern lies, and any attempt to magically discern her
alignment.
Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
Protection: This ring offers continual magical protection in
the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must
be of a level at least three times greater than the bonus of the ring;
Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3);
32,000 gp (ring +4); 50,000 gp (ring +5).
Ram: The ring of the ram is an ornate ring forged of hard metal,
usually iron or an iron alloy. It has the head of a ram (or a billy
goat) as its device.
The wearer can command the ring to give forth a ramlike force,
manifested by a vaguely discernible shape that resembles the head
of a ram or a goat. This force strikes a single target, dealing 1d6
points of damage if 1 charge is expended, 2d6 points if 2 charges
are used, or 3d6 points if 3 charges (the maximum) are used. Treat
this as a ranged attack with a 50-foot maximum range and no
penalties for distance. The ring is useful for knocking opponents
off parapets or ledges, among other things.
The force of the blow is considerable, and those struck by the
ring are subject to a bull rush if within 30 feet of the ring-wearer.
(The ram has Strength 25 and is Large.) The ram gains a +1 bonus
on the bull rush attempt if 2 charges are expended, or +2 if 3
charges are expended.
In addition to its attack mode, the ring of the ram also has the
power to open doors as if it were a character with Strength 25. If 2
charges are expended, the effect is equivalent to a character with
Strength 27. If 3 charges are expended, the effect is that of a char-
acter with Strength 29.
A newly created ring has 50 charges. When all the charges are
expended, the ring becomes a nonmagical item.
Moderate transmutation; CL 9th; Forge Ring, bull’s strength, tele-
kinesis; Price 8,600 gp.
Regeneration: This white gold ring continually allows a living
wearer to heal 1 point of damage per level every hour rather than
every day. (This ability cannot be aided by the Heal skill.) Non-
lethal damage heals at a rate of 1 point of damage per level every 5
minutes. If the wearer loses a limb, an organ, or any other body
part while wearing this ring, the ring regenerates it as the spell. In
either case, only damage taken while wearing the ring is regener-
ated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price
90,000 gp.
Shooting Stars: This ring has two modes of operation, one for
being in shadowy darkness or outdoors at night and a second one
when the wearer is underground or indoors at night.
During the night under the open sky or in areas of shadow or
darkness, the ring of shooting stars can perform the following func-
tions on command.
•Dancing lights (once per hour)
•Light (twice per night)
•Ball lightning (special, once per night)
•Shooting stars (special, three per week)
The first special function, ball lightning, releases one to four
balls of lightning (ring wearer’s choice). These glowing globes
resemble dancing lights, and the ring wearer controls them in the
same fashion (see the dancing lights spell description in the Player’s
Handbook). The spheres have a 120-foot range and a duration of 4
rounds. They can be moved at 120 feet per round. Each sphere is
about 3 feet in diameter, and any creature who comes within 5
feet of one causes its charge to dissipate, taking electricity
damage in the process according to the number of balls created.
Number of Balls Damage per Ball
4 lightning balls 1d6 points of damage each
3 lightning balls 2d6 points of damage each
2 lightning balls 3d6 points of damage each
1 lightning ball 4d6 points of damage
Once the ball lightning function is activated, the balls can be
released at any time before the sun rises. (Multiple balls can be
released in the same round.)
The second special function produces three shooting stars that
can be released from the ring each week, simultaneously or one at
a time. They impact for 12 points of damage and spread (as a fire-
ball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting star takes full damage from
impact plus full fire damage from the spread unless it makes a DC 13
CHAPTER 7:
MAGIC ITEMS
Reflex save. Creatures not struck but within the spread ignore the
impact damage and take only half damage from the fire spread on a
successful DC 13 Reflex save. Range is 70 feet, at the end of which
the shooting star explodes, unless it strikes a creature or object before
that. A shooting star always follows a straight line, and any creature in
its path must make a save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has
the following properties.
•Faerie fire (twice per day)
•Spark shower (special, once per day)
The spark shower is a flying cloud of sizzling purple sparks that
fan out from the ring for a distance of 20 feet in an arc 10 feet wide.
Creatures within this area take 2d8 points of damage each if not
wearing metal armor or carrying a metal weapon. Those wearing
metal armor and/or carrying a metal weapon take 4d8 points of
damage.
Strong evocation; CL 12th; Forge Ring, light, faerie fire, fireball,
lightning bolt; Price 50,000 gp.
Spell Storing, Minor: A minor ring of spell storing contains up to
three levels of spells that the wearer can cast. Each spell has a caster
level equal to the minimum level needed to cast that spell. The
user need not provide any material components or focus, or
pay an XP cost to cast the spell, and there is no arcane spell
failure chance for wearing armor (because the ring
wearer need not gesture). The activation time for the
ring is same as the casting time for the relevant spell,
with a minimum of 1 standard action.
For a randomly generated ring, treat it as a
scroll to determine what spells are stored in it
(see the Scrolls section later in this chapter). If
you roll a spell that would put the ring over the
three-level limit, ignore that roll; the ring has no
more spells in it. (Not every newly discovered ring
need be fully charged.)
A spellcaster can cast any spells into the ring, so long as
the total spell levels do not add up to more than three. Meta-
magic versions of spells take up storage space equal to their spell
level modified by the metamagic feat. A spellcaster
can use a scroll to put a spell into the minor ring of
spell storing.
A wizard could cast two magic missile spells and a mage armor
spell into the ring (1 + 1 + 1 = 3). She could then give the ring to a
druid, who casts the mage armor spell from the ring and then puts
a calm animal spell into the ring. The druid could give the ring to a
barbarian, who could use all the spells but could not replace any.
The ring magically imparts to the wearer the names of all spells
currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability;
Price 18,000 gp.
Spell Storing: As the minor ring of spell storing, except it holds
up to five levels of spells.
Moderate evocation; CL 9th; Forge Ring, imbue with spell ability;
Price 50,000 gp.
Spell Storing, Major: As the minor ring of spell storing, except it
holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell ability;
Price 200,000 gp.
Spell Turning: Up to three times per day on command, this
simple platinum band automatically reflects the next nine levels
of spells cast at the wearer, exactly as if spell turning had been cast
upon the wearer.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price
98,280 gp.
Sustenance: This ring continually provides its wearer with
life-sustaining nourishment. The ring also refreshes the body and
mind, so that its wearer needs only sleep 2 hours per day to gain
the benefit of 8 hours of sleep. The ring must be worn for a full
week before it begins to work. If it is removed, the owner must
wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price
2,500 gp.
Swimming: This silver ring has a wave pattern etched into the
band. It continually grants the wearer a +5 competence bonus on
Swim checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5
ranks in the Swim skill; Price 2,500 gp.
Swimming, Improved: As swimming, except it grants a +10
competence bonus on its wearer’s Swim checks.
Moderate transmutation; CL 7th; Forge Ring, creator must have
10 ranks in the Swim skill; Price 10,000 gp.
Telekinesis: This ring allows the caster to use the spell telekine-
sis on command.
Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price
75,000 gp.
Three Wishes: This ring is set with three rubies. Each ruby
stores a wish spell, activated by the ring. When a wish
is used, that ruby disappears. For a randomly gen-
erated ring, roll 1d3 to determine the remaining
number of rubies. When all the wishes are used,
the ring becomes a nonmagical item.
Strong evocation (if miracle is used); CL 20th;
Forge Ring, wish or miracle; Price 97,950 gp; Cost
11,475 gp + 15,918 XP.
Water Walking: This ring, set with an opal,
allows the wearer to continually utilize the effects of
the spell water walk.
Moderate transmutation; CL 9th; Forge Ring,
water walk; Price 15,000 gp.
Wizardry: This special ring comes in four kinds (ring
of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wiz-
ardry IV), all of them useful only to arcane spellcasters. The
wearer’s arcane spells per day are doubled for one specific spell
level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry
II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level
spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells
from high ability scores or school specialization are not doubled.
Moderate (wizardry I) or strong (wizardry II–IV) (no school); CL
11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, limited wish;
Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).
X-Ray Vision: On command, this ring gives its possessor the
ability to see into and through solid matter. Vision range is 20 feet,
with the viewer seeing as if he were looking at something in
normal light even if there is no illumination. (For example, if the
wearer looks into a locked chest, he can see inside even if there’s
no light within.) X-ray vision can penetrate 1 foot of stone, 1 inch
of common metal, or up to 3 feet of wood or dirt. Thicker sub-
stances or a thin sheet of lead blocks the vision.
Using the ring is physically exhausting, causing the wearer 1
point of Constitution damage per minute after the first 10 min-
utes of use in a single day.
Moderate divination; CL 6th; Forge Ring, true seeing; Price
25,000 gp.
RODS
Rods are scepterlike devices that have unique magical powers and
do not usually have charges. Anyone can use a rod.
Physical Description: Rods weigh approximately 5 pounds.
They range from 2 feet to 3 feet long and are usually made of iron
or some other metal. (Many, as noted in their descriptions, can
function as light maces or clubs due to their sturdy construction.)
These sturdy items have AC 9, 10 hit points, hardness 10, and a
break DC of 27.
Activation: Details relating to rod use vary from item to item.
See the individual descriptions for specifics.
CHAPTER 7:
MAGIC ITEMS
Ring of
three wishes
Random Generation: To generate rods randomly, roll on Table
7–19: Rods.
Special Qualities: Roll d%. A 01 result indicates the rod is
intelligent, 02–31 indicates that something (a design, inscrip-
tion, or the like) provides a clue to its function, and 32–100
indicates no special qualities. Intelligent items have extra abili-
ties and sometimes extraordinary powers and special purposes.
Use Table 7–30: Item Intelligence, Wisdom, Charisma, and
Capabilities as indicated if a rod is intelligent. Rods with
charges can never be intelligent.
Table 7–19: Rods
Medium Major Rod Market Price
01–07 — Metamagic, Enlarge, lesser 3,000 gp
08–14 — Metamagic, Extend, lesser 3,000 gp
15–21 — Metamagic, Silent, lesser 3,000 gp
22–28 — Immovable 5,000 gp
29–35 — Metamagic, Empower, lesser 9,000 gp
36–42 — Metal and mineral detection 10,500 gp
43–53 01–04 Cancellation 11,000 gp
54–57 05–06 Metamagic, Enlarge 11,000 gp
58–61 07–08 Metamagic, Extend 11,000 gp
62–65 09–10 Metamagic, Silent 11,000 gp
66–71 11–14 Wonder 12,000 gp
72–79 15–18 Python 13,000 gp
80–83 — Metamagic, Maximize, lesser 14,000 gp
84–89 19–21 Flame extinguishing 15,000 gp
90–97 22–25 Viper 19,000 gp
— 26–30 Enemy detection 23,500 gp
—31–36 Metamagic, Enlarge, greater 24,500 gp
—37–42 Metamagic, Extend, greater 24,500 gp
—43–48 Metamagic, Silent, greater 24,500 gp
— 49–53 Splendor 25,000 gp
— 54–58 Withering 25,000 gp
98–99 59–64 Metamagic, Empower 32,500 gp
— 65–69 Thunder and lightning 33,000 gp
100 70–73 Metamagic, Quicken, lesser 35,000 gp
— 74–77 Negation 37,000 gp
— 78–80 Absorption 50,000 gp
—81–84 Flailing 50,000 gp
—85–86 Metamagic, Maximize 54,000 gp
— 87–88 Rulership 60,000 gp
— 89–90 Security 61,000 gp
—91–92 Lordly might 70,000 gp
—93–94 Metamagic, Empower, greater 73,000 gp
—95–96 Metamagic, Quicken 75,500 gp
— 97–98 Alertness 85,000 gp
—99Metamagic, Maximize, greater 121,500 gp
—100 Metamagic, Quicken, greater 170,000 gp
Rod Descriptions
Although all rods are generally scepterlike, their configurations and
abilities run the magical gamut. Standard rods are described below.
Absorption: This rod acts as a magnet, drawing spells or spell-
like abilities into itself. The magic absorbed must be a single-target
spell or a ray directed at either the character possessing the rod or
her gear. The rod then nullifies the spell’s effect and stores its po-
tential until the wielder releases this energy in the form of spells
of her own. She can instantly detect a spell’s level as the rod
absorbs that spell’s energy. Absorption requires no action on the
part of the user if the rod is in hand at the time.
A running total of absorbed (and used) spell levels should be
kept. For example, a rod that absorbs a 6th-level spell and a 3rd-
level spell has a total of nine absorbed spell levels. The wielder of
the rod can use captured spell energy to cast any spell she has
prepared, without expending the preparation itself. The only
restrictions are that the levels of spell energy stored in the rod
must be equal to or greater than the level of the spell the wielder
wants to cast, that any material components required for the
spell be present, and that the rod be in hand when casting. Con-
tinuing the example above, the rod wielder could use the nine
absorbed spell levels to cast one 9th-level spell, or one 5th-level
and one 4th-level spell, or nine 1st-level spells, and so on. For
casters such as bards or sorcerers who do not prepare spells, the
rod’s energy can be used to cast any spell of the appropriate level
or levels that they know.
A rod of absorption absorbs a maximum of fifty spell levels and can
thereafter only discharge any remaining potential it might have.
The rod cannot be recharged. The wielder knows the rod’s remain-
ing absorbing potential and current amount of stored energy.
A more specific example: Jozan the cleric uses a brand-new rod of
absorption to nullify the effect of a suggestion spell cast at him by a
sorcerer. The rod has now absorbed three spell levels and can
absorb forty-seven more. Jozan can cast any 1st-, 2nd-, or 3rd-level
spell he has prepared, without loss of that preparation, by using the
stored potential of the rod. Let’s assume he casts hold person back at
the sorcerer who just attacked him. This spell is 2nd level for him,
so the rod still holds one spell level of potential, can absorb forty-
seven more, and has disposed of two spell levels permanently.
To determine the absorption potential remaining in a newly
found rod, roll d% and divide the result by 2. Then roll d% again:
On a result of 71–100, half the levels already absorbed by the rod
are still stored within. For example, if the first roll determines that
the rod has thirty-four levels of absorption potential remaining,
that means the rod has absorbed sixteen levels’ worth of spells.
Half of sixteen is eight, so there’s a 30% chance that it still holds
eight absorbed spell levels ready for use.
Strong abjuration; CL 15th; Craft Rod, spell turning; Price 50,000 gp.
Alertness: This rod is indistinguishable from a +1 light mace. It
has eight flanges on its macelike head. The rod bestows a +1
insight bonus on initiative checks. If grasped firmly, the rod
enables the holder to use detect evil, detect good, detect chaos, detect law,
detect magic, discern lies, light, or see invisibility. Each different use is a
standard action.
If the head of a rod of alertness is planted in the ground, and the
possessor wills it to alertness (a standard action), the rod senses any
creature within 120 feet who intends to harm the possessor. At the
same time, the rod creates the effect of a prayer spell upon all crea-
tures friendly to the possessor in a 20-foot radius. Immediately
thereafter, the rod sends forth a mental alert to these friendly crea-
tures, warning them of possible danger from the unfriendly crea-
ture or creatures within the 120-foot radius. These effects last for 10
minutes, and the rod can perform this function once per day.
Last, the rod can be used to simulate the casting of an animate
objects spell, utilizing any eleven (or fewer) Small objects located
roughly around the perimeter of a 5-foot-radius circle centered on
the rod when planted in the ground. Objects remain animated for
11 rounds. The rod can perform this function once per day.
Moderate abjuration, divination, enchantment, and evocation;
CL 11th; Craft Rod, alarm, detect chaos, detect evil, detect good, detect
law, detect magic, discern lies, light, see invisibility, prayer, animate
objects; Price 85,000 gp.
Cancellation: This dreaded rod is a bane to magic items, for its
touch drains an item of all magical properties. The item touched
must make a DC 23 Will save to prevent the rod from draining it.
If a creature is holding it at the time, then the item can use the
holder’s Will save bonus in place of its own if the holder’s is better.
In such cases, contact is made by making a melee touch attack roll.
Upon draining an item, the rod itself becomes brittle and cannot
be used again. Drained items are only restorable by wish or miracle.
(If a sphere of annihilation and a rod of cancellation negate each other,
nothing can restore either of them.)
Strong abjuration; CL 17th; Craft Rod, Mordenkainen’s disjunc-
tion; Price 11,000 gp.
CHAPTER 7:
MAGIC ITEMS
Enemy Detection: This device pulses in the wielder’s hand
and points in the direction of any creature or creatures hostile to
the bearer of the device (nearest ones first). These creatures can be
invisible, ethereal, hidden, disguised, or in plain sight. Detection
range is 60 feet. If the bearer of the rod concentrates for a full
round, the rod pinpoints the location of the nearest enemy and
indicates how many enemies are within range. The rod can be
used three times each day, each use lasting up to 10 minutes. Acti-
vating the rod is a standard
action.
Moderate divination; CL
10th; Craft Rod, true seeing; Price
23,500 gp.
Flailing: Upon the command of
its possessor, the rod activates, changing
from a normal-seeming rod to a +3 dire
flail. The dire flail is a double weapon, which
means that each of the weapon’s heads can be
used to attack (see the weapon description on
page 117 of the Player’s Handbook). The wielder can
gain an extra attack (with the second head) at the cost
of making all attacks at a –2 penalty (as if she had the
Two-Weapon Fighting feat).
Once per day the wielder can use a free action to cause
the rod to grant her a +4 deflection bonus to Armor Class
and a +4 resistance bonus on saving throws for 10 minutes.
The rod need not be in weapon form to grant this bene-
fit. Transforming it into a weapon or back into a rod is a
move action.
Moderate enchantment; CL 9th; Craft Rod, Craft
Magic Arms and Armor, bless; Price 50,000 gp.
Flame Extinguishing: This rod can extinguish Medium
or smaller nonmagical fires with simply a touch (a stan-
dard action). For the rod to be effective against other
sorts of fires, the wielder must expend 1 or more of
the rod’s charges.
Extinguishing a Large or larger nonmagical
fire, or a magic fire of Medium or smaller
(such as that of a flaming weapon or a burn-
ing hands spell), expends 1 charge. Con-
tinual magic flames, such as those of a
weapon or a fire creature, are sup-
pressed for 6 rounds and flare up
again after that time. To extinguish an instantaneous fire spell, the
rod must be within the area of the effect and the wielder must
have used a ready action, effectively countering the entire spell.
When applied to Large or larger magic fires, such as those
caused by fireball, flame strike, or wall of fire, extinguishing the
flames expends 2 charges from the rod.
If the device is used upon a fire creature (a melee touch attack),
it deals 6d6 points of damage to the creature. This use requires 3
charges.
A rod of flame extinguishing has 10 charges when found. Spent
charges are renewed every day, so that a wielder can expend up to
10 charges in any 24-hour period.
Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price
15,000 gp.
Immovable Rod: This rod is a flat iron bar with a small button
on one end. When the button is pushed (a move action), the rod
does not move from where it is, even if staying in place defies grav-
ity. Thus, the owner can lift or place the rod wherever he wishes,
push the button, and let go. Adventurers have found the immov-
able rod useful for holding ropes, barring doors, and all sorts of
other utilitarian tasks. Many adventurers have found it useful to
have more than one. Several immovable rods can even make a
ladder when used together (although only two are needed). An
immovable rod can support up to 8,000 pounds before falling to the
ground. If a creature pushes against an immovable rod, it must make
a DC_30 Strength check to move the rod up to 10 feet in a single
round.
Moderate transmutation; CL 10th; Craft Rod, levitate; Price
5,000 gp.
Lordly Might: This rod has functions that are spell-like,
and it can also be used as a magic weapon of various
sorts. It also has several more mundane uses. The
rod of lordly might is metal, thicker than other
rods, with a flanged ball at one end and six
studlike buttons along its length. (Pushing
any of the rod’s buttons is equivalent to
drawing a weapon.) It weighs 10 pounds.
The following spell-like functions of the rod
can each be used once per day.
•Hold person upon touch, if the wielder
so commands (Will DC 14 negates). The
wielder must choose to use this power and
then succeed on a melee touch attack to activate
the power. If the attack fails, the effect is lost.
•Fear upon all enemies viewing it, if the wielder so
desires (10-foot maximum range, Will DC 16
partial). Invoking this power is a standard action.
•Deal 2d4 hit points of damage to an opponent on
a successful touch attack (Will DC 17
half) and cure the wielder of a like
amount of damage. The wielder
must choose to use this power
before attacking, as with hold
person.
The following weapon func-
tions of the rod have no limit on the
number of times they can be employed.
•In its normal form, the rod can be used as
a +2 light mace.
•When button 1 is pushed, the rod
becomes a +1 flaming longsword. A blade
springs from the ball, with the ball itself
becoming the sword’s hilt. The weapon lengthens to an
overall length of 4 feet.
•When button 2 is pushed, the rod becomes a +4 battleaxe. A
wide blade springs forth at the ball, and the whole lengthens
to 4 feet.
•When button 3 is pushed, the rod becomes a +3 shortspear
or +3 longspear. The spear blade springs forth, and the handle
can be lengthened up to 12 feet (wielder’s choice), for an
overall length of from 6 feet to 15 feet. At
its 15-foot length, the rod is suitable for
use as a lance.
The following other functions of the rod also
have no limit on the number of times they can be employed.
•Climbing pole/ladder. When button 4 is pushed, a spike that
can anchor in granite is extruded from the ball, while the
other end sprouts three sharp hooks. The rod lengthens to
anywhere between 5 and 50 feet in a single round, stopping
when button 4 is pushed again. Horizontal bars three inches
long fold out from the sides, 1 foot apart, in staggered progres-
sion. The rod is firmly held by the spike and hooks and can
bear up to 4,000 pounds. The wielder can retract the pole by
pushing button 5.
•The ladder function can be used to force open doors. The
wielder plants the rod’s base 30 feet or less from the portal to be
forced and in line with it, then pushes button 4. The force
exerted has a Strength modifier of +12.
•When button 6 is pushed, the rod indicates magnetic north and
gives the wielder a knowledge of his approximate depth be-
neath the surface or height above it.
CHAPTER 7:
MAGIC ITEMS
Using multiple
immovable rods
Strong enchantment, evocation, necromancy, and transmuta-
tion; CL 19th; Craft Rod, Craft Magic Arms and Armor, inflict
light wounds, bull’s strength, flame blade, hold person, fear; Price
70,000 gp.
Metal and Mineral Detection:This rod pulses in the wielder’s
hand and points to the largest mass of metal within 30 feet. How-
ever, the wielder can concentrate on a specific metal or mineral
(gold, platinum, quartz, beryl, diamond, corundum, and so on). If
the specific mineral is within 30 feet, the rod points to any places
it is located, and the rod wielder knows the approximate quantity
as well. If more than one deposit of the specified metal or mineral
is within range, the rod points to the largest cache first. Each oper-
ation requires a full-round action.
Moderate divination; CL 9th; Craft Rod, locate object; Price
10,500 gp.
Metamagic Rods: Metamagic rods hold the essence of a meta-
magic feat but do not change the spell slot of the altered spell. All
the rods described here are use-activated (but casting spells in a
threatened area still draws an attack of opportunity). A caster may
only use one metamagic rod on any given spell, but it is permissi-
ble to combine a rod with metamagic feats possessed by the rod’s
wielder. In this case, only the feats possessed by the wielder adjust
the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated
feat on the owner, only the ability to use the given feat a specified
number of times per day. A sorcerer still must take a full-round
action when using a metamagic rod, just as if using a metamagic
feat he possesses.
Lesser and Greater Metamagic Rods: Normal metamagic rods can
be used with spells of 6th level or lower. Lesser rods can be used
with spells of 3rd level or lower, while greater rods can be used
with spells of 9th level or lower.
Metamagic, Empower: The wielder can cast up to three
spells per day that are empowered as though using the Empower
Spell feat.
Strong (no school); CL 17th; Craft Rod, Empower Spell; Price
9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater).
Metamagic, Enlarge: The wielder can cast up to three spells
per day that are enlarged as though using the Enlarge Spell feat.
Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price
3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Metamagic, Extend: The wielder can cast up to three spells
per day that are extended as though using the Extend Spell feat.
Strong (no school); CL 17th; Craft Rod, Extend Spell; Price
3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Metamagic, Maximize: The wielder can cast up to three spells
per day that are maximized as though using the Maximize Spell feat.
Strong (no school); CL 17th; Craft Rod, Maximize Spell feat;
Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).
Metamagic, Quicken: The wielder can cast up to three spells
per day that are quickened as though using the Quicken Spell feat.
Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price
35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).
Metamagic, Silent: The wielder can cast up to three spells per
day without verbal components as though using the Silent Spell feat.
Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000
gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Negation: This device negates the spell or spell-like function
or functions of magic items. The wielder points the rod at the
magic item, and a pale gray beam shoots forth to touch the target
device, attacking as a ray (a ranged touch attack). The ray functions
as a greater dispel magic spell, except it only affects magic items. To
negate instantaneous effects from an item, the rod wielder needs
to have used a ready action. The dispel check uses the rod’s caster
level (15th). The target item gets no saving throw, although the
rod can’t negate artifacts (even minor artifacts). The rod can func-
tion three times per day.
Strong varied; CL 15th; Craft Rod, dispel magic, and limited wish
or miracle; Price 37,000 gp.
Python: This rod is longer than normal rods. It is about 4 feet
long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the
user throws the rod to the ground (a standard action), it grows to
become a giant constrictor snake (see page 280 of the Monster
Manual for complete statistics) by the end of the round. The
python obeys all commands of the owner. (In animal form, it
retains the +1 enhancement bonus on attacks and damage pos-
sessed by the rod form.) The serpent returns to rod form (a full-
round action) whenever the wielder desires, or whenever it moves
farther than 100 feet from the owner. If the snake form is slain, it
returns to rod form and cannot be activated again for three days. A
python rod only functions if the possessor is good.
Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms
and Armor, baleful polymorph, creator must be good; Price 13,000 gp.
Rulership: This rod looks like a royal scepter worth at least
5,000 gp in materials and workmanship alone. The wielder can
command the obedience and fealty of creatures within 120 feet
when she activates the device (a standard action). Creatures total-
ing 300 Hit Dice can be ruled, but creatures with Intelligence
scores of 12 or higher are entitled to a DC 16 Will save to negate
the effect. Ruled creatures obey the wielder as if she were their
absolute sovereign. Still, if the wielder gives a command that is
contrary to the nature of the creatures commanded, the magic is
broken. The rod can be used for 500 total minutes before crum-
bling to dust. This duration need not be continuous.
Strong enchantment; CL 20th; Craft Rod, mass charm monster;
Price 60,000 gp; Cost 27,500 gp + 2,200 XP.
Security: This item creates a nondimensional space, a pocket
paradise. There the rod’s possessor and as many as 199 other crea-
tures can stay in complete safety for a period of time, up to 200
days divided by the number of creatures affected. Thus, one crea-
ture (the rod’s possessor) can stay for 200 days, four creatures can
stay for 50 days, or a group of sixty creatures can stay for 3 days. All
fractions are rounded down, so that a group numbering more than
100 can stay for one day only and a group of 201 or more cannot be
affected by the rod.
In this pocket paradise, creatures don’t age, and natural healing
take place at twice the normal rate. Fresh water and food (fruits
and vegetables only) are in abundance. The climate is comfortable
for all creatures involved.
Activating the rod (a standard action) causes the wielder and all
creatures touching the rod to be transported instantaneously to
the paradise. Members of large groups can hold hands or other-
wise maintain physical contact, allowing all connected creatures
in a circle or a chain to be affected by the rod. Unwilling creatures
get a DC 17 Will save to negate the effect. If such a creature suc-
ceeds on its save, other creatures beyond that point in a chain can
still be affected by the rod.
When the rod’s effect expires or is dispelled, all the affected crea-
tures instantly reappear in the location they occupied when the rod
was activated. If something else occupies the space that a traveler
would be returning to, then his body is displaced a sufficient dis-
tance to provide the space required for reentry. The rod’s possessor
can dismiss the effect whenever he wishes before the maximum
time period expires, but the rod can only be activated once per week.
Strong conjuuration; CL 20th; Craft Rod, gate; Price 61,000 gp.
Splendor: The possessor of this rod gains a +4 enhancement
bonus to her Charisma score for as long as she holds or carries the
item. Once per day, the rod creates and garbs her in clothing of the
finest fabrics, plus adornments of furs and jewels.
Apparel created by the magic of the rod remains in existence for
12 hours. However, if the possessor attempts to sell or give away
any part of it, to use it for a spell component, or the like, all the
apparel immediately disappears. The same applies if any of it is
forcibly taken from her.
CHAPTER 7:
MAGIC ITEMS
The value of noble garb created by the rod ranges from 7,000 to
10,000 gp (1d4+6 ×1,000 gp)—1,000 gp for the fabric alone, 5,000
gp for the furs, and the rest for the jewel trim (maximum of twenty
gems, maximum value 200 gp each).
In addition, the rod has a second special power, usable once per
week. Upon command, it creates a palatial tent—a huge pavilion
of silk 60 feet across. Inside the tent are temporary furnishings
and food suitable to the splendor of the pavilion and sufficient to
entertain as many as one hundred persons. The tent and its trap-
pings last for one day. At the end of that time, the tent and all
objects associated with it (including any items that were taken out
of the tent) disappear.
Strong conjuration and transmutation; CL 12th; Craft Rod,
eagle’s splendor, fabricate, major creation; Price 25,000 gp.
Thunder and Lightning: Constructed of iron set with silver
rivets, this rod has the properties of a +2 light mace. Its other magi-
cal powers are as follows.
•Thunder: Once per day, the rod can strike as a +3 light mace, and
the opponent struck is stunned from the noise of the rod’s
impact (Fortitude DC 16 negates). Activating this power counts
as a free action, and it works if the wielder strikes an opponent
within 1 round.
•Lightning: Once per day, when the wielder desires, a short spark
of electricity can leap forth when the rod strikes an opponent to
deal the normal damage for a +2 light mace (1d6+2) and an extra
2d6 points of electricity damage. Even when the rod might not
score a normal hit in combat, if the roll was good enough to
count as a successful melee touch attack hit, then the 2d6 points
of electricity damage still applies. The wielder activates this
power as a free action, and it works if he strikes an opponent
within 1 round.
•Thunderclap: Once per day as a standard action, the wielder can
cause the rod to give out a deafening noise, just as a shout spell
(Fortitude DC 16 partial, 2d6 points of sonic damage, target
deafened for 2d6 rounds).
•Lightning Stroke: Once per day as a standard action, the wielder
can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6
points of electricity damage, Reflex DC 16 half) to a range of
200 feet.
•Thunder and Lightning: Once per week as a standard action, the
wielder of the rod can combine the thunderclap described above
with a lightning bolt, as in the lightning stroke. The thunderclap
affects all within 10 feet of the bolt. The lightning stroke deals 9d6
points of electricity damage (count rolls of 1 or 2 as rolls of 3, for
a range of 27 to 54 points), and the thunderclap deals 2d6 points of
sonic damage. A single DC 16 Reflex save applies for both effects.
Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms and
Armor, lightning bolt, shout; Price 33,000 gp.
Viper: This rod strikes as a +2 heavy mace. Once per day, upon
command, the head of the rod becomes that of an actual serpent
for 10 minutes. During this period, any successful strike with
the rod deals its usual damage and also poisons the creature hit.
The poison deals 1d10 points of Constitution damage immedi-
ately (Fortitude DC 14 negates) and another 1d10 points of
Constitution damage 1 minute later (Fortitude DC 14 negates).
The rod only functions if its possessor is evil.
Moderate necromancy; CL 10th; Craft Rod, Craft Magic Arms
and Armor, poison, creator must be evil; Price 19,000 gp.
Withering: A rod of withering acts as a +1 light mace that deals no
hit point damage. Instead, the wielder deals 1d4 points of Strength
damage and 1d4 points of Constitution damage to any creature
she touches with the rod (by making a melee touch attack). If she
scores a critical hit, the damage from that hit is permanent ability
drain. In either case, the defender negates the effect with a DC 17
Fortitude save.
Strong necromancy; CL 13th; Craft Rod, Craft Magic Arms and
Armor, contagion; Price 25,000 gp.
Wonder: A rod of wonder is a strange and unpredictable device
that randomly generates any number of weird effects each time it
is used. (Activating the rod is a standard action.) The usual effects
are shown on the table below, but you may alter any of these as you
see fit for your own campaign. Typical powers of the rod include
the following.
d% Wondrous Effect
01–05 Slow creature pointed at for 10 rounds (Will DC 15
negates).
06–10 Faerie fire surrounds the target.
11–15 Deludes wielder for 1 round into believing the rod
functions as indicated by a second die roll (no save).
16–20 Gust of wind, but at windstorm force; see Winds, page 95
(Fortitude DC 14 negates).
21–25 Wielder learns target’s surface thoughts (as with detect
thoughts) for 1d4 rounds (no save).
26–30 Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
31–33 Heavy rain falls for 1 round in 60-ft. radius centered on rod
wielder.
34–36 Summon an animal—a rhino (01–25 on d%), elephant
(26–50), or mouse (51–100).
37–46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage
(Reflex DC 15 half).
47–49 Stream of 600 large butterflies pours forth and flutters
around for 2 rounds, blinding everyone (including wielder)
within 25 ft. (Reflex DC 14 negates).
50–53 Enlarge person if within 60 ft. of rod (Fortitude DC 13
negates).
54–58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away
from rod.
59–62 Grass grows in 160-sq.-ft. area before the rod, or grass
existing there grows to ten times normal size.
63–65 Turn ethereal any nonliving object of up to 1,000 lb. mass
and up to 30 cu. ft. in size.
66–69 Reduce wielder to 1/12 height (no save).
70–79 Fireball at target or 100 ft. straight ahead, 6d6 damage
(Reflex DC 15 half).
80–84 Invisibility covers rod wielder.
85–87 Leaves grow from target if within 60 ft. of rod. These last
24 hours.
88–90 10–40 gems, value 1 gp each, shoot forth in a 30-ft.-long
stream. Each gem deals 1 point of damage to any creature
in its path: Roll 5d4 for the number of hits and divide them
among the available targets.
91–95 Shimmering colors dance and play over a 40-ft.-by-30-ft.
area in front of rod. Creatures therein are blinded for 1d6
rounds (Fortitude DC 15 negates).
96–97 Wielder (50% chance) or target (50% chance) turns
permanently blue, green, or purple (no save).
98–100 Flesh to stone (or stone to flesh if target is stone already) if
target is within 60 ft. (Fortitude DC 18 negates).
Moderate enchantment; CL 10th; Craft Rod, confusion, creator
must be chaotic; Price 12,000 gp.
SCROLLS
A scroll is a spell (or collection of spells) that has been stored in
written form. A spell on a scroll can be used only once. The writ-
ing vanishes from the scroll when the spell is activated. Using a
scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine
vellum or high-quality paper. An area the size of a piece of
modern-day notebook paper (about 8 1/2 inches wide and 11
inches long) is sufficient to hold one spell. The sheet is rein-
forced at the top and bottom with strips of leather slightly
longer than the sheet is wide. A scroll holding more than one
CHAPTER 7:
MAGIC ITEMS
spell has the same width (about 8 1/2 inches) but is an extra foot
or so long for each extra spell. Scrolls that hold three or more
spells are usually fitted with reinforcing rods at each end rather
than simple strips of leather. A scroll has AC 9, 1 hit point, hard-
ness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from
both ends to form a double cylinder. (This also helps the user un-
roll the scroll quickly.) The scroll is placed in a tube of ivory, jade,
leather, metal, or wood. Most scroll cases are inscribed with magic
symbols (see the arcane mark spell, page 201 of the Player’s Hand-
book), which often identify the owner or the spells stored on the
scrolls inside. The symbols often hide magic traps such as glyph of
warding or fire trap spells.
Activation: To activate a scroll, a spellcaster must read the spell
written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered
before a character can use it or know exactly what spell it contains.
This requires a read magic spell or a successful Spellcraft check (DC
20 + spell level).
Deciphering a scroll to determine its contents does not activate its
magic unless it is a specially prepared cursed scroll. A character can
decipher the writing on a scroll in advance so that he or she can pro-
ceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell
from the scroll. The character must be able to see and read the
writing on the scroll.
Activating a scroll spell requires no material components or
focus. (The creator of the scroll provided these when scribing the
scroll.) Note that some spells are effective only when cast on an
item or items (for example, Drawmij’s instant summons and snare).
In such a case, the scroll user must provide the item when acti-
vating the spell. Activating a scroll spell is subject to disruption
just as casting a normally prepared spell would be (see Cast a
Spell, page 140 of the Player’s Handbook). Using a scroll is like cast-
ing a spell for purposes of arcane spell failure chance (such as
from armor).
To have any chance of activating a scroll spell, the scroll user
must meet the following requirements.
•The spell must be of the correct type (arcane or divine).
Arcane spellcasters (wizards, sorcerers, and bards) can only
use scrolls containing arcane spells, and divine spellcasters
(clerics, druids, paladins, and rangers) can only use scrolls
containing divive spells. (The type of scroll a character creates
is also determined by his or her class. For example, clerics
create scrolls of divine spells, wizards create scrolls of arcane
spells, and so forth.)
•The user must have the spell on his or her class list (see the spell
lists in Chapter 11 of the Player’s Handbook for which classes can
cast which spells).
•The user must have the requisite ability score (for example,
Intelligence 15 for a wizard casting a 5th-level spell).
If the user meets all the requirements noted above, and her
caster level is at least equal to the spell’s caster level, she can auto-
matically activate the spell without a check. If she meets all three
requirements but her own caster level is lower than the scroll
spell’s caster level, then she has to make a caster level check (DC
= scroll’s caster level + 1) to cast the spell successfully. If she fails,
she must make a DC 5 Wisdom check to avoid a mishap (see
Scroll Mishaps, below). A natural roll of 1 always fails, whatever
the modifiers.
Determine Effect: A spell successfully activated from a scroll
works exactly like a spell prepared and cast the normal way. As-
sume the scroll spell’s caster level is always the minimum level
required to cast the spell for the character who scribed the scroll
(usually twice the spell’s level, minus 1), unless the caster specifi-
cally desires otherwise. For example, a 10th-level cleric might
want to create a cure critical wounds scroll at caster level 10th rather
than the minimum for the spell (caster level 7th), in order to get
more benefit from the scroll spell. (This scroll would, however, be
more costly to scribe.)
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has
a reversed or harmful effect. The DM determines what sort of mis-
hap occurs, either by deciding on a certain effect to fit the circum-
stances of the encounter or adventure or by choosing from the
possibilities given below.
•A surge of uncontrolled magical energy deals 1d6 points of
damage per spell level to the scroll user.
•Spell strikes the scroll user or an ally instead of the intended
target, or a random target nearby if the scroll user was the
intended recipient.
•Spell takes effect at some random location within spell range.
•Spell’s effect on the target is contrary to the spell’s normal
effect. For example, a fireball might produce a blast of nondam-
aging cold or release a burst of healing energy.
•The scroll user suffers some minor but bizarre effect related to
the spell in some way. For example, a fireball might cause
smoke to pour from the user’s ears, a fly spell might turn the
user’s arms into nonfunctional wings, or a clairaudience/clair-
voyance spell might cause the user’s eyes and ears to grow to ten
times their normal size. Most such effects should last only as
long as the original spell’s duration, or 2d10 minutes for instan-
taneous spells.
•Some innocuous item or items appear in the spell’s area. For
example, a fireball might cause a rain of lit torches to fall in
the target area; a feather fall spell might produce a cloud of
feathers; a passwall spell might cause a (nonfunctional) door
to appear.
•Spell has delayed effect. Sometime within the next 1d12 hours,
the spell activates. If the scroll user was the intended recipient,
the spell takes effect normally. If the user was not the intended
recipient, the spell goes off in the general direction of the orig-
inal recipient or target, up to the spell’s maximum range, if the
target has moved away.
Random Generation: To generate scrolls randomly, first roll
on Table 7–20: Scroll Types to determine whether the spells are
arcane or divine. Then randomly determine how many spells are
on the scroll, according to Table 7–21: Number of Spells on a
Scroll. For each spell, roll on Table 7–22: Scroll Spell Levels to
CHAPTER 7:
MAGIC ITEMS
Table 7–20: Scroll Types
d% roll Type
01–70 Arcane
71–100 Divine
Table 7–21: Number of Spells on a Scroll
Scroll Type Number of Spells
Minor scroll 1d3 spells
Medium scroll 1d4 spells
Major scroll 1d6 spells
Table 7–22: Scroll Spell Levels
Minor Medium Major Spell Level Spell’s Caster Level
1
01–05 — — 0 1st
06–50 — — 1st 1st
51–95 01–05 — 2nd 3rd
96–100 06–65 — 3rd 5th
—66–95 01–05 4th 7th
—96–100 06–50 5th 9th
——51–70 6th 11th
——71–85 7th 13th
——86–95 8th 15th
——95–100 9th 17th
1 These numbers assume that the creator is a cleric, druid, or wizard.
CHAPTER 7:
MAGIC ITEMS
Table 7–23: Arcane Spell Scrolls
0-Level Arcane Spells
d% Spell Market Price
01–04 acid splash 12 gp 5 sp
05–08 arcane mark 12 gp 5 sp
09–13 dancing lights 12 gp 5 sp
14–17 daze 12 gp 5 sp
18–24 detect magic 12 gp 5 sp
25–28 detect poison 12 gp 5 sp
29–32 disrupt undead 12 gp 5 sp
33–37 flare 12 gp 5 sp
38–42 ghost sound 12 gp 5 sp
43–44 know direction 12 gp 5 sp
45–50 light 12 gp 5 sp
51–52 lullaby 12 gp 5 sp
53–57 mage hand 12 gp 5 sp
58–62 mending 12 gp 5 sp
63–67 message 12 gp 5 sp
68–72 open/close 12 gp 5 sp
73–77 prestidigitation 12 gp 5 sp
78–81 ray of frost 12 gp 5 sp
82–87 read magic 12 gp 5 sp
88–94 resistance 12 gp 5 sp
95–96 summon instrument 12 gp 5 sp
97–100 touch of fatigue 12 gp 5 sp
1st-Level Arcane Spells
d% Spell Market Price
01–03 alarm 25 gp
04–05 animate rope 25 gp
06–07 burning hands 25 gp
08–09 cause fear 25 gp
10–12 charm person 25 gp
13–14 chill touch 25 gp
15–16 color spray 25 gp
17–19 comprehend languages 25 gp
20 confusion, lesser 50 gp
21 cure light wounds 50 gp
22–24 detect secret doors 25 gp
25–26 detect undead 25 gp
27–29 disguise self 25 gp
30–32 endure elements 25 gp
33–35 enlarge person 25 gp
36–37 erase 25 gp
38–40 expeditious retreat 25 gp
41 feather fall 25 gp
42–43 grease 25 gp
44–45 hold portal 25 gp
46–47 hypnotism 25 gp
48–49 identify 125 gp
50–51 jump 25 gp
52–54 mage armor 25 gp
55–56 magic missile 25 gp
57–59 magic weapon 25 gp
60–62 mount 25 gp
63–64 Nystul’s magic aura 25 gp
65–66 obscuring mist 25 gp
67–74 protection from chaos/ 25 gp
evil/good/law
75–76 ray of enfeeblement 25 gp
77–78 reduce person 25 gp
79–80 remove fear 50 gp
81–82 shield 25 gp
83–84 shocking grasp 25 gp
85–86 silent image 25 gp
87–88 sleep 25 gp
89–90 summon monster I 25 gp
91–93 Tenser’s floating disk 25 gp
94–95 true strike 25 gp
96 undetectable alignment 50 gp
97–98 unseen servant 25 gp
99–100 ventriloquism 25 gp
2nd-Level Arcane Spells
d% Spell Market Price
01 animal messenger 200 gp
02 animal trance 200 gp
03 arcane lock 175 gp
04–06 bear’s endurance 150 gp
07–08 blindness/deafness 150 gp
09–10 blur 150 gp
11–13 bull’s strength 150 gp
14 calm emotions 200 gp
15–17 cat’s grace 150 gp
18–19 command undead 150 gp
20 continual flame 200 gp
21 cure moderate wounds 200 gp
22 darkness 150 gp
23–25 darkvision 150 gp
26 daze monster 150 gp
27 delay poison 200 gp
28–29 detect thoughts 150 gp
30–31 disguise self 150 gp
32–34 eagle’s splendor 150 gp
35 enthrall 200 gp
36–37 false life 150 gp
38–39 flaming sphere 150 gp
40 fog cloud 150 gp
41–43 fox’s cunning 150 gp
44 ghoul touch 150 gp
45–46 glitterdust 150 gp
47 gust of wind 150 gp
48–49 hypnotic pattern 150 gp
50–52 invisibility 150 gp
53–55 knock 150 gp
56 Leomund’s trap 200 gp
57–58 levitate 150 gp
59 locate object 150 gp
60 magic mouth 160 gp
61–62 Melf’s acid arrow 150 gp
63 minor image 150 gp
64–65 mirror image 150 gp
66 misdirection 150 gp
67 obscure object 150 gp
68–70 owl’s wisdom 150 gp
71–73 protection from arrows 150 gp
74–75 pyrotechnics 150 gp
76–78 resist energy 150 gp
79 rope trick 150 gp
80 scare 150 gp
81–82 scorching ray 150 gp
83–85 see invisibility 150 gp
86 shatter 150 gp
87 silence 200 gp
88 sound burst 200 gp
89 spectral hand 150 gp
90–91 spider climb 150 gp
92–93 summon monster II 150 gp
94–95 summon swarm 150 gp
96 Tasha’s hideous laughter 150 gp
97 touch of idiocy 150 gp
98–99 web 150 gp
100 whispering wind 150 gp
3rd-Level Arcane Spells
d% Spell Market Price
01–02 arcane sight 375 gp
03–04 blink 375 gp
05–06 clairaudience/
clairvoyance 375 gp
07 cure serious wounds 525 gp
08–10 daylight 525 gp
11–12 deep slumber 375 gp
13–15 dispel magic 375 gp
16–17 displacement 375 gp
18 explosive runes 375 gp
19–20 fireball 375 gp
21–22 flame arrow 375 gp
23–25 fly 375 gp
26–27 gaseous form 375 gp
28–29 gentle repose 375 gp
30 glibness 525 gp
31 good hope 525 gp
32–33 halt undead 375 gp
34–36 haste 375 gp
37–38 heroism 375 gp
39–40 hold person 375 gp
41 illusory script 425 gp
42–44 invisibility sphere 375 gp
45–47 keen edge 375 gp
48–49 Leomund’s tiny hut 375 gp
50–51 lightning bolt 375 gp
52–59 magic circle against chaos/ 375 gp
evil/good/law
60–62 magic weapon, greater 375 gp
63–64 major image 375 gp
65–66 nondetection 425 gp
67–68 phantom steed 375 gp
69–71 protection from energy 375 gp
72–73 rage 375 gp
74–75 ray of exhaustion 375 gp
76 sculpt sound 525 gp
77 secret page 375 gp
78 sepia snake sigil 875 gp
79 shrink item 375 gp
80–81 sleet storm 375 gp
82–83 slow 375 gp
84 speak with animals 525 gp
85–86 stinking cloud 375 gp
87–88 suggestion 375 gp
89–90 summon monster III 375 gp
91–93 tongues 375 gp
94–95 vampiric touch 375 gp
96–98 water breathing 375 gp
99–100 wind wall 375 gp
4th-Level Arcane Spells
d% Spell Market Price
01–02 animate dead 1,050 gp
03–05 arcane eye 700 gp
06–07 bestow curse 700 gp
08–10 charm monster 700 gp
11–13 confusion 700 gp
14–15 contagion 700 gp
16–17 crushing despair 700 gp
18 cure critical wounds 1,000 gp
19 detect scrying 700 gp
20–23 dimension door 700 gp
24–26 dimensional anchor 700 gp
27–28 enervation 700 gp
29–30 enlarge person, mass 700 gp
CHAPTER 7:
MAGIC ITEMS
31–32 Evard’s black tentacles 700 gp
33–34 fear 700 gp
35–37 fire shield 700 gp
38–39 fire trap 725 gp
40–42 freedom of movement 1,000 gp
43 geas, lesser 700 gp
44–46 globe of invulnerability, 700 gp
lesser
47–48 hallucinatory terrain 700 gp
49–50 ice storm 700 gp
51–52 illusory wall 700 gp
53–55 invisibility, greater 700 gp
56–57 Leomund’s secure shelter 700 gp
58 locate creature 700 gp
59–60 minor creation 700 gp
61 modify memory 1,000 gp
62 neutralize poison 1,000 gp
63–64 Otiluke’s resilient sphere 700 gp
65–66 phantasmal killer 700 gp
67–68 polymorph 700 gp
69–70 rainbow pattern 700 gp
71 Rary’s mnemonic enhancer 700 gp
72–73 reduce person, mass 700 gp
74–76 remove curse 700 gp
77 repel vermin 1,000 gp
78–79 scrying 700 gp
80–81 shadow conjuration 700 gp
82–83 shout 700 gp
84–85 solid fog 700 gp
86 speak with plants 1,000 gp
87–88 stone shape 700 gp
89–91 stoneskin 950 gp
92–93 summon monster IV 700 gp
94–96 wall of fire 700 gp
97–99 wall of ice 700 gp
100 zone of silence 1,000 gp
5th-Level Arcane Spells
d% Spell Market Price
01–02 animal growth 1,125 gp
03–05 baleful polymorph 1,125 gp
06–07 Bigby’s interposing hand 1,125 gp
08–09 blight 1,125 gp
10–12 break enchantment 1,125 gp
13–14 cloudkill 1,125 gp
15–17 cone of cold 1,125 gp
18–19 contact other plane 1,125 gp
20 cure light wounds, mass 1,625 gp
21–23 dismissal 1,125 gp
24–26 dispel magic, greater 1,625 gp
27–28 dominate person 1,125 gp
29 dream 1,125 gp
30–31 fabricate 1,125 gp
32–33 false vision 1,375 gp
34–35 feeblemind 1,125 gp
36–39 hold monster 1,125 gp
40 Leomund’s secret chest 1,125 gp
41 magic jar 1,125 gp
42–43 major creation 1,125 gp
44–45 mind fog 1,125 gp
46–47 mirage arcana 1,125 gp
48–49 Mordenkainen’s faithful 1,125 gp
hound
50–51 Mordenkainen’s private 1,125 gp
sanctum
52–53 nightmare 1,125 gp
54–57 overland flight 1,125 gp
58–60 passwall 1,125 gp
61 permanency 10,125 gp
1
62–63 persistent image 1,125 gp
64–65 planar binding, lesser 1,125 gp
66–67 prying eyes 1,125 gp
68–69 Rary’s telepathic bond 1,125 gp
70–71 seeming 1,125 gp
72–74 sending 1,125 gp
75–76 shadow evocation 1,125 gp
77 song of discord 1,625 gp
78–79 summon monster V 1,125 gp
80 symbol of pain 2,125 gp
81 symbol of sleep 2,125 gp
82–83 telekinesis 1,125 gp
84–88 teleport 1,125 gp
89–90 transmute mud to rock 1,125 gp
91–92 transmute rock to mud 1,125 gp
93–95 wall of force 1,125 gp
96–98 wall of stone 1,125 gp
99–100 waves of fatigue 1,125 gp
1 Includes experience point cost up to 2,000
XP.
6th-Level Arcane Spells
d% Spell Market Price
01–02 acid fog 1,650 gp
03–05 analyze dweomer 1,650 gp
06 animate objects 2,400 gp
07–09 antimagic field 1,650 gp
10–12 bear’s endurance, mass 1,650 gp
13–14 Bigby’s forceful hand 1,650 gp
15–17 bull’s strength, mass 1,650 gp
18–20 cat’s grace, mass 1,650 gp
21–23 chain lightning 1,650 gp
24–25 circle of death 2,150 gp
26 contingency 1,650 gp
27–28 control water 1,650 gp
29 create undead 2,350 gp
30 cure moderate wounds, 2,400 gp
mass
31–33 disintegrate 1,650 gp
34–37 dispel magic, greater 1,650 gp
38–40 eagle’s splendor, mass 1,650 gp
41–42 eyebite 1,650 gp
43 find the path 2,400 gp
44–45 flesh to stone 1,650 gp
46–48 fox’s cunning, mass 1,650 gp
49 geas/quest 1,650 gp
50–52 globe of invulnerability 1,650 gp
53 guards and wards 1,650 gp
54 heroes’ feast 2,400 gp
55–56 heroism, greater 1,650 gp
57 legend lore 1,900 gp
58–59 mislead 1,650 gp
60 Mordenkainen’s 1,650 gp
lucubration
61–62 move earth 1,650 gp
63–64 Otiluke’s freezing sphere 1,650 gp
65–67 owl’s wisdom, mass 1,650 gp
68–69 permanent image 1,650 gp
70–71 planar binding 1,650 gp
72–73 programmed image 1,675 gp
74–75 repulsion 1,650 gp
76–78 shadow walk 1,650 gp
79–81 stone to flesh 1,650 gp
82–83 suggestion, mass 1,650 gp
84–85 summon monster VI 1,650 gp
86 symbol of fear 2,650 gp
87 symbol of persuasion 6,650 gp
88 sympathetic vibration 2,400 gp
89–90 Tenser’s transformation 1,950 gp
91–93 true seeing 1,900 gp
94–95 undeath to death 2,150 gp
96–97 veil 1,650 gp
98–100 wall of iron 1,700 gp
7th-Level Arcane Spells
d% Spell Market Price
01–03 arcane sight, greater 2,275 gp
04–07 banishment 2,275 gp
08–10 Bigby’s grasping hand 2,275 gp
11–13 control undead 2,275 gp
14–16 control weather 2,275 gp
17–19 delayed blast fireball 2,275 gp
20–21 Drawmij’s instant 3,275 gp
summons
22–25 ethereal jaunt 2,275 gp
26–28 finger of death 2,275 gp
29–31 forcecage 23775 gp
32–35 hold person, mass 2,275 gp
36–38 insanity 2,275 gp
39–42 invisibility, mass 2,275 gp
43 limited wish 3,775 gp
1
44–45 Mordenkainen’s 2,275 gp
magnificent mansion
46–48 Mordenkainen’s sword 2,275 gp
49–51 phase door 2,275 gp
52–54 plane shift 2,275 gp
55–57 power word blind 2,275 gp
58–61 prismatic spray 2,275 gp
62–64 project image 2,280 gp
65–67 reverse gravity 2,275 gp
68–70 scrying, greater 2,275 gp
71–73 sequester 2,275 gp
74–76 shadow conjuration, 2,275 gp
greater
77 simulacrum 7,275 gp
2
78–80 spell turning 2,275 gp
81–82 statue 2,275 gp
83–85 summon monster VII 2,275 gp
86 symbol of stunning 7,275 gp
87 symbol of weakness 7,275 gp
88–90 teleport object 2,275 gp
91–95 teleport, greater 2,275 gp
96–97 vision 2,775 gp
98–100 waves of exhaustion 2,275 gp
1 Assumes no material component in
excess of 1,000 gp and no XP cost in
excess of 300 XP.
2 Assumes no XP cost in excess of 1,000 gp.
8th-Level Arcane Spells
d% Spell Market Price
01–02 antipathy 3,000 gp
03–05 Bigby’s clenched fist 3,000 gp
06–08 binding 8,500 gp
1
09–12 charm monster, mass 3,000 gp
13 clone 4,000 gp
14–16 create greater undead 3,000 gp
17–19 demand 3,600 gp
20–22 dimensional lock 3,000 gp
23–26 discern location 3,000 gp
determine its level and then on the appropriate subtable of Table
7–23: Arcane Spell Scrolls or Table 7–24: Divine Spell Scrolls to
determine the specific spell.
All the spells described in the Player’s Handbook are represented
on Table 7–23 and Table 7–24. Each scroll appears on a list accord-
ing to the level of the spell scribed into it.
Several arcane spells are different in level for sorcerers and
wizards than they are for bards. Such spells appear on Table
7–23 at the level appropriate to a sorcerer or wizard (consid-
ered the default because bards typically don’t involve them-
selves in scribing scrolls). Examples: Tasha’s hideous laughter,
suggestion.
Likewise, some divine spells are different in level for clerics and
druids than they are for paladins and rangers. Such spells appear
on Table 7–24 at the level appropriate to a cleric or druid (consid-
ered the default because paladins and rangers typically don’t
involve themselves in scribing scrolls). Examples: read magic, lesser
restoration, reduce animal.
CHAPTER 7:
MAGIC ITEMS
Table 7–24: Divine Spell Scrolls
0-Level Divine Spells
d% Spell Market Price
01–07 create water 12 gp 5 sp
08–14 cure minor wounds 12 gp 5 sp
15–22 detect magic 12 gp 5 sp
23–29 detect poison 12 gp 5 sp
30–36 flare 12 gp 5 sp
37–43 guidance 12 gp 5 sp
44–50 inflict minor wounds 12 gp 5 sp
51–57 know direction 12 gp 5 sp
58–65 light 12 gp 5 sp
66–72 mending 12 gp 5 sp
73–79 purify food and drink 12 gp 5 sp
80–86 read magic 12 gp 5 sp
87–93 resistance 12 gp 5 sp
94–100 virtue 12 gp 5 sp
1st-Level Divine Spells
d% Spell Market Price
01 alarm 100 gp
02–03 bane 25 gp
04–06 bless 25 gp
07–09 bless water 50 gp
10 bless weapon 100 gp
11–12 calm animals 25 gp
13–14 cause fear 25 gp
15–16 charm animal 25 gp
17–19 command 25 gp
20–21 comprehend languages 25 gp
22–26 cure light wounds 25 gp
27–28 curse water 50 gp
29–30 deathwatch 25 gp
31–32 detect animals or plants 25 gp
33–35 detect chaos/evil/good/law 25 gp
36–37 detect snares and pits 25 gp
38–39 detect undead 25 gp
40–41 divine favor 25 gp
42–43 doom 25 gp
44–48 endure elements 25 gp
49–50 entangle 25 gp
51–52 entropic shield 25 gp
53–54 faerie fire 25 gp
55–56 goodberry 25 gp
57–58 hide from animals 25 gp
59–60 hide from undead 25 gp
61–62 inflict light wounds 25 gp
63–64 jump 25 gp
65–66 longstrider 25 gp
67–68 magic fang 25 gp
69–72 magic stone 25 gp
73–74 magic weapon 25 gp
75–78 obscuring mist 25 gp
79–80 pass without trace 25 gp
81–82 produce flame 25 gp
83–86 protection from chaos/ 25 gp
evil/good/law
87–88 remove fear 25 gp
89–90 sanctuary 25 gp
91–92 shield of faith 25 gp
93–94 shillelagh 25 gp
95–96 speak with animals 25 gp
97–98 summon monster I 25 gp
99–100 summon nature’s ally I 25 gp
2nd-Level Divine Spells
d% Spell Market Price
01 animal messenger 150 gp
02 animal trance 150 gp
03–04 augury 175 gp
05–06 barkskin 150 gp
07–09 bear’s endurance 150 gp
10–12 bull’s strength 150 gp
13–14 calm emotions 150 gp
15–17 cat’s grace 150 gp
18 chill metal 150 gp
19–20 consecrate 200 gp
21–24 cure moderate wounds 150 gp
25–26 darkness 150 gp
27 death knell 150 gp
28–30 delay poison 150 gp
31–32 desecrate 200 gp
33–35 eagle’s splendor 150 gp
36–37 enthrall 150 gp
38–39 find traps 150 gp
40 fire trap 175 gp
41–42 flame blade 150 gp
43–44 flaming sphere 150 gp
45–46 fog cloud 150 gp
47 gentle repose 150 gp
48 gust of wind 150 gp
49 heat metal 150 gp
50–51 hold animal 150 gp
52–54 hold person 150 gp
55–56 inflict moderate wounds 150 gp
57–58 make whole 150 gp
59–61 owl’s wisdom 150 gp
62 reduce animal 150 gp
63–64 remove paralysis 150 gp
65–67 resist energy 150 gp
68–70 restoration, lesser 150 gp
71–72 shatter 150 gp
73–74 shield other 150 gp
75–76 silence 150 gp
27–29 horrid wilting 3,000 gp
30–32 incendiary cloud 3,000 gp
33–35 iron body 3,000 gp
36–38 maze 3,000 gp
39–41 mind blank 3,000 gp
42–44 moment of prescience 3,000 gp
45–48 Otiluke’s telekinetic 3,000 gp
sphere
49–51 Otto’s irresistible dance 3,000 gp
52–54 planar binding, greater 3,000 gp
55–57 polar ray 3,000 gp
58–60 polymorph any object 3,000 gp
61–63 power word stun 3,000 gp
64–66 prismatic wall 3,000 gp
67–70 protection from spells 3,500 gp
71–73 prying eyes, greater 3,000 gp
74–76 scintillating pattern 3,000 gp
77–78 screen 3,000 gp
79–81 shadow evocation, greater 3,000 gp
82–84 shout, greater 3,000 gp
85–87 summon monster VIII 3,000 gp
88–90 sunburst 3,000 gp
91 symbol of death 8,000 gp
92 symbol of insanity 8,000 gp
93–94 sympathy 4,500 gp
95–98 temporal stasis 3,500 gp
99–100 trap the soul 13,000 gp
1
1 Assumes a creature of 10 HD or less.
9th-Level Arcane Spells
d% Spell Market Price
01–03 astral projection 4,870 gp
04–07 Bigby’s crushing hand 3,825 gp
08–12 dominate monster 3,825 gp
13–16 energy drain 3,825 gp
17–21 etherealness 3,825 gp
22–25 foresight 3,825 gp
26–31 freedom 3,825 gp
32–36 gate 8,825 gp
37–40 hold monster, mass 3,825 gp
41–44 imprisonment 3,825 gp
45–49 meteor swarm 3,825 gp
50–53 Mordenkainen’s 3,825 gp
disjunction
54–58 power word kill 3,825 gp
59–62 prismatic sphere 3,825 gp
63–66 refuge 3,825 gp
67–70 shades 3,825 gp
71–76 shapechange 3,825 gp
77–79 soul bind 3,825 gp
80–83 summon monster IX 3,825 gp
84–86 teleportation circle 4,825 gp
87–91 time stop 3,825 gp
92–95 wail of the banshee 3,825 gp
96–99 weird 3,825 gp
100 wish 28,825 gp
1
1 Assumes no material component cost in
excess of 10,000 gp and no XP cost in
excess of 5,000 XP.
CHAPTER 7:
MAGIC ITEMS
77 snare 150 gp
78 soften earth and stone 150 gp
79–80 sound burst 150 gp
81 speak with plants 150 gp
82–83 spider climb 150 gp
84–85 spiritual weapon 150 gp
86 status 150 gp
87–88 summon monster II 150 gp
89–90 summon nature’s ally II 150 gp
91–92 summon swarm 150 gp
93 tree shape 150 gp
94–95 undetectable alignment 150 gp
96–97 warp wood 150 gp
98 wood shape 150 gp
99–100 zone of truth 150 gp
3rd-Level Divine Spells
d% Spell Market Price
01–02 animate dead 625 gp
03–04 bestow curse 375 gp
05–06 blindness/deafness 375 gp
07–08 call lightning 375 gp
09–10 contagion 375 gp
11–12 continual flame 425 gp
13–14 create food and water 375 gp
15–18 cure serious wounds 375 gp
19 darkvision 375 gp
20–21 daylight 375 gp
22–23 deeper darkness 375 gp
24–25 diminish plants 375 gp
26–27 dispel magic 375 gp
28–29 dominate animal 375 gp
30–31 glyph of warding 575 gp
32 heal mount 375 gp
33–34 helping hand 375 gp
35–36 inflict serious wounds 375 gp
37–38 invisibility purge 375 gp
39-40 locate object 375 gp
41–46 magic circle against chaos/ 375 gp
evil/good/law
47–48 magic fang, greater 375 gp
49–50 magic vestment 375 gp
51–52 meld into stone 375 gp
53–55 neutralize poison 375 gp
56–57 obscure object 375 gp
58–59 plant growth 375 gp
60–62 prayer 375 gp
63–64 protection from energy 375 gp
65–66 quench 375 gp
67–69 remove blindness/deafness 375 gp
70–71 remove curse 375 gp
72–73 remove disease 375 gp
74–76 searing light 375 gp
77–78 sleet storm 375 gp
79–80 snare 375 gp
81–83 speak with dead 375 gp
84–85 speak with plants 375 gp
86–87 spike growth 375 gp
88–89 stone shape 375 gp
90–91 summon monster III 375 gp
92–93 summon nature’s ally III 375 gp
94–96 water breathing 375 gp
97–98 water walk 375 gp
99–100 wind wall 375 gp
4th-Level Divine Spells
d% Spell Market Price
01–05 air walk 700 gp
06–07 antiplant shell 700 gp
08–09 blight 700 gp
10–11 break enchantment 700 gp
12–13 command plants 700 gp
14–15 control water 700 gp
16–21 cure critical wounds 700 gp
22–26 death ward 700 gp
27–31 dimensional anchor 700 gp
32–34 discern lies 700 gp
35–37 dismissal 700 gp
38–39 divination 725 gp
40–42 divine power 700 gp
43–47 freedom of movement 700 gp
48–49 giant vermin 700 gp
50–51 holy sword 700 gp
52–54 imbue with spell ability 700 gp
55–57 inflict critical wounds 700 gp
58–60 magic weapon, greater 700 gp
61–62 nondetection 750 gp
63–64 planar ally, lesser 1,200 gp
65–67 poison 700 gp
68–69 reincarnate 700 gp
70–71 repel vermin 700 gp
72–76 restoration 800 gp
77–78 rusting grasp 700 gp
79–81 sending 700 gp
82–85 spell immunity 700 gp
86–87 spike stones 700 gp
88–90 summon monster IV 700 gp
91–93 summon nature’s ally IV 700 gp
94–98 tongues 700 gp
99–100 tree stride 700 gp
5th-Level Divine Spells
d% Spell Market Price
01–03 animal growth 1,125 gp
04–05 atonement 3,625 gp
06 awaken 2,375 gp
07–09 baleful polymorph 1,125 gp
10–13 break enchantment 1,125 gp
14–16 call lightning storm 1,125 gp
17–20 command, greater 1,125 gp
21 commune 1,625 gp
22 commune with nature 1,125 gp
23–24 control winds 1,125 gp
25–30 cure light wounds, mass 1,125 gp
31–34 dispel chaos/evil/
good/law 1,125 gp
35–38 disrupting weapon 1,125 gp
39–41 flame strike 1,125 gp
42–43 hallow 6,125 gp
1
44–46 ice storm 1,125 gp
47–49 inflict light wounds, mass 1,125 gp
50–52 insect plague 1,125 gp
53 mark of justice 1,125 gp
54–56 plane shift 1,125 gp
57–58 raise dead 6,125 gp
59–61 righteous might 1,125 gp
62–63 scrying 1,125 gp
64–66 slay living 1,125 gp
67–69 spell resistance 1,125 gp
70–71 stoneskin 1,375 gp
72–74 summon monster V 1,125 gp
75–77 summon nature’s ally V 1,125 gp
78 symbol of pain 2,125 gp
79 symbol of sleep 2,125 gp
80–82 transmute mud to rock 1,125 gp
83–85 transmute rock to mud 1,125 gp
86–89 true seeing 1,375 gp
90–91 unhallow 6,125 gp
1
92–94 wall of fire 1,125 gp
95–97 wall of stone 1,125 gp
98–100 wall of thorns 1,125 gp
1 Allows for a spell of up to 4th level to be
tied to the hallowed or unhallowed area.
6th-Level Divine Spells
d% Spell Market Price
01–03 animate objects 1,650 gp
04–06 antilife shell 1,650 gp
07–09 banishment 1,650 gp
10–13 bear’s endurance, mass 1,650 gp
14–16 blade barrier 1,650 gp
17–20 bull’s strength, mass 1,650 gp
21–24 cat’s grace, mass 1,650 gp
25 create undead 1,650 gp
26–29 cure moderate wounds, 1,650 gp
mass
30–33 dispel magic, greater 1,650 gp
34–37 eagle’s splendor, mass 1,650 gp
38–40 find the path 1,650 gp
41–43 fire seeds 1,650 gp
44 forbiddance 4,650 gp
1
45 geas/quest 1,650 gp
46 glyph of warding, greater 1,650 gp
47–49 harm 1,650 gp
50–52 heal 1,650 gp
53–55 heroes’ feast 1,650 gp
56–58 inflict moderate wounds, 1,650 gp
mass
59–61 ironwood 1,650 gp
62 liveoak 1,650 gp
63–65 move earth 1,650 gp
66–69 owl’s wisdom, mass 1,650 gp
70–71 planar ally 2,400 gp
72–74 repel wood 1,650 gp
75–77 spellstaff 1,650 gp
78–80 stone tell 1,650 gp
81–83 summon monster VI 1,650 gp
84–86 summon nature’s ally VI 1,650 gp
87 symbol of fear 2,650 gp
88 symbol of persuasion 6,650 gp
89–91 transport via plants 1,650 gp
92–94 undeath to death 2,150 gp
95–97 wind walk 1,650 gp
98–100 word of recall 1,650 gp
1 Assumes an area equivalent to one 60-
foot cube.
7th-Level Divine Spells
d% Spell Market Price
01–05 animate plants 2,275 gp
06–09 blasphemy 2,275 gp
10–14 changestaff 2,275 gp
15–16 control weather 2,275 gp
17–21 creeping doom 2,275 gp
22–27 cure serious wounds, 2,275 gp
mass
28–32 destruction 2,275 gp
If a divine spell is cast at different levels by clerics and druids, it
appears on Table 7–24 at the level appropriate to a cleric (consid-
ered the default choice between clerics and druids). Examples:
cure serious wounds, neutralize poison, flame strike.
Many spells are either arcane or divine, depending on the class
of the caster. Such spells appear on both lists at the level appropri-
ate to the class of the arcane or divine caster.
STAFFS
A staff is a long shaft of wood that stores several spells. Unlike
wands (see page 245), which can contain a wide variety of spells,
each staff is of a certain kind and holds specific spells. A staff has
50 charges when created.
Physical Description: A typical staff is 4 feet to 7 feet long and 2
inches to 3 inches thick, weighing about 5 pounds. Most staffs are
wood, but a rare few are bone, metal, or even glass. (These are
extremely exotic.) Staffs often have a gem or some device at their tip or
are shod in metal at one or both ends. Staffs are often decorated with
carvings or runes. A typical staff is like a walking stick, quarterstaff, or
cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
Activation: Staffs use the spell trigger activation method, so
casting a spell from a staff is usually a standard action that doesn’t
provoke attacks of opportunity. (If the spell being cast, however,
has a longer casting time than 1 standard action, it takes that long
to cast the spell from a staff.) To activate a staff, a character must
hold it forth in at least one hand (or whatever passes for a hand, for
nonhumanoid creatures).
Random Generation: To generate staffs randomly, roll on
Table 7–25: Staffs.
Special Qualities: Roll d%. A 01–30 result indicates that some-
thing (a design, inscription, or the like) provides some clue to the
staff’s function, and 31–100 indicates no special qualities.
Staff Descriptions
Staffs have immense utility because they pack so many capabili-
ties into one item and they use the wielder’s ability score and rele-
vant feats to set the DC for saves against their spells. Unlike with
other sorts of magic items, the wielder can use his caster level
when activating the power of a staff if it’s higher than the caster
level of the staff.
This means that staffs are far more potent in the hands of a pow-
erful spellcaster. Because they use the wielder’s ability score to set
the save DC for the spell, spells from a staff are often harder to
resist than ones from other magic items, which use the minimum
ability score required to cast the spell. Not only are aspects of the
spell dependent on caster level (range, duration, and so on) poten-
tially higher, but spells from a staff are harder to dispel and have a
better chance of overcoming a target’s spell resistance (especially
if the wielder has the Spell Penetration feat).
Furthermore, a staff can hold a spell of any level, unlike a wand,
which is limited to spells of 4th level or lower. The minimum
caster level of a staff is 8th. Standard staffs are described below.
Abjuration: Usually carved from the heartwood of an ancient
oak or other large tree, this staff allows use of the following spells:
•Shield (1 charge)
•Resist energy (1 charge)
•Dispel magic (1 charge)
•Lesser globe of invulnerability (2 charges)
•Dismissal (2 charges)
•Repulsion (3 charges)
CHAPTER 7:
MAGIC ITEMS
Table 7–25: Staffs
Medium Major Staff Market Price
01–15 01–03 Charming 16,500 gp
16–30 04–09 Fire 17,750 gp
31–40 10–11 Swarming insects 24,750 gp
41–60 12–17 Healing 27,750 gp
61–75 18–19 Size alteration 29,000 gp
76–90 20–24 Illumination 48,250 gp
91–95 25–31 Frost 56,250 gp
96–100 32–38 Defense 58,250 gp
— 39–43 Abjuration 65,000 gp
— 44–48 Conjuration 65,000 gp
— 49–53 Enchantment 65,000 gp
— 54–58 Evocation 65,000 gp
— 59–63 Illusion 65,000 gp
— 64–68 Necromancy 65,000 gp
— 69–73 Transmutation 65,000 gp
— 74–77 Divination 73,500 gp
— 78–82 Earth and stone 80,500 gp
— 83–87 Woodlands 101,250 gp
— 88–92 Life 155,750 gp
— 93–97 Passage 170,500 gp
— 98–100 Power 211,000 gp
33–36 dictum 2,275 gp
37–41 ethereal jaunt 2,275 gp
42–45 holy word 2,275 gp
46–50 inflict serious wounds, 2,275 gp
mass
51–55 refuge 3,775 gp
56–60 regenerate 2,275 gp
61–65 repulsion 2,275 gp
66–69 restoration, greater 4,775 gp
70–71 resurrection 12,275 gp
72–76 scrying, greater 2,275 gp
77–81 summon monster VII 2,275 gp
82–85 summon nature’s ally VII 2,275 gp
86–90 sunbeam 2,275 gp
91 symbol of stunning 7,275 gp
92 symbol of weakness 7,275 gp
93–97 transmute metal to wood 2,275 gp
98–100 word of chaos 2,275 gp
8th-Level Divine Spells
d% Spell Market Price
01–04 animal shapes 3,000 gp
05–10 antimagic field 3,000 gp
11–13 cloak of chaos 3,000 gp
14–17 control plants 3,000 gp
18–20 create greater undead 3,600 gp
21–27 cure critical wounds,
mass 3,000 gp
28–32 dimensional lock 3,000 gp
33–36 discern location 3,000 gp
37–41 earthquake 3,000 gp
42–45 finger of death 3,000 gp
46–49 fire storm 3,000 gp
50–52 holy aura 3,000 gp
53–56 inflict critical wounds, 3,000 gp
mass
57–60 planar ally, greater 5,500 gp
61–65 repel metal or stone 3,000 gp
66–69 reverse gravity 3,000 gp
70–72 shield of law 3,000 gp
73–76 spell immunity, greater 3,000 gp
77–80 summon monster VIII 3,000 gp
81–84 summon nature’s ally VIII 3,000 gp
85–89 sunburst 3,000 gp
90–91 symbol of death 8,000 gp
92–93 symbol of insanity 8,000 gp
94–96 unholy aura 3,000 gp
97–100 whirlwind 3,000 gp
9th-Level Divine Spells
d% Spell Market Price
01–04 antipathy 3,825 gp
05–07 astral projection 4,870 gp
08–13 elemental swarm 3,825 gp
14–19 energy drain 3,825 gp
20–25 etherealness 3,825 gp
26–31 foresight 3,825 gp
32–37 gate 8,825 gp
38–46 heal, mass 3,825 gp
47–53 implosion 3,825 gp
54–55 miracle 28,825 gp
1
56–61 regenerate 3,825 gp
62–66 shambler 3,825 gp
67–72 shapechange 3,825 gp
73–77 soul bind 3,825 gp
78–83 storm of vengeance 3,825 gp
84–89 summon monster IX 3,825 gp
90–95 summon nature’s ally IX 3,825 gp
96–99 sympathy 5,325 gp
100 true resurrection 28,825 gp
1 Assumes powerful request but no
expensive material components in excess
of 100 gp and no additional XP cost.
Strong abjuration; CL 13th; Craft Staff, dismissal, dispel magic,
lesser globe of invulnerability, resist energy, repulsion, shield; Price
65,000 gp.
Charming: Made of twisting wood ornately shaped and
carved, this staff allows use of the following spells:
•Charm person (1 charge)
•Charm monster (2 charges)
Moderate enchantment; CL 8th; Craft Staff, charm person, charm
monster; Price 16,500 gp.
Conjuration: This staff is usually made of ash or walnut and
bears ornate carvings of many different kinds of creatures. It
allows use of the following spells:
•Unseen servant (1 charge)
•Summon swarm (1 charge)
•Stinking cloud (1 charge)
•Minor creation (2 charges)
•Cloudkill (2 charges)
•Summon monster VI (3 charges)
Strong conjuration; CL 13th; Craft Staff, cloudkill, stinking
cloud, summon monster VI, summon swarm, unseen servant; Price
65,000 gp.
Defense: The staff of defense is a simple-looking staff that throbs
with power when held defensively. It allows use of the following
spells:
•Shield (1 charge)
•Shield of faith (1 charge)
•Shield other (1 charge)
•Shield of law (3 charges)
Strong abjuration; CL 15th; Craft Staff, shield, shield of faith, shield
of law, shield other, creator must be lawful; Price 58,250 gp.
Divination: Made from a supple length of willow, often with a
forked tip, this staff allows use of the following spells:
•Detect secret doors (1 charge)
•Locate object (1 charge)
•Tongues (1 charge)
•Locate creature (2 charges)
•Prying eyes (2 charges)
•True seeing (3 charges)
Strong divination; CL 13th; Craft
Staff, detect secret doors, locate creature,
locate object, prying eyes, tongues, true
seeing; Price 73,500 gp.
Earth and Stone: This staff is
topped with a fist-sized emerald that
gleams with smoldering power. It
allows the use of the following spells:
•Passwall (1 charge)
•Move earth (1 charge)
Moderate transmutation; CL 11th;
Craft Staff, move earth, passwall; Price
80,500 gp.
Enchantment: Often made from
applewood and topped with a clear crystal, this
staff allows use of the following spells:
•Sleep (1 charge)
•Tasha’s hideous laughter (1 charge)
•Suggestion (1 charge)
•Crushing despair (2 charges)
•Mind fog (2 charges)
•Suggestion, mass (3 charges)
Strong enchantment; CL 13th; Craft Staff,
crushing despair, mass suggestion, mind fog,
sleep, suggestion, Tasha’s hideous laughter; Price
65,000 gp.
Evocation: Usually very smooth and
carved from hickory, willow, or yew, this
staff allows use of the following spells:
•Magic missile (1 charge)
•Shatter (1 charge)
•Fireball (1 charge)
•Ice storm (2 charges)
•Wall of force (2 charges)
•Chain lightning (3 charges)
Strong evocation; CL 13th;
Craft Staff, chain lightning, fire-
ball, ice storm, magic missile,
shatter, wall of force; Price
65,000 gp.
Fire: Crafted from bronze-
wood with brass bindings, this
staff allows use of the following
spells:
•Burning hands (1 charge)
•Fireball (1 charge)
•Wall of fire (2 charges)
Moderate evocation; CL 8th; Craft
Staff, burning hands, fireball, wall of fire;
Price 17,750 gp.
Frost: Tipped on either end with a glis-
tening diamond, this rune-covered staff allows use of the
following spells:
•Ice storm (1 charge)
•Wall of ice (1 charge)
•Cone of cold (2 charge)
Moderate evocation; CL 10th; Craft Staff, cone of cold, ice storm,
wall of ice; Price 56,250 gp.
Healing: This white ash staff, with inlaid silver runes, allows
use of the following spells:
•Lesser restoration (1 charge)
•Cure serious wounds (1 charge)
•Remove blindness/deafness (2 charges)
•Remove disease (3 charges)
Moderate conjuration; CL 8th; Craft Staff, cure serious wounds,
lesser restoration, remove blindness/deafness, remove disease; Price
27,750 gp.
Illusion: This staff is made from ebony or other dark wood and
carved into an intricately twisted, fluted, or spiral shape. It allows
use of the following spells:
•Disguise self (1 charge)
•Mirror image (1 charge)
•Major image (1 charge)
•Rainbow pattern (2 charges)
•Persistent image (2 charges)
•Mislead (3 charges)
Strong illusion; CL 13th; Craft Staff, disguise self, major image,
mirror image, persistent image, project image, rainbow pattern; Price
65,000 gp.
Illumination: This staff is usually sheathed in silver and deco-
rated with sunbursts. It allows use of the following spells:
•Dancing lights (1 charge)
•Flare (1 charge)
•Daylight (2 charges)
•Sunburst (3 charges)
Strong evocation; CL 15th; Craft Staff, dancing lights, daylight,
flare, sunburst; Price 48,250 gp.
Life: Made of thick oak shod in gold, this staff allows use of the
following spells:
•Heal (1 charge)
•Raise dead (5 charges)
Moderate conjuration; CL 11th; Craft Staff, heal, resurrection;
Price 155,750 gp.
Necromancy: This staff is made from ebony or other dark
wood and carved with the images of bones and skulls. It allows use
of the following spells:
CHAPTER 7:
MAGIC ITEMS
Staff of
earth and stone
Staff
of frost
•Cause fear (1 charge)
•Ghoul touch (1 charge)
•Halt undead (1 charge)
•Enervation (2 charges)
•Waves of fatigue (2 charges)
•Circle of death (3 charges)
Strong necromancy; CL 13th; Craft Staff, cause fear, circle of death,
enervation, ghoul touch, halt undead, waves of fatigue; Price 65,000 gp.
Passage: This potent item allows use of the following spells:
•Dimension door (1 charge)
•Passwall (1 charge)
•Phase door (2 charges)
•Greater teleport (2 charges)
•Astral projection (2 charges)
Strong varied; CL 17th; Craft Staff, astral projection, dimension
door, greater teleport, passwall, phase door; Price 170,500 gp.
Power: The staff of power is a very potent magic item, with offen-
sive and defensive abilities. It is usually topped with a glistening
gem, its shaft straight and smooth. It has the following powers:
•Magic missile (1 charge)
•Ray of enfeeblement (heightened to 5th level) (1 charge)
•Continual flame (1 charge)
•Levitate (1 charge)
•Lightning bolt (heightened to 5th level) (1 charge)
•Fireball (heightened to 5th level) (1 charge)
•Cone of cold (2 charges)
•Hold monster (2 charges)
•Wall of force (in a 10-ft.-diameter hemisphere around the caster
only) (2 charges)
•Globe of invulnerability (2 charges)
The wielder of a staff of power gains a +2 luck bonus to AC and
saving throws. The staff is also a +2 quarterstaff, and its wielder may
use it to smite opponents. If 1 charge is expended (as a free action),
the staff causes double damage (×3 on a critical hit) for 1 round.
A staff of power can be used for a retributive strike, requiring it to
be broken by its wielder. (If this breaking of the staff is purposeful
and declared by the wielder, it can be performed as a standard
action that does not require the wielder to make a Strength check.)
All charges currently in the staff are instantly released in a 30-foot-
radius. All within 2 squares of the broken staff take points of
damage equal to 8 ×the number of charges in the staff, those 3 or 4
squares away take 6 ×the number of charges in damage, and those
5 or 6 squares distant take 4 ×the number of charges in damage. All
those affected can make DC 17 Reflex saves to reduce the damage
by half.
The character breaking the staff has a 50% chance of traveling to
another plane of existence, but if he does not, the explosive release
of spell energy destroys him. Only certain items, including the
staff of the magi (page 280) and the staff of power, are capable of being
used for a retributive strike.
After all charges are used up from the staff, it remains a +2 quar-
terstaff. (Once empty of charges, it cannot be used for a retributive
strike.)
Strong varied; CL 15th; Craft Staff, Craft Magic Arms and
Armor, magic missile, heightened ray of enfeeblement, continual flame,
levitate, heightened fireball, heightened lightning bolt, cone of cold,
hold monster, wall of force, globe of invulnerability; Price 211,000 gp.
Size Alteration: Stout and sturdy, this staff of dark wood allows
use of the following spells:
•Enlarge person (1 charge)
•Reduce person (1 charge)
•Shrink item (1 charge)
•Enlarge person, mass (1 charge)
•Reduce person, mass (1 charge)
Faint conjuration; CL 8th; Craft Staff, enlarge person, mass enlarge
person, reduce person, mass reduce person, shrink item; Price 29,000 gp.
Swarming Insects: Made of twisted dark wood with dark
spots resembling crawling insects (which occasionally seem to
move), this staff allows use of the following spells:
•Summon swarm (1 charge)
•Insect plague (3 charges)
Moderate conjuration; CL 9th; Craft Staff, insect plague, summon
swarm; Price 24,750 gp.
Transmutation: This staff is generally carved from or deco-
rated with petrified wood and allows use of the following spells:
•Expeditious retreat (1 charge)
•Alter self (1 charge)
•Blink (1 charge)
•Polymorph (2 charges)
•Baleful polymorph (2 charges)
•Disintegrate (3 charges)
Strong transmutation; CL 13th; Craft Staff, alter self, baleful poly-
morph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000
gp.
Woodlands: Appearing to have grown naturally into its shape,
this oak, ash, or yew staff allows use of the following spells:
•Charm animal (1 charge)
•Speak with animals (1 charge)
•Barkskin (2 charges)
•Wall of thorns (3 charges)
•Summon nature’s ally VI (3 charges)
•Animate plants (4 charges)
The staff may be used as a weapon, functioning as a +2 quarter-
staff. The staff of the woodlands also allows its wielder to pass without
trace at will, with no charge cost. These two attributes continue to
function after all the charges are expended.
Moderate varied; CL 13th; Craft Staff, Craft Magic Arms and
Armor, animate plants, barkskin, charm animal, pass without trace,
speak with animals, summon nature’s ally VI, wall of thorns; Price
101,250 gp.
WANDS
A wand is a thin baton that contains a single spell of 4th level or
lower. Each wand has 50 charges when created, and each charge
expended allows the user to use the wand’s spell one time. A wand
that runs out of charges is just a stick.
Physical Description: A typical wand is 6 inches to 12 inches
long and about 1/4 inch thick, and often weighs no more than 1
ounce. Most wands are wood, but some are bone. A rare few are
metal, glass, or even ceramic, but these are quite exotic. Occasion-
ally, a wand has a gem or some device at its tip, and most are deco-
rated with carvings or runes. A typical wand has AC 7, 5 hit points,
hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so
casting a spell from a wand is usually a standard action that
doesn’t provoke attacks of opportunity. (If the spell being cast,
however, has a longer casting time than 1 action, it takes that
long to cast the spell from a wand.) To activate a wand, a charac-
ter must hold it in hand (or whatever passes for a hand, for non-
humanoid creatures) and point it in the general direction of the
target or area. A wand may be used while grappling or while
swallowed whole.
Random Generation: To generate wands randomly, roll on
Table 7–26: Wands. Some wands on the table are versions created
at particular caster levels; in such cases, the caster level of the item
is given in parentheses.
Special Qualities: Roll d%. A 01–30 result indicates that some-
thing (a design, inscription, or the like) provides some clue to the
wand’s function, and 31–100 indicates no special qualities.
Wand Descriptions
All wands are simply storage devices for spells and thus have no
special descriptions. Refer to the spell descriptions in Chapter 11
of the Player’s Handbook for all pertinent details.
CHAPTER 7:
MAGIC ITEMS
WONDROUS ITEMS
This is a catch-all category for anything that doesn’t fall into the
other groups. Anyone can use a wondrous item (unless specified
otherwise in the description).
Physical Description: Varies.
Activation: Usually use activated or command word, but
details vary from item to item.
Random Generation: To generate wondrous items randomly,
roll on Table 7–27: Minor Wondrous Items, Table 7–28: Medium
Wondrous Items, or Table 7–29: Major Wondrous Items.
Special Qualities: Roll d%. An 01 result indicates the won-
drous item is intelligent, 02–31 indicates that something (a
design, inscription, or the like) provides a clue to its function, and
32–100 indicates no special qualities. Intelligent items have extra
abilities and sometimes extraordinary powers and special pur-
poses. Use Table 7–30: Item Intelligence, Wisdom, Charisma, and
Capabilities as indicated if a wondrous item is intelligent. Won-
drous items with charges can never be intelligent.
Wondrous Item Descriptions
Wondrous items can be configured to do just about anything from
create a breeze to improve ability scores. Standard wondrous items
are described below.
Amulet of Health: This amulet is a golden disk on a chain. It
usually bears the image of a lion or other powerful animal. The
amulet grants the wearer an enhancement bonus to Constitution
of +2, +4, or +6.
Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s
endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Amulet of Mighty Fists: This amulet grants an enhancement
bonus of +1 to +5 on attack and damage rolls with unarmed attacks
and natural weapons.
Faint evocation; CL 5th; Craft Wondrous Item, greater magic
fang, creator’s caster level must be at least three times the amulet’s
bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp
(+4), 150,000 gp (+5).
Amulet of Natural Armor: This amulet, usually crafted from
bone or beast scales, toughens the wearer’s body and flesh, giving
him an enhancement bonus to his natural armor bonus of from +1
CHAPTER 7:
MAGIC ITEMS
Table 7–26: Wands
Minor Medium Major Wand Market Price
01–02 — — Detect magic 375 gp
03–04 — — Light 375 gp
05–07 — — Burning hands 750 gp
08–10 — — Charm animal 750 gp
11–13 — — Charm person 750 gp
14–16 — — Color spray 750 gp
17–19 — — Cure light wounds 750 gp
20-22 — — Detect secret doors 750 gp
23–25 — — Enlarge person 750 gp
26–28 — — Magic missile (1st) 750 gp
29–31 — — Shocking grasp 750 gp
32–34 — — Summon monster I 750 gp
35–36 — — Magic missile (3rd) 2,250 gp
37 01–03 — Magic missile (5th) 3,750 gp
38–40 04–07 — Bear’s endurance 4,500 gp
41–43 08–11 — Bull’s strength 4,500 gp
44–46 12–15 — Cat’s grace 4,500 gp
47–49 16–20 — Cure moderate wounds 4,500 gp
50–51 21–22 — Darkness 4,500 gp
52–54 23–24 — Daylight 4,500 gp
55–57 25–27 — Delay poison 4,500 gp
58–60 28–31 — Eagle’s splendor 4,500 gp
61–63 32–33 — False life 4,500 gp
64–66 34–37 — Fox’s cunning 4,500 gp
67–68 38 — Ghoul touch 4,500 gp
69–71 39 — Hold person 4,500 gp
72–74 40–42 — Invisibility 4,500 gp
75–77 43–44 — Knock 4,500 gp
78–80 45 — Levitate 4,500 gp
81–83 46–47 — Melf’s acid arrow 4,500 gp
84–86 48–49 — Mirror image 4,500 gp
87–89 50–53 — Owl’s wisdom 4,500 gp
90–91 54 — Shatter 4,500 gp
92–94 55–56 — Silence 4,500 gp
95–97 57 — Summon monster II 4,500 gp
98–100 58–59 — Web 4,500 gp
—60–62 01–02 Magic missile (7th) 5,250 gp
— 63–64 03–05 Magic missile (9th) 6,750 gp
— 65–67 06–07 Call lightning (5th) 11,250 gp
—6808Charm person, heightened 11,250 gp
(3rd-level spell)
—69–70 09–10 Contagion 11,250 gp
—71–74 11–13 Cure serious wounds 11,250 gp
—75–77 14–15 Dispel magic 11,250 gp
—78–81 16–17 Fireball (5th) 11,250 gp
—82–83 18–19 Keen edge 11,250 gp
—84–87 20–21 Lightning bolt (5th) 11,250 gp
88–89 22–23 Major image 11,250 gp
—90–91 24–25 Slow 11,250 gp
— 92–94 26–27 Suggestion 11,250 gp
— 95–97 28–29 Summon monster III 11,250 gp
—9830–31 Fireball (6th) 13,500 gp
—9932–33 Lightning bolt (6th) 13,500 gp
— 100 34–35 Searing light (6th) 13,500 gp
——36–37 Call lightning (8th) 18,000 gp
——38–39 Fireball (8th) 18,000 gp
——40–41 Lightning bolt (8th) 18,000 gp
——42–45 Charm monster 21,000 gp
——46–50 Cure critical wounds 21,000 gp
——51–52 Dimensional anchor 21,000 gp
——53–55 Fear 21,000 gp
——56–59 Greater invisibility 21,000 gp
——60Hold person, heightened 21,000 gp
(4th level)
——61–65 Ice storm 21,000 gp
——66–68 Inflict critical wounds 21,000 gp
——69–72 Neutralize poison 21,000 gp
——73–74 Poison 21,000 gp
——75–77 Polymorph 21,000 gp
——78Ray of enfeeblement, 21,000 gp
heightened (4th level)
——79Suggestion, heightened 21,000 gp
(4th level)
——80–82 Summon monster IV 21,000 gp
——83–86 Wall of fire 21,000 gp
——87–90 Wall of ice 21,000 gp
——91Dispel magic (10th) 22,500 gp
——92Fireball (10th) 22,500 gp
——93Lightning bolt (10th) 22,500 gp
——94Chaos hammer (8th) 24,000 gp
——95Holy smite (8th) 24,000 gp
——96Order’s wrath (8th) 24,000 gp
——97Unholy blight (8th) 24,000 gp
——98–99 Restoration
1
26,000 gp
——100 Stoneskin
2
33,500 gp
1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus
5,000 gp for the material components.
2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus
12,500 gp for the material components.
to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin,
creator’s caster level must be at least three times the amulet’s
bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp
(+4), or 50,000 gp (+5).
Amulet of the Planes: This device usually appears to be a
black circular amulet, although any character looking closely at it
sees a dark, moving swirl of color. The amulet allows its wearer to
utilize plane shift. However, this is a difficult item to master. The
user must make a DC 15 Intelligence check in order to get the
amulet to take her to the plane (and the specific location on that
plane) that she wants. If she fails, the amulet transports her and all
those traveling with her to a random location on that plane (01–60
on d%) or to a random plane (61–100).
Strong conjuration; CL 15th; Craft Wondrous Item, plane shift;
Price 120,000 gp.
Amulet of Proof against Detection and Location: This silver
amulet protects the wearer from scrying and magical location just
as a nondetection spell does. If a divination spell is attempted
against the wearer, the caster of the divination must succeed on a
caster level check (1d20 + caster level) against a DC of 19 (as if the
caster had cast nondetection on herself).
Moderate abjuration; CL 8th; Craft Wondrous Item, nondetec-
tion; Price 35,000 gp.
Apparatus of Kwalish: This item appears to be a large, sealed
iron barrel, but it has a secret catch (Search DC 20 to locate) that
opens a hatch in one end. Anyone who crawls inside finds ten
(unlabeled) levers:
CHAPTER 7:
MAGIC ITEMS
Table 7–27: Minor Wondrous Items
d% Item Market Price
01 Quaal’s feather token, anchor 50 gp
02 Universal solvent 50 gp
03 Elixir of love 150 gp
04 Unguent of timelessness 150 gp
05 Quaal’s feather token, fan 200 gp
06 Dust of tracelessness 250 gp
07 Elixir of hiding 250 gp
08 Elixir of sneaking 250 gp
09 Elixir of swimming 250 gp
10 Elixir of vision 250 gp
11 Silversheen 250 gp
12 Quaal’s feather token, bird 300 gp
13 Quaal’s feather token, tree 400 gp
14 Quaal’s feather token, swan boat 450 gp
15 Elixir of truth 500 gp
16 Quaal’s feather token, whip 500 gp
17 Dust of dryness 850 gp
18 Bag of tricks, gray 900 gp
19 Hand of the mage 900 gp
20 Bracers of armor +1 1,000 gp
21 Cloak of resistance +1 1,000 gp
22 Pearl of power, 1st-level spell 1,000 gp
23 Phylactery of faithfulness 1,000 gp
24 Salve of slipperiness 1,000 gp
25 Elixir of fire breath 1,100 gp
26 Pipes of the sewers 1,150 gp
27 Dust of illusion 1,200 gp
28 Goggles of minute seeing 1,250 gp
29 Brooch of shielding 1,500 gp
30 Necklace of fireballs type I 1,650 gp
31 Dust of appearance 1,800 gp
32 Hat of disguise 1,800 gp
33 Pipes of sounding 1,800 gp
34 Quiver of Ehlonna 1,800 gp
35 Amulet of natural armor +1 2,000 gp
36 Heward’s handy haversack 2,000 gp
37 Horn of fog 2,000 gp
38 Elemental gem 2,250 gp
39 Robe of bones 2,400 gp
40 Sovereign glue 2,400 gp
41 Bag of holding type I 2,500 gp
42 Boots of elvenkind 2,500 gp
43 Boots of the winterlands 2,500 gp
44 Candle of truth 2,500 gp
45 Cloak of elvenkind 2,500 gp
46 Eyes of the eagle 2,500 gp
47 Scarab, golembane 2,500 gp
48 Necklace of fireballs type II 2,700 gp
49 Stone of alarm 2,700 gp
50 Bag of tricks, rust 3,000 gp
51 Bead of force 3,000 gp
52 Chime of opening 3,000 gp
53 Horseshoes of speed 3,000 gp
54 Rope of climbing 3,000 gp
55 Dust of disappearance 3,500 gp
56 Lens of detection 3,500 gp
57 Vestment, druid’s 3,750 gp
58 Figurine of wondrous power, silver raven 3,800 gp
59 Amulet of health +2 4,000 gp
60 Bracers of armor +2 4,000 gp
61 Cloak of Charisma +2 4,000 gp
62 Cloak of resistance +2 4,000 gp
63 Gauntlets of ogre power 4,000 gp
64 Gloves of arrow snaring 4,000 gp
65 Gloves of Dexterity +2 4,000 gp
66 Headband of intellect +2 4,000 gp
67 Ioun stone, clear spindle 4,000 gp
68 Keoghtom’s ointment 4,000 gp
69 Nolzur’s marvelous pigments 4,000 gp
70 Pearl of power, 2nd-level spell 4,000 gp
71 Periapt of Wisdom +2 4,000 gp
72 Stone salve 4,000 gp
73 Necklace of fireballs type III 4,350 gp
74 Circlet of persuasion 4,500 gp
75 Slippers of spider climbing 4,800 gp
76 Incense of meditation 4,900 gp
77 Bag of holding type II 5,000 gp
78 Bracers of archery, lesser 5,000 gp
79 Ioun stone, dusty rose prism 5,000 gp
80 Helm of comprehend languages and read magic 5,200 gp
81 Vest of escape 5,200 gp
82 Eversmoking bottle 5,400 gp
83 Murlynd’s spoon 5,400 gp
84 Necklace of fireballs type IV 5,400 gp
85 Boots of striding and springing 5,500 gp
86 Wind fan 5,500 gp
87 Amulet of mighty fists +1 6,000 gp
88 Horseshoes of a zephyr 6,000 gp
89 Pipes of haunting 6,000 gp
90 Necklace of fireballs type V 6,150 gp
91 Gloves of swimming and climbing 6,250 gp
92 Bag of tricks, tan 6,300 gp
93 Circlet of blasting, minor 6,480 gp
94 Horn of goodness/evil 6,500 gp
95 Robe of useful items 7,000 gp
96 Boat, folding 7,200 gp
97 Cloak of the manta ray 7,200 gp
98 Bottle of air 7,250 gp
99 Bag of holding type III 7,400 gp
100 Periapt of health 7,400 gp
The device has the following characteristics: hp 200; hardness
15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Atk +12
melee (2d8, 2 pincers).
Lever
(1d10) Lever Function
1Extend/retract legs and tail
2Uncover/cover forward porthole
3Uncover/cover side portholes
4Extend/retract pincers and feelers
5Snap pincers
6Move forward/backward
7Turn left/right
8Open “eyes” with continual flame inside/close “eyes”
9Rise/sink in water
10 Open/close hatch
Operating a lever is a full-round action, and no lever may be oper-
ated more than once per round. However, since two Medium
characters can fit inside, the apparatus can move and attack in the
same round. The device can function in water up to 900 feet deep.
It holds enough air for a crew of two to survive 1d4+1 hours (twice
as long for a single occupant). When activated, the apparatus looks
something like a giant lobster.
Strong evocation and transmutation; CL 19th; Craft Wondrous
Item, animate objects, continual flame, creator must have 8 ranks in
the Knowledge (architecture and engineering) skill; Price 90,000
gp; Weight 500 lb.
Bag of Holding: This appears to be a common cloth sack about
2 feet by 4 feet in size. The bag of holding opens into a nondimen-
sional space: Its inside is larger than its outside dimensions.
Regardless of what is put into the bag, it weighs a fixed amount.
This weight, and the limits in weight and volume of the bag’s con-
tents, depend on the bag’s type, as shown on the table below.
Contents Contents
Bag Weight Volume Market
Bag Weight Limit Limit Price
Type I 15 lb. 250 lb. 30 cu. ft. 2,500 gp
Type II 25 lb. 500 lb. 70 cu. ft. 5,000 gp
Type III 35 lb. 1,000 lb. 150 cu. ft. 7,400 gp
Type IV 60 lb. 1,500 lb. 250 cu. ft. 10,000 gp
If the bag is overloaded, or if sharp objects pierce it (from inside or
outside), the bag ruptures and is ruined. All contents are lost for-
ever. If a bag of holding is turned inside out, its contents spill out,
unharmed, but the bag must be put right before it can be used
again. If living creatures are placed within the bag, they can sur-
vive for up to 10 minutes, after which time they suffocate. Retriev-
ing a specific item from a bag of holding is a move action—unless
the bag contains more than an ordinary backpack would hold, in
which case retrieving a specific item is a full-round action.
If a bag of holding is placed within a portable hole (page 264), a rift
to the Astral Plane is torn in the space: Bag and hole alike are
sucked into the void and forever lost. If a portable hole is placed
within a bag of holding, it opens a gate to the Astral Plane: The hole,
the bag, and any creatures within a 10-foot radius are drawn there,
destroying the portable hole and bag of holding in the process.
Moderate conjuration; CL 9th; Craft Wondrous Item, Leomund’s
secret chest.
Bag of Tricks: This small sack appears normal and empty.
However, anyone reaching into the bag feels a small, fuzzy ball. If
the ball is removed and tossed up to 20 feet away, it turns into an
animal. The animal serves the character who drew it from the bag
for 10 minutes (or until slain or ordered back into the bag), at
which point it disappears. It can follow any of the commands
described in the Handle Animal skill (page 74 of the Player’s
Handbook). Each of the three kinds of a bag of tricks produces a
different set of animals. Use the following tables to determine
what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts
the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at
a time. Up to ten animals can be drawn from the bag each week.
Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th
(tan); Craft Wondrous Item, summon nature’s ally II (gray), summon
nature’s ally III (rust), or summon nature’s ally V(tan); Price 900 gp
(gray); 3,000 gp (rust); 6,300 gp (tan).
––— Gray —— –——— Rust —–—– —–— Tan ———–
d% Animal d% Animal d% Animal
01–30 Bat 01–30 Wolverine 01–30 Brown bear
31–60 Rat 31–60 Wolf 31–60 Lion
61–75 Cat 61–85 Boar 61–80 Heavy warhorse
76–90 Weasel 86–100 Black bear 81–90 Tiger
91–100 Badger 91–100 Rhinoceros
Bead of Force: This small black sphere appears to be a lusterless
pearl. You can throw it up to 60 feet with no range penalties. Upon
sharp impact, the bead explodes, sending forth a burst that deals
5d6 points of force damage to all creatures within a 10-foot radius.
It functions like an Otiluke’s resilient sphere spell (Reflex DC 16
negates) with a radius of 10 feet and a duration of 10 minutes. A
globe of shimmering force encloses a creature, provided the latter
is small enough to fit within the diameter of the sphere. The
sphere contains its subject for the spell’s duration. The sphere is
not subject to damage of any sort except from a rod of cancellation, a
rod of negation, disintegrate, or a targeted dispel magic spell. These
effects destroy the sphere without harm to the subject. Nothing
can pass through the sphere, inside or out, though the subject can
breathe normally. The subject may struggle, but the globe cannot
be physically moved either by people outside it or by the struggles
of those within.
The explosion completely consumes the bead, making this a
one-use item.
Moderate evocation; CL 10th; Craft Wondrous Item, Otiluke’s
resilient sphere; Price 3,000 gp.
Belt, Monk’s: This simple rope belt, when wrapped around a
character’s waist, confers great ability in unarmed combat. The
wearer’s AC and unarmed damage is treated as a monk of five
levels higher. If donned by a character with the Stunning Fist feat,
the belt lets her make one additional stunning attack per day. If
the character is not a monk, she gains the AC and unarmed
damage of a 5th-level monk. This AC bonus functions just like the
monk’s AC bonus.
Moderate transmutation; CL 10th; Craft Wondrous Item,
righteous might or Tenser’s transformation; Price 13,000 gp; Weight
1 lb.
Belt of Dwarvenkind: This belt gives the wearer a +4 compe-
tence bonus on Charisma checks and Charisma-based skill checks
as they relate to dealing with dwarves, a +2 competence bonus on
similar checks when dealing with gnomes and halflings, and a –2
competence penalty on similar checks when dealing with anyone
else. The wearer can understand, speak, and read Dwarven. If the
wearer is not a dwarf, he gains 60-foot darkvision, dwarven stone-
cunning, a +2 enhancement bonus to Constitution, and a +2 resist-
ance bonus on saves against poison, spells, or spell-like effects.
Moderate divination; CL 12th; Craft Wondrous Item, tongues,
creator must be a dwarf; Price 14,900 gp; Weight 1 lb.
Belt of Giant Strength: This wide belt is made of thick leather
and studded with iron. The belt adds to the wearer’s Strength score
in the form of an enhancement bonus of +4 or +6.
Moderate transmutation; CL 10th; Craft Wondrous Item, bull’s
strength; Price 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
CHAPTER 7:
MAGIC ITEMS
Boat, Folding: A folding boat looks like a small wooden
box—about 12 inches long, 6 inches wide, and 6 inches deep. It
can be used to store items like any other box. If a command word
is given, however, the box unfolds itself to form a boat 10 feet
long, 4 feet wide, and 2 feet in depth. A second command word
causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet
deep. Any objects formerly stored in the box now rest inside the
boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a
mast, and a lateen sail. In its larger form, the boat has a deck, single
rowing seats, five sets of oars, a steering oar, an anchor, a deck
cabin, and a mast with a square sail. The boat can hold four people
comfortably, while the ship carries fifteen with ease.
A third word of command causes the boat or ship to fold itself
into a box once again. The words of command may be inscribed
visibly or invisibly on the box, or they may be written else-
where—perhaps on an item within the box.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate,
creator must have 2 ranks in the Craft (shipmaking) skill; Price
7,200 gp; Weight 4 lb.
Boccob’s Blessed Book: This well-made tome is always of
small size, typically no more than 12 inches tall, 8 inches wide, and
1 inch thick. All such books are durable, waterproof, bound with
iron overlaid with silver, and locked.
A wizard can fill the 1,000 pages of a Boccob’s blessed book with
spells without paying the 25 gp per page material cost. This book
is never found as randomly generated treasure with spells already
inscribed in it.
Moderate transmutation; CL 7th; Craft Wondrous Item, secret
page; Price 12,500 gp; Weight 1 lb.
CHAPTER 7:
MAGIC ITEMS
Table 7–28: Medium Wondrous Items
d% Item Market Price
01 Boots of levitation 7,500 gp
02 Harp of charming 7,500 gp
03 Amulet of natural armor +2 8,000 gp
04 Golem manual, flesh 8,000 gp
05 Hand of glory 8,000 gp
06 Ioun stone, deep red sphere 8,000 gp
07 Ioun stone, incandescent blue sphere 8,000 gp
08 Ioun stone, pale blue rhomboid 8,000 gp
09 Ioun stone, pink and green sphere 8,000 gp
10 Ioun stone, pink rhomboid 8,000 gp
11 Ioun stone, scarlet and blue sphere 8,000 gp
12 Deck of illusions 8,100 gp
13 Necklace of fireballs type VI 8,100 gp
14 Candle of invocation 8,400 gp
15 Bracers of armor +3 9,000 gp
16 Cloak of resistance +3 9,000 gp
17 Decanter of endless water 9,000 gp
18 Necklace of adaptation 9,000 gp
19 Pearl of power, 3rd-level spell 9,000 gp
20 Talisman of the sphere 9,000 gp
21 Figurine of wondrous power, serpentine owl 9,100 gp
22 Necklace of fireballs type VII 9,150 gp
23 Strand of prayer beads, lesser 9,600 gp
24 Bag of holding type IV 10,000 gp
25 Figurine of wondrous power, bronze griffon 10,000 gp
26 Figurine of wondrous power, ebony fly 10,000 gp
27 Glove of storing 10,000 gp
28 Ioun stone, dark blue rhomboid 10,000 gp
29 Stone horse, courser 10,000 gp
30 Cape of the mountebank 10,080 gp
31 Phylactery of undead turning 11,000 gp
32 Gauntlet of rust 11,500 gp
33 Boots of speed 12,000 gp
34 Goggles of night 12,000 gp
35 Golem manual, clay 12,000 gp
36 Medallion of thoughts 12,000 gp
37 Pipes of pain 12,000 gp
38 Boccob’s blessed book 12,500 gp
39 Belt, monk’s 13,000 gp
40 Gem of brightness 13,000 gp
41 Lyre of building 13,000 gp
42 Cloak of arachnida 14,000 gp
43 Stone horse, destrier 14,800 gp
44 Belt of dwarvenkind 14,900 gp
45 Periapt of wound closure 15,000 gp
46 Horn of the tritons 15,100 gp
47 Pearl of the sirines 15,300 gp
48 Figurine of wondrous power, onyx dog 15,500 gp
49 Amulet of health +4 16,000 gp
50 Belt of giant Strength +4 16,000 gp
51 Boots, winged 16,000 gp
52 Bracers of armor +4 16,000 gp
53 Cloak of Charisma +4 16,000 gp
54 Cloak of resistance +4 16,000 gp
55 Gloves of Dexterity +4 16,000 gp
56 Headband of intellect +4 16,000 gp
57 Pearl of power, 4th-level spell 16,000 gp
58 Periapt of Wisdom +4 16,000 gp
59 Scabbard of keen edges 16,000 gp
60 Figurine of wondrous power, golden lions 16,500 gp
61 Chime of interruption 16,800 gp
62 Broom of flying 17,000 gp
63 Figurine of wondrous power, marble elephant 17,000 gp
64 Amulet of natural armor +3 18,000 gp
65 Ioun stone, iridescent spindle 18,000 gp
66 Bracelet of friends 19,000 gp
67 Carpet of flying, 5 ft. by 5 ft. 20,000 gp
68 Horn of blasting 20,000 gp
69 Ioun stone, pale lavender ellipsoid 20,000 gp
70 Ioun stone, pearly white spindle 20,000 gp
71 Portable hole 20,000 gp
72 Stone of good luck (luckstone) 20,000 gp
73 Figurine of wondrous power, ivory goats 21,000 gp
74 Rope of entanglement 21,000 gp
75 Golem manual, stone 22,000 gp
76 Mask of the skull 22,000 gp
77 Mattock of the titans 23,348 gp
78 Circlet of blasting, major 23,760 gp
79 Amulet of mighty fists +2 24,000 gp
80 Cloak of displacement, minor 24,000 gp
81 Helm of underwater action 24,000 gp
82 Bracers of archery, greater 25,000 gp
83 Bracers of armor +5 25,000 gp
84 Cloak of resistance +5 25,000 gp
85 Eyes of doom 25,000 gp
86 Pearl of power, 5th-level spell 25,000 gp
87 Maul of the titans 25,305 gp
88 Strand of prayer beads 25,800 gp
89 Cloak of the bat 26,000 gp
90 Iron bands of Bilarro 26,000 gp
91 Cube of frost resistance 27,000 gp
92 Helm of telepathy 27,000 gp
93 Periapt of proof against poison 27,000 gp
94 Robe of scintillating colors 27,000 gp
95 Manual of bodily health +1 27,500 gp
96 Manual of gainful exercise +1 27,500 gp
97 Manual of quickness in action +1 27,500 gp
98 Tome of clear thought +1 27,500 gp
99 Tome of leadership and influence +1 27,500 gp
100 Tome of understanding +1 27,500 gp
Boots of Elvenkind: These soft boots enable the wearer to
move quietly in virtually any surroundings, granting a +5 compe-
tence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator
must be an elf; Price 2,500 gp; Weight 1 lb.
Boots of Levitation: On command, these leather boots allow
the wearer to levitate as if she had cast levitate on herself.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
Price 7,500 gp; Weight 1 lb.
Boots of Speed: As a free action, the wearer can click her boot
heels together, enabling her to act as though affected by a haste
spell for up to 10 rounds each day. The duration of the haste effect
need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste;
Price 12,000 gp; Weight 1 lb.
Boots of Striding and Springing: These boots increase the
wearer’s base land speed by 10 feet. In addition to this striding
ability (considered an enhancement bonus), these boots allow the
wearer to make great leaps. She can jump with a +5 competence
bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider,
creator must have 5 ranks in the Jump skill; Price 5,500 gp;
Weight 1 lb.
Boots of Teleportation: Any character wearing this footwear
may teleport three times per day, exactly as if he had cast the spell
of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport;
Price 49,000 gp; Weight 3 lb.
Boots of the Winterlands: This footgear bestows many
powers upon the wearer. First, he is able to travel across snow at
his normal speed, leaving no tracks. The boots also enable him to
travel at normal speed across the most slippery ice (horizontal
surfaces only, not vertical or sharply slanted ones) without falling
or slipping. Finally, boots of the winterlands warm the wearer, as if
he were affected by an endure elements spell.
Faint abjuration and transmutation; CL 5th; Craft Wondrous
Item, cat’s grace, endure elements, pass without trace; Price 2,500 gp;
Weight 1 lb.
Boots, Winged: These boots appear to be ordinary footgear.
On command, the boots sprout wings at the heel and let the
wearer fly, without having to maintain concentration, as if
affected by a fly spell. He can fly three times day for up to 5 min-
utes per flight.
Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price
16,000 gp; Weight 1 lb.
Bottle of Air: This item appears to be a normal glass bottle
with a cork. When taken to any airless environment (such as
underwater or in a vacuum), it retains air within it at all times,
continually renewing its contents. This means that a character
can draw air out of the bottle to breathe. The bottle can even be
shared by multiple characters who pass it around. Breathing out
of the bottle is a standard action, but a character so doing can then
act for as long as she can hold her breath.
Moderate transmutation; CL 7th; Craft Wondrous Item, water
breathing; Price 7,250 gp; Weight 2 lb.
Bowl of Commanding Water Elementals: This large con-
tainer is usually fashioned from blue or green semiprecious stone
(malachite, lapis lazuli, azurite, turquoise, peridot, or sometimes
jade). It is about 1 foot in diameter, half that deep, and relatively
fragile. When the bowl is filled with fresh water, and certain
words are spoken, a Large water elemental appears. The summon-
ing words require 1 full round to speak. In all ways the bowl func-
tions as the summon monster VI spell. Only one elemental can be
called at a time. A new elemental requires the bowl to be filled
with new water, which cannot happen until after the first ele-
mental disappears (is dispelled, dismissed, or slain).
If salt water is used, the elemental is Huge rather than Large (as
if summon monster VII had been cast). See page 98 of the Monster
Manual for details on water elementals.
Strong conjuration; CL 13th; Craft Wondrous Item, summon
monster VI, summon monster VII; Price 100,000 gp; Weight 3 lb.
Bracelet of Friends: This silver charm bracelet has four
charms upon it when created. The owner may designate one
person known to him to be keyed to one charm. (This designation
takes a standard action, but once done it lasts forever or until
changed.) When a charm is grasped and the name of the keyed
individual is spoken, that person is called to the spot (a standard
action) along with his or her gear, as long as the owner and the
called person are on the same plane. The keyed individual knows
who is calling, and the bracelet of friends only functions on willing
travelers. Once a charm is activated, it disappears. Charms sepa-
rated from the bracelet are worthless. A bracelet found with fewer
than four charms is worth 25% less for each missing charm.
Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price
19,000 gp.
Bracers of Archery, Greater: These wristbands look like
normal protective wear. The bracers empower the wearer to use
any bow (not including crossbows) as if she were proficient in its
use. If she already has proficiency with any type of bow, she gains
a +2 competence bonus on attack rolls and a +1 competence bonus
on damage rolls whenever using that type of bow. Both bracers
must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, Craft
Magic Arms and Armor; Price 25,000 gp; Weight 1 lb.
Bracers of Archery, Lesser: These wristbands function as
greater bracers of archery, except that they grant a +1 competence
bonus on attack rolls and no bonus on damage rolls.
Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic
Arms and Armor; Price 5,000 gp; Weight 1 lb.
Bracers of Armor: These items appear to be wrist or arm
guards. They surround the wearer with an invisible but tangible
field of force, granting him an armor bonus of +1 to +8, just as
though he were wearing armor. Both bracers must be worn for the
magic to be effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage
armor, creator’s caster level must be at least two times that of the
bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2),
9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000
gp (+7), 64,000 gp (+8); Weight 1 lb.
Brazier of Commanding Fire Elementals: This device
appears to be a normal container for holding burning coals. When
a fire is lit in the brazier and the proper summoning words are
spoken, a Large fire elemental appears. The summoning words
require 1 full round to speak. In all ways the brazier functions as
the summon monster VI spell. If brimstone is added, the elemental
is Huge instead of Large, and the brazier works as a summon mon-
ster VII spell. Only one elemental can be summoned at a time. A
new elemental requires a new fire, which cannot be lit until after
the first elemental disappears (is dispelled, dismissed, or slain).
See page 98 of the Monster Manual for details on fire elementals.
Strong conjuration; CL 13th; Craft Wondrous Item, summon
monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
Brooch of Shielding: This appears to be a piece of silver or
gold jewelry used to fasten a cloak or cape. In addition to this
mundane task, it can absorb magic missiles of the sort generated by
spell or spell-like ability. A brooch can absorb up to 101 points of
damage from magic missiles before it melts and becomes useless.
Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price
1,500 gp.
Broom of Flying: This broom is able to fly through the air as if
affected by an overland flight spell (average maneuverability) for up
to 9 hours per day (split up as its owner desires). The broom can
carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds
at a speed at 30 feet. In addition, the broom can travel alone to any
CHAPTER 7:
MAGIC ITEMS
destination named by the owner as long as she has a good idea of
the location and layout of that destination. It comes to its owner
from as far away as 300 yards when she speaks the command word.
The broom of flying has a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft Wondrous Item, over-
land flight, permanency; Price 17,000 gp; Weight 3 lb.
Candle of Invocation: Each of these special tapers is dedicated
to one of the nine alignments. Simply burning the candle gener-
ates a favorable aura for the individual so doing if the candle’s align-
ment matches that of the character. Characters of the same align-
ment as the burning candle add a +2 morale bonus on attack rolls,
saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle’s operates as if
two levels higher for purposes of determining spells per day if he
burns the candle during or just prior to his spell preparation
time. He can even cast spells normally unavailable to him, as if
he were of that higher level, but only so long as the candle con-
tinues to burn. Except in special cases (see below), a candle
burns for 4 hours.
In addition, burning a candle also allows the owner to cast a gate
spell, the respondent being of the same alignment as the candle,
but the taper is immediately consumed in the process. It is pos-
sible to extinguish the candle simply by blowing it out, so users
often place it in a lantern to protect it from drafts and the like.
Doing this doesn’t interfere with its magical properties.
Strong conjuration; CL 17th; Craft Wondrous Item, gate, creator
must be same alignment as candle created; Price 8,400 gp; Weight
1/2 lb.
Candle of Truth: This white tallow candle, when burned, calls
into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius
CHAPTER 7:
MAGIC ITEMS
Table 7–29: Major Wondrous Items
d% Item Market Price
01 Dimensional shackles 28,000 gp
02 Figurine of wondrous power, obsidian steed 28,500 gp
03 Drums of panic 30,000 gp
04 Ioun stone, orange 30,000 gp
05 Ioun stone, pale green prism 30,000 gp
06 Lantern of revealing 30,000 gp
07 Robe of blending 30,000 gp
08 Amulet of natural armor +4 32,000 gp
09 Amulet of proof against detection and location 35,000 gp
10 Carpet of flying, 5 ft. by 10 ft. 35,000 gp
11 Golem manual, iron 35,000 gp
12 Amulet of health +6 36,000 gp
13 Belt of giant Strength +6 36,000 gp
14 Bracers of armor +6 36,000 gp
15 Cloak of Charisma +6 36,000 gp
16 Gloves of Dexterity +6 36,000 gp
17 Headband of intellect +6 36,000 gp
18 Ioun stone, vibrant purple prism 36,000 gp
19 Pearl of power, 6th-level spell 36,000 gp
20 Periapt of Wisdom +6 36,000 gp
21 Scarab of protection 38,000 gp
22 Ioun stone, lavender and green ellipsoid 40,000 gp
23 Ring gates 40,000 gp
24 Crystal ball 42,000 gp
25 Golem manual, greater stone 44,000 gp
26 Orb of storms 48,000 gp
27 Boots of teleportation 49,000 gp
28 Bracers of armor +7 49,000 gp
29 Pearl of power, 7th-level spell 49,000 gp
30 Amulet of natural armor +5 50,000 gp
31 Cloak of displacement, major 50,000 gp
32 Crystal ball with see invisibility 50,000 gp
33 Horn of Valhalla 50,000 gp
34 Crystal ball with detect thoughts 51,000 gp
35 Carpet of flying, 6 ft. by 9 ft. 53,000 gp
36 Amulet of mighty fists +3 54,000 gp
37 Wings of flying 54,000 gp
38 Cloak of etherealness 55,000 gp
39 Daern’s instant fortress 55,000 gp
40 Manual of bodily health +2 55,000 gp
41 Manual of gainful exercise +2 55,000 gp
42 Manual of quickness in action +2 55,000 gp
43 Tome of clear thought +2 55,000 gp
44 Tome of leadership and influence +2 55,000 gp
45 Tome of understanding +2 55,000 gp
46 Eyes of charming 56,000 gp
47 Robe of stars 58,000 gp
48 Carpet of flying, 10 ft. by 10 ft. 60,000 gp
49 Darkskull 60,000 gp
50 Cube of force 62,000 gp
51 Bracers of armor +8 64,000 gp
52 Pearl of power, 8th-level spell 64,000 gp
53 Crystal ball with telepathy 70,000 gp
54 Horn of blasting, greater 70,000 gp
55 Pearl of power, two spells 70,000 gp
56 Helm of teleportation 73,500 gp
57 Gem of seeing 75,000 gp
58 Robe of the archmagi 75,000 gp
59 Mantle of faith 76,000 gp
60 Crystal ball with true seeing 80,000 gp
61 Pearl of power, 9th-level spell 81,000 gp
62 Well of many worlds 82,000 gp
63 Manual of bodily health +3 82,500 gp
64 Manual of gainful exercise +3 82,500 gp
65 Manual of quickness in action +3 82,500 gp
66 Tome of clear thought +3 82,500 gp
67 Tome of leadership and influence +3 82,500 gp
68 Tome of understanding +3 82,500 gp
69 Apparatus of Kwalish 90,000 gp
70 Mantle of spell resistance 90,000 gp
71 Mirror of opposition 92,000 gp
72 Strand of prayer beads, greater 95,800 gp
73 Amulet of mighty fists +4 96,000 gp
74 Eyes of petrification 98,000 gp
75 Bowl of commanding water elementals 100,000 gp
76 Brazier of commanding fire elementals 100,000 gp
77 Censer of controlling air elementals 100,000 gp
78 Stone of controlling earth elementals 100,000 gp
79 Manual of bodily health +4 110,000 gp
80 Manual of gainful exercise +4 110,000 gp
81 Manual of quickness in action +4 110,000 gp
82 Tome of clear thought +4 110,000 gp
83 Tome of leadership and influence +4 110,000 gp
84 Tome of understanding +4 110,000 gp
85 Amulet of the planes 120,000 gp
86 Robe of eyes 120,000 gp
87 Helm of brilliance 125,000 gp
88 Manual of bodily health +5 137,500 gp
89 Manual of gainful exercise +5 137,500 gp
90 Manual of quickness in action +5 137,500 gp
91 Tome of clear thought +5 137,500 gp
92 Tome of leadership and influence +5 137,500 gp
93 Tome of understanding +5 137,500 gp
94 Efreeti bottle 145,000 gp
95 Amulet of mighty fists +5 150,000 gp
96 Chaos diamond 160,000 gp
97 Cubic gate 164,000 gp
98 Iron flask 170,000 gp
99 Mirror of mental prowess 175,000 gp
100 Mirror of life trapping 200,000 gp
centered on the candle. The zone lasts for 1 hour, as the candle
burns. If the candle is snuffed before that time, the effect is can-
celed and the candle ruined.
Faint enchantment; CL 3rd; Craft Wondrous Item, zone of truth;
Price 2,500 gp; Weight 1/2 lb.
Cape of the Mountebank: On command, this bright red and
gold cape allows the wearer to use the magic of the dimension door
spell once per day. When he disappears, he leaves behind a cloud
of smoke, appearing in a similar fashion at his destination.
Moderate conjuration; CL 9th; Craft Wondrous Item, dimension
door; Price 10,080 gp; Weight 1 lb.
Carpet of Flying: This rug is able to fly through the air as if
affected by an overland flight spell of unlimited duration. The size,
carrying capacity, and speed of the different carpets of flying are
shown on the table below. Beautifully and intricately made, each
carpet has its own command word to activate it—if the device is
within voice range, the command word activates it, whether the
speaker is on the rug or not. The carpet is then controlled by
spoken directions.
Size Capacity Speed Weight Market Price
5 ft. by 5 ft. 200 lb. 40 ft. 8 lb. 20,000 gp
5 ft. by 10 ft. 400 lb. 40 ft. 15 lb. 35,000 gp
10 ft. by 10 ft. 800 lb. 40 ft. 10 lb. 60,000 gp
A carpet of flying can carry up to double its capacity, but doing so
reduces its speed to 30 feet. It has average maneuverability, but a
carpet of flying can still hover.
Moderate transmutation; CL 10th; Craft Wondrous Item, over-
land flight, permanency.
Censer of Controlling Air Elementals:
This 6-inch-wide, 1-inch-high perforated golden
vessel resembles a thurible found in a place of worship. If
it is filled with incense and lit, summoning words
spoken over it summon forth a Large air elemental.
The summoning words require 1 full round to
speak. In all ways the censer functions as the
summon monster VI spell. If incense of meditation is
burned within the censer, the air elemental is an
elder air elemental instead (as if summon mon-
ster IX had just been cast). Only one elemental
can be summoned at a time. A new elemen-
tal requires a new piece of incense, which
cannot be lit until after the first elemental
disappears (is dispelled, dismissed, or
slain). See page 95 of the Monster Manual
for details on air elementals.
Strong conjuration; CL 17th;
Craft Wondrous Item, summon mon-
ster VI, summon monster IX; Price
100,000 gp; Weight 1 lb.
Chaos Diamond: This lustrous gem-
stone is uncut and about the size of a
human fist. The gem grants its possessor
the following powers:
•Confusion, lesser
•Magic circle against law
•Word of chaos
•Cloak of chaos
Each power is usable 1d4 times per day. (The
DM rolls secretly each day for each power sepa-
rately.)
A nonchaotic character who possesses a chaos diamond gains
one negative level. Although this level never results in actual
level loss, it remains as long as the diamond is in the character’s
possession and cannot be overcome in any way (including restora-
tion spells).
Strong varied; CL 19th; Craft Wondrous Item, cloak of chaos,
magic circle against law, random action, word of chaos, creator must be
chaotic; Price 160,000 gp; Weight 1 lb.
Chime of Interruption: This instrument can be struck once
every 10 minutes, and its resonant tone lasts for 3 full minutes.
While the chime is resonating, no spell requiring a verbal com-
ponent can be cast within a 30-foot radius of it unless the caster
can make a Concentration check (DC 15 + the spell’s level).
Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price
16,800 gp; Weight 1 lb.
Chime of Opening: A chime of opening is a hollow mithral tube
about 1 foot long. When struck, it sends forth magical vibrations
that cause locks, lids, doors, valves, and portals to open. The device
functions against normal bars, shackles, chains, bolts, and so on. A
chime of opening also automatically dispels a hold portal spell or even
an arcane lock cast by a wizard of lower than 15th level.
The chime must be pointed at the item or gate to be loosed or
opened (which must be visible and known to the user). The chime
is then struck, a clear tone rings forth, and in 1 round the target
lock is unlocked, the shackle is loosed, the secret door is opened,
or the lid of the chest is lifted. Each sounding only opens one form
of locking, so if a chest is chained, padlocked, locked, and arcane
locked, it takes four uses of a chime of opening to get it open. A silence
spell negates the power of the device. A brand-new
chime can be used a total of ten times before it cracks
and becomes useless.
Moderate transmutation; CL 11th; Craft Won-
drous Item, knock; Price 3,000 gp; Weight 1 lb.
Circlet of Blasting, Minor: On command, this
simple golden headband projects a blast of searing
light (3d8 points of damage) once per day.
Faint evocation; CL 6th; Craft Wondrous Item,
searing light; Price 6,480 gp.
Circlet of Blasting, Major: On command, this
elaborate golden headband projects a blast of
searing light (5d8 maximized for 40 points of
damage) once per day.
Strong evocation; CL 17th; Craft Won-
drous Item, Maximize Spell, searing light;
Price 23,760 gp.
Circlet of Persuasion: This silver head-
band grants a +3 competence bonus on the
wearer’s Charisma-based checks.
Faint transmutation; CL 5th; Craft Wondrous
Item, eagle’s splendor; Price 4,500 gp.
Cloak of Arachnida: This black garment, embroi-
dered with a weblike pattern in silk, gives the wearer the
ability to climb as if a spider climb spell had been placed
upon her. In addition, the cloak grants her immunity to
entrapment by web spells or webs of any sort—she can
actually move in webs at half her normal speed.
Once per day, the wearer of this cloak can cast web. She
also gains a +2 luck bonus on all Fortitude saves against
poison from spiders.
Faint conjuration and transmutation; CL 6th; Craft Wondrous
Item, spider climb, web; Price 14,000 gp; Weight 1 lb.
Cloak of the Bat: Fashioned of dark brown or black cloth, this
cloak bestows a +5 competence bonus on Hide checks. The
wearer is also able to hang upside down from the ceiling,
like a bat.
By holding the edges of the garment, the wearer is
able to fly as per the spell. If he desires, the wearer can actually
polymorph himself into an ordinary bat and fly accordingly. (All
possessions worn or carried are part of the transformation.) Fly-
ing, either with the cloak or in bat form, can be accomplished
only in darkness (either under the night sky or in a lightless or
near-lightless environment underground). Either of the flying
CHAPTER 7:
MAGIC ITEMS
Cloak of
arachnida
powers is usable for up to 7 minutes at a time, but after a flight
of any duration the cloak cannot bestow any flying power for a
like period of time.
Moderate transmutation; CL 7th; Craft Wondrous Item, fly, poly-
morph; Price 26,000 gp; Weight 1 lb.
Cloak of Charisma: This lightweight and fashionable cloak has
a highly decorative silver trim. When in a character’s possession, it
adds a +2, +4, or +6 enhancement bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s
splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6);
Weight 2 lb.
Cloak of Displacement, Minor: This item appears to be a
normal cloak, but when worn by a character its magical properties
distort and warp light waves. This displacement works similar to
the displacement spell except that it only grants a 20% miss chance
on attacks against the wearer. It functions continually.
Faint illusion; CL 3rd; Craft Wondrous Item, displacement; Price
24,000 gp; Weight 1 lb.
Cloak of Displacement, Major: This item appears to be a
normal cloak, but on command its magical properties dis-
tort and warp light waves. This displacement works
just like the displacement spell and lasts for a total of
15 rounds per day, which the wearer can divide up
as she sees fit.
Moderate illusion; CL 7th; Craft Wondrous
Item, Extend Spell, displacement; Price 50,000
gp; Weight 1 lb.
Cloak of Elvenkind: This cloak of neutral
gray cloth is indistinguishable from an ordinary
cloak of the same color. However, when worn with
the hood drawn up around the head, it gives the
wearer a +5 competence bonus on Hide checks.
Faint illusion; CL 3rd; Craft Wondrous Item,
invisibility, creator must be an elf; Price 2,500 gp;
Weight 1 lb.
Cloak of Etherealness: This silvery-gray
cloak seems to absorb light rather than be illu-
minated by it. On command, the cloak makes
its wearer ethereal (as the ethereal jaunt spell).
The effect is dismissible. The cloak works
for a total of up to 10 minutes per day. This
duration need not be continuous.
Strong transmutation; CL 15th; Craft
Wondrous Item, ethereal jaunt; Price 55,000 gp; Weight 1 lb.
Cloak of the Manta Ray: This cloak appears to be made of
leather until the wearer enters salt water. At that time the cloak of
the manta ray adheres to the individual, and he appears nearly
identical to a manta ray (as the polymorph spell, except that it allows
only manta ray form). He gains a +3 natural armor bonus, the abil-
ity to breathe underwater, and a swim speed of 60 feet, like a real
manta ray.
Although the cloak does not enable the wearer to bite oppo-
nents as a manta ray does, it does have a tail spine that can be used
to strike at opponents behind the wearer, dealing 1d6 points of
damage. This attack can be used in addition to any other attack the
character has, using his highest melee attack bonus. The wearer
can release his arms from the cloak without sacrificing under-
water movement if so desired.
Moderate transmutation; CL 9th; Craft Wondrous Item, poly-
morph, water breathing; Price 7,200 gp; Weight 1 lb.
Cloak of Resistance: These garments offer magic protection
in the form of a +1 to +5 resistance bonus on all saving throws (For-
titude, Reflex, and Will).
Faint abjuration; CL 5th; Craft Wondrous Item, resistance, cre-
ator’s caster level must be at least three times the cloak’s bonus;
Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4),
25,000 gp (+5); Weight 1 lb.
Crystal Ball: This is the most common form of scrying device,
a crystal sphere about 6 inches in diameter. A character can use
the device to see over virtually any distance or into other planes
of existence, as with the spell scrying (Will DC 16 negates).
Certain crystal balls have additional powers that can be used
through the crystal ball on the target viewed.
Crystal Ball Type Market Price
Crystal ball 42,000 gp
Crystal ball with see invisibility 50,000 gp
Crystal ball with detect thoughts (Will DC 13 negates) 51,000 gp
Crystal ball with telepathy*70,000 gp
Crystal ball with true seeing 80,000 gp
* The viewer is able to send and receive silent mental messages with
the person appearing in the crystal ball. Once per day the character
may attempt to implant a suggestion (as the spell, Will DC 14
negates) as well.
Moderate divination; CL 10th; Craft Wondrous Item, scry-
ing (plus any additional spells put into item); Weight 7 lb.
Cube of Force: This device is about the size of a large die
(perhaps 3/4 inch across) and can be made of ivory, bone,
or any hard mineral. It enables its possessor to put up a
special wall of force 10 feet on a side around her person.
This cubic screen moves with the character and is
impervious to the attack forms mentioned on the
table below. The cube has 36 charges, which are
renewed each day. The possessor presses one face of
the cube to activate a particular type of screen or to
deactivate the device. Each effect costs a certain
number of charges to maintain for every minute (or
portion of a minute) it is in operation. Also, when an
effect is active, the possessor’s speed is limited to the max-
imum value given on the table.
When the cube of force is active, attacks dealing more
than 30 points of damage drain 1 charge for every 10
points of damage beyond 30 that they deal (40 points
of damage drains 1 charge, 50 points drains 2 charges,
and so forth). Spells that affect the integrity of the
screen, such as disintegrate and passwall, also drain
extra charges. These spells (given in the list
below) cannot be cast into or out of the cube:
Cube Charge Cost Maximum
Face per Minute Speed Effect
1130 ft. Keeps out gases, wind, etc.
2220 ft. Keeps out nonliving matter
3315 ft. Keeps out living matter
4410 ft. Keeps out magic
5610 ft. Keeps out all things
60As normal Deactivates
Attack Form Extra Charges
Horn of blasting 6
Wall of fire 2
Passwall 3
Disintegrate 6
Phase door 5
Prismatic spray 7
Moderate evocation; CL 10th; Craft Wondrous Item, wall of force;
Price 62,000 gp.
Cube of Frost Resistance: This cube is activated or deacti-
vated by pressing one side. When activated, it creates a cube-
shaped area 10 feet on a side centered on the possessor (or on the
cube itself, if the item is later placed on a surface).The tempera-
ture within this area is always at least 65°F. The field absorbs all
CHAPTER 7:
MAGIC ITEMS
Crystal ball
cold-based attacks (such as ice storm, cone of cold, and white dragon
breath). However, if the field is subjected to more than 50 points
of cold damage in 1 round (from one or multiple attacks), it col-
lapses into its portable form and cannot be reactivated for 1 hour.
If the field absorbs more than 100 points of cold damage in a 10-
round period, the cube is destroyed.
Faint abjuration; CL 5th; Craft Wondrous Item, protection from
energy; Price 27,000 gp.
Cubic Gate: This item is fashioned from carnelian. Each of the
six sides of the cube is keyed to a plane, one of which is the Mate-
rial Plane. The character creating the item should choose the
planes to which the other five sides are keyed. If such a cube is
found as treasure, the DM can determine the planes accessed by
the device in any manner he or she chooses.
If a side of the cubic gate is pressed once, it opens a gate to a ran-
dom point on the plane keyed to that side. There is a 10% chance
per minute that an outsider from that plane (determine randomly)
comes through it looking for food, fun, or trouble. Pressing the
side a second time closes the gate. It is impossible to open more
than one gate at a time.
If a side is pressed twice in quick succession, the character so
doing is transported to a random point on the other plane, along
with all creatures in adjacent squares. (The other creatures may
avoid this fate by succeeding on DC 23 Will saves).
Strong conjuration; CL 13th; Craft Wondrous Item, plane shift;
Price 164,000 gp.
Daern’s Instant Fortress: This metal cube is small, but when
activated by speaking a command word it grows to form a tower 20
feet square and 30 feet high, with arrow slits on all sides and a crenel-
lated battlement atop it. The metal walls extend 10 feet into the
ground, rooting it to the spot and preventing it from being tipped
over. The fortress has a small door that opens only at the command of
the owner of the fortress—even knock spells can’t open the door.
The adamantine walls of Daern’s instant fortress have 100 hit
points and hardness 20. The fortress cannot be repaired except by
a wish or a miracle, which restores 50 points of damage taken.
The fortress springs up in just 1 round, with the door facing the
device’s owner. The door opens and closes instantly at his com-
mand. People and creatures nearby (except the owner) must be
careful not to be caught by the fortress’s sudden growth. Anyone
so caught takes 10d10 points of damage (Reflex DC 19 half).
The fortress is deactivated by speaking a command word (dif-
ferent from the one used to activate it). It cannot be deactivated
unless it is empty.
Strong conjuration; CL 13th; Craft Wondrous Item, Morden-
kainen’s magnificent mansion; Price 55,000 gp.
Darkskull: This skull, carved from ebony, is wholly evil. Wher-
ever the skull goes, the area around it is treated as though an unhal-
low spell had been cast with the skull as the touched point of origin
(except that no additional spell effect is tied or fixed to the darkskull).
Moderate evocation [evil]; CL 9th; Craft Wondrous Item, unhal-
low, creator must be evil; Price 60,000 gp; Weight 5 lb.
Decanter of Endless Water: If the stopper is removed from
this ordinary-looking flask and a command word spoken, an
amount of fresh or salt water pours out. Separate command words
determine the type as well as the volume and velocity.
•“Stream” pours out 1 gallon per round.
•“Fountain” produces a 5-foot-long stream at 5 gallons per round.
•“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30
gallons per round.
The geyser effect causes considerable back pressure, requiring
the holder to make a DC 12 Strength check to avoid being
knocked down. The force of the geyser deals 1d4 points of damage
but can only affect one target per round. The command word must
be spoken to stop it.
Moderate transmutation; CL 9th; Craft Wondrous Item, control
water; Price 9,000 gp; Weight 2 lb.
Deck of Illusions: This set of parchment cards is usually found
in an ivory, leather, or wooden box. A full deck consists of thirty-
four cards. When a card is drawn at random and thrown to the
ground, a major image of a creature is formed. The figment lasts until
dispelled. The illusory creature cannot move more than 30 feet away
from where the card landed, but otherwise moves and acts as if it
were real. At all times it obeys the desires of the character who drew
the card. When the illusion is dispelled, the card becomes blank and
cannot be used again. If the card is picked up, the illusion is auto-
matically and instantly dispelled. The cards in a deck and the illu-
sions they bring forth are summarized on the following table. (Use
one of the first two columns to simulate the contents of a full deck
using either ordinary playing cards or tarot cards.)
Playing Card Tarot Card Creature
Ace of hearts IV. The Emperor Red dragon
King of hearts Knight of swords Male human fighter
and four guards
Queen of hearts Queen of staves Female human wizard
Jack of hearts King of staves Male human druid
Ten of hearts VII. The Chariot Cloud giant
Nine of hearts Page of staves Ettin
Eight of hearts Ace of cups Bugbear
Two of hearts Five of staves Goblin
Playing Card Tarot Card Creature
Ace of diamonds III. The Empress Beholder
King of diamonds Two of cups Male elf wizard and
female apprentice
Queen of diamonds Queen of swords Half-elf ranger
(female)
Jack of diamonds XIV. Temperance Harpy
Ten of diamonds Seven of staves Male half-orc barbarian
Nine of diamonds Four of pentacles Ogre mage
Eight of diamonds Ace of pentacles Gnoll
Two of diamonds Six of pentacles Kobold
Playing Card Tarot Card Creature
Ace of spades II. The High Priestess Lich
King of spades Three of staves Three male
human clerics
Queen of spades Four of cups Medusa
Jack of spades Knight of pentacles Male dwarf paladin
Ten of spades Seven of swords Frost giant
Nine of spades Three of swords Troll
Eight of spades Ace of swords Hobgoblin
Two of spades Five of cups Goblin
Playing Card Tarot Card Creature
Ace of clubs VIII. Strength Iron golem
King of clubs Page of pentacles Three male
halfling rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles Female half-elf bard
Ten of clubs Nine of staves Hill giant
Nine of clubs King of swords Ogre
Eight of clubs Ace of staves Orc
Two of clubs Five of cups Kobold
Playing Card Tarot Card Creature
Joker Two of pentacles Illusion of deck’s owner
Joker Two of staves Illusion of deck’s owner
(sex reversed)
A randomly generated deck is usually complete (11–100 on d%),
but may be discovered (01–10) with 1d20 of its cards missing. If
cards are missing, reduce the price by a corresponding amount.
CHAPTER 7:
MAGIC ITEMS
Faint illusion; CL 6th; Craft Wondrous Item, major image; Price
8,100 gp; Weight 1/2 lb.
Dimensional Shackles: These shackles have golden runes
traced across their cold iron surface. Any creature bound within
them is affected as if a dimensional anchor spell were cast upon her
(no save). They fit any Small to Large creature. The DC to break or
slip out of the shackles is 30.
Moderate abjuration; CL 11th; Craft Wondrous Item, dimen-
sional anchor; Price 28,000 gp; Weight 5 lb.
Drums of Panic: These drums are kettle drums (hemispheres
about 1-1/2 feet in diameter on stands). They come in pairs and
are unremarkable in appearance. If both of the pair are sounded,
all creatures within 120 feet (with the exception of those within
a 20-foot-radius safe zone around the drums) are affected as by a
fear spell (Will DC 16 partial). Drums of panic can be used once
per day.
Moderate necromancy; CL 7th; Craft Wondrous Item, fear; Price
30,000 gp; Weight 10 lb. for the pair.
Dust of Appearance:This fine powder appears to be a very fine,
very light metallic dust. A single handful of this substance flung
into the air coats objects within a 10-foot radius, making them visi-
ble even if they are invisible. It likewise negates the effects of blur
and displacement. (In this, it works just like the faerie fire spell). The
dust also reveals figments, mirror images, and projected images for
what they are. A creature coated with the dust takes a –30 penalty
on its Hide checks. The dust’s effect lasts for 5 minutes.
Dust of appearance is typically stored in small silk packets or
hollow bone tubes.
Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust;
Price 1,800 gp.
Dust of Disappearance: This dust looks just like dust of appear-
ance and is typically stored in the same manner. A creature or
object touched by it becomes invisible (as greater invisibility).
Normal vision can’t see dusted creatures or objects, nor can they
be detected by magical means, including see invisibility or invisibil-
ity purge. Dust of appearance, however, does reveal people and
objects made invisible by dust of disappearance. Other factors, such
as sound and smell, also allow possible detection.
The greater invisibility bestowed by the dust lasts for 2d6 rounds.
The invisible creature doesn’t know when the duration will end.
Moderate illusion; CL 7th; Craft Wondrous Item, greater invisi-
bility; Price 3,500 gp.
Dust of Dryness: This special dust has many uses. If it is
thrown into water, a volume of as much as 100 gallons is
instantly transformed to nothingness, and the dust becomes a
marble-sized pellet, floating or resting where it was thrown. If
this pellet is hurled down, it breaks and releases the same
volume of water. The dust affects only water (fresh, salt, alka-
line), not other liquids.
If the dust is employed against an elemental with the water sub-
type, the creature must make a DC 18 Fortitude save or be
destroyed. The dust deals 5d6 points of damage to the creature
even if its saving throw succeeds.
Moderate transmutation; CL 11th; Craft Wondrous Item, control
water; Price 850 gp.
Dust of Illusion: This unremarkable powder resembles chalk
dust or powdered graphite. Stare at it, however, and the dust
changes color and form. Put dust of illusion on a creature, and that
creature is affected as if by a disguise self glamer, with the individual
who sprinkles the dust envisioning the illusion desired. An
unwilling target is allowed a DC 11 Reflex save to avoid the dust.
The glamer lasts for 2 hours.
Faint illusion; CL 6th; Craft Wondrous Item, disguise self; Price
1,200 gp.
Dust of Tracelessness: This normal-seeming dust is actually a
magic powder that can conceal the passage of its possessor and his
companions. Tossing a handful of this dust into the air causes a
chamber of up to 100 square feet of floor space to become as dusty,
dirty, and cobweb-laden as if it had been abandoned and disused
for a decade.
A handful of dust sprinkled along a trail causes evidence of the
passage of as many as a dozen men and horses to be obliterated for
250 feet back into the distance. The results of the dust are instan-
taneous, and no magical aura lingers afterward from this use of the
dust. Survival checks made to track a quarry across an area affected
by this dust have a DC 20 higher than normal.
Faint transmutation; CL 3rd; Craft Wondrous Item, pass without
trace; Price 250 gp.
Efreeti Bottle: This item is typically fashioned of brass or
bronze, with a lead stopper bearing special seals. A thin stream of
smoke is often seen issuing from it. The bottle can be opened once
per day. When opened, the efreeti imprisoned within issues from
the bottle instantly. There is a 10% chance (01–10 on d%) that the
efreeti is insane and attacks immediately upon being released.
There is also a 10% chance (91–100) that the efreeti of the bottle
grants three wishes. In either case, the efreeti afterward disappears
forever. The other 80% of the time (11–90), the inhabitant of the
bottle loyally serves the character for up to 10 minutes per day (or
until the efreeti’s death), doing as she commands. (See page 115 of
the Monster Manual for efreeti statistics.) Roll each day the bottle is
opened for that day’s effect.
Strong conjuration; CL 14th; Craft Wondrous Item, summon
monster VII; Price 145,000 gp; Weight 1 lb.
Elemental Gem: This gem contains a conjuration spell
attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).
When the gem is crushed, smashed, or broken (a standard
action), a Large elemental appears as if summoned by a summon
nature’s ally spell. The elemental is under the control of the crea-
ture that broke the gem.
The coloration of the gem varies with the type of elemental it
summons. Air elemental gems are transparent, earth elemental gems
are light brown, fire elemental gems are reddish orange, and water
elemental gems are blue-green.
Moderate conjuration; CL 11th; Craft Wondrous Item, summon
nature’s ally V; Price 2,250 gp.
Elixir of Fire Breath: This strange elixir bestows upon the
drinker the ability to spit gouts of flame. He can breathe fire up to
three times, each time dealing 4d6 points of fire damage to a single
target up to 25 feet away. The victim can attempt a DC 13 Reflex
save for half damage. Unused blasts dissipate 1 hour after the
liquid is consumed.
Moderate evocation; CL 11th; Craft Wondrous Item, scorching
ray;Price 1,100 gp.
Elixir of Hiding: A character drinking this liquid gains an
intuitive ability to hide (+10 competence bonus on Hide checks
for 1 hour).
Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price
250 gp.
Elixir of Love: This sweet-tasting liquid causes the character
drinking it to become charmed with the first creature she sees after
consuming the draft (as charm person—the drinker must be a hu-
manoid of Medium or smaller size, Will DC 14 negates). The
charm effects wear off in 1d3 hours.
Faint transmutation; CL 4th; Craft Wondrous Item, charm
person; Price 150 gp.
Elixir of Sneaking: This draught of liquid grants the drinker the
ability to walk softly and dampens sound around her slightly, grant-
ing a +10 competence bonus on Move Silently checks for 1 hour.
Faint illusion; CL 5th; Craft Wondrous Item, silence; Price
250 gp.
Elixir of Swimming: This elixir bestows swimming ability. An
almost imperceptible magic sheath surrounds the drinker, allow-
ing him to glide through the water easily (+10 competence bonus
on Swim checks for 1 hour).
CHAPTER 7:
MAGIC ITEMS
Faint illusion; CL 2nd; Craft Wondrous Item, creator must have
5 ranks in the Swim skill; Price 250 gp.
Elixir of Truth: This elixir forces the individual drinking it to
say nothing but the truth for 10 minutes (Will DC 13 negates).
She is compelled to answer any questions put to her in that time,
but with each question she is free to make a separate DC 13 Will
save. If one of these secondary saves is successful, she doesn’t
break free of the truth-compelling enchantment but also doesn’t
have to answer that particular question. No more than one ques-
tion can be asked each round. This is a mind-affecting compulsion
enchantment.
Faint enchantment; CL 5th; Craft Wondrous Item, zone of truth;
Price 500 gp.
Elixir of Vision: Drinking this elixir grants the imbiber the
ability to notice acute details with great accuracy (+10 competence
bonus on Search checks for 1 hour).
Faint divination; CL 2nd; Craft Wondrous Item, true seeing; Price
250 gp.
Eversmoking Bottle: This metal urn is identical in appearance
to an efreeti bottle, except that it does nothing but smoke. The
amount of smoke is great if the stopper is pulled out, pouring from
the bottle and totally obscuring vision across a 50-foot spread in 1
round. If the bottle is left unstoppered, the smoke billows out
another 10 feet per round until it has covered a 100-foot radius.
This area remains smoke-filled until the eversmoking bottle is stop-
pered. The bottle must be resealed by a command word, after
which the smoke dissipates normally. A moderate wind (11+ mph)
disperses the smoke in 4 rounds; a strong wind (21+ mph) dis-
perses the smoke in 1 round.
Faint transmutation; CL 3rd; Craft Wondrous Item, pyrotechnics;
Price 5,400 gp; Weight 1 lb.
Eyes of Charming: These two crystal lenses fit over the user’s
eyes. The wearer is able to use charm person (one target per round)
merely by meeting a target’s gaze. Those failing a DC 16 Will save
are charmed as per the spell. If the wearer has only one lens, the DC
of the saving throw is reduced to 10.
Moderate enchantment; CL 7th; Craft Wondrous Item, Height-
en Spell, charm person; Price 56,000 gp for a pair.
Eyes of Doom: These crystal lenses fit over the user’s eyes,
enabling him to cast doom upon those around him (one target per
round) as a gaze attack, except that the wearer must take a standard
action, and those merely looking at the wearer are not affected.
Those failing a DC 11 Will save are affected as by the doom spell. If
the wearer has only one lens, the DC of the saving throw is
reduced to 10. However, if the wearer has both lenses, he gains the
additional power of a continual deathwatch effect and can use fear
(Will DC 16 partial) as a normal gaze attack once per week.
Moderate necromancy; CL 11th; Craft Wondrous Item, doom,
deathwatch, fear; Price 25,000 gp.
Eyes of the Eagle: These items are made of special crystal and
fit over the eyes of the wearer. These lenses grant a +5 competence
bonus on Spot checks. Wearing only one of the pair causes a char-
acter to become dizzy and, in effect, stunned for 1 round. There-
after, the wearer can use the single lens without being stunned so
long as she covers her other eye. Of course, she can remove the
single lens and see normally at any time, or wear both lenses to
end or avoid the dizziness.
Faint divination; CL 3rd; Craft Wondrous Item, clairaudience/
clairvoyance; Price 2,500 gp.
Eyes of Petrification: These items are made of special crystal
and fit over the eyes of the wearer. They allow her to use a petrifi-
cation gaze attack (Fortitude DC 19 negates), such as that of a
basilisk, for 10 rounds per day (see page 24 of the Monster Manual
for details on the basilisk’s gaze attack). Both lenses must be worn
for the magic to be effective.
Moderate transmutation; CL 11th; Craft Wondrous Item, flesh to
stone; Price 98,000 gp.
Figurines of Wondrous Power: Each of the several kinds of
figurines of wondrous power appears to be a miniature statuette of a
creature an inch or so high (with one exception). When the fig-
urine is tossed down and the correct command word spoken, it
becomes a living creature of normal size (except when noted oth-
erwise below). The creature obeys and serves its owner. Unless
stated otherwise, the creature understands Common but does not
speak.
If a figurine of wondrous power is broken or destroyed in its stat-
uette form, it is forever ruined. All magic is lost, its power
departed. If slain in animal form, the figurine simply reverts to a
statuette that can be used again at a later time.
Bronze Griffon: When animated, a bronze griffon acts in all ways
like a normal griffon under the command of its possessor. The
item can be used twice per week for up to 6 hours per use. When
6 hours have passed or when the command word is spoken, the
bronze griffon once again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 10,000 gp.
Ebony Fly: When animated, an ebony fly is the size of a pony and
has all the statistics of a hippogriff (Hit Dice, AC, carrying capac-
ity, speed, and so on; see page 152 of the Monster Manual) but can
make no attacks. The item can be used three times per week for up
to 12 hours per use. When 12 hours have passed or when the com-
mand word is spoken, the ebony fly again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 10,000 gp.
Golden Lions: These figurines come in pairs. They become
normal adult male lions (see page 274 of the Monster Manual). If
slain in combat, the lions cannot be brought back from statuette
form for one full week. Otherwise, they can be used once per day
for up to 1 hour. They enlarge and shrink upon speaking the com-
mand word.
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 16,500 gp.
Ivory Goats: These figurines come in threes. Each goat of this trio
looks slightly different from the others, and each has a different
function:
•The Goat of Traveling: This statuette provides a speedy and endur-
ing mount equal to that of a heavy horse (see page 273 of the
Monster Manual) in every way except appearance. The goat can
travel for a maximum of one day each week—continuously or
in any combination of periods totaling 24 hours. At this point,
or when the command word is uttered, it returns to its statuette
form for not less than one day before it can again be used.
•The Goat of Travail: This statuette becomes an enormous crea-
ture, larger than a bull, with the statistics of a nightmare (see
page 194 of the Monster Manual) except for the addition of a pair
of wicked horns of exceptional size (damage 1d8+4 for each
horn). If it is charging to attack, it may only use its horns (but
add 6 points of damage to each successful attack in that round).
It can be called to life just once per month for up to 12 hours at
a time.
•The Goat of Terror: When called upon with the proper command
word, this statuette becomes a destrierlike mount, with the sta-
tistics of a light warhorse (see page 274 of the Monster Manual).
However, its rider can employ the goat’s horns as weapons (one
horn as a +3 heavy lance, the other as a +5 longsword). When
ridden in an attack against an opponent, the goat of terror radi-
ates fear as the spell in a 30-foot radius (Will DC 16 partial). It
can be used once every two weeks for up to 3 hours per use.
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 21,000 gp.
Marble Elephant: This is the largest of the figurines, the statuette
being about the size of a human hand. Upon utterance of the com-
mand word, a marble elephant grows to the size and specifications
of a true elephant (see page 272 of the Monster Manual). The animal
CHAPTER 7:
MAGIC ITEMS
created from the statuette is fully obedient to the figurine’s owner,
serving as a beast of burden, a mount, or a combatant.
The statuette can be used four times per month for up to 24
hours at a time.
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 17,000 gp.
Obsidian Steed: This figurine appears to be a small, shapeless
lump of black stone. Only careful inspection reveals that it
vaguely resembles some form of quadruped. On command, the
near-formless piece of obsidian becomes a fantastic mount. Treat it
as a heavy warhorse (see page 273 of the Monster Manual) with the
following additional powers usable once per round at will: overland
flight, plane shift, and ethereal jaunt. The steed allows itself to be
ridden, but if the rider is of good alignment, the steed is 10% likely
per use to carry him to the lower planes and then return to its stat-
uette form. The statuette can be used once per week for one con-
tinuous period of up to 24 hours. Note that when an obsidian steed
becomes ethereal or plane shifts, its rider and his gear follow suit.
Thus, the user can travel to other planes via this means.
Strong conjuration and transmutation; CL 15th; Craft Won-
drous Item, animate objects, etherealness, fly, plane shift; Price
28,500 gp.
Onyx Dog: When commanded, this statuette changes into a crea-
ture with the same properties as a riding dog (see page 272 of the
Monster Manual), except that it is endowed with an Intelligence of
8, can communicate in Common, and has exceptional olfactory
and visual abilities. (It has the scent ability and adds +4 to its Spot
and Search checks.) It has 60-foot darkvision, and it can see invisi-
bility. An onyx dog can be used once per week for up to 6 hours. It
obeys only its owner.
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 15,500 gp.
Serpentine Owl: This figurine becomes either a normal-sized
horned owl or a giant owl (see page 277 or 205 of the Monster
Manual, respectively), according to the command word used. The
transformation can take place once per day, with a maximum
duration of 8 continuous hours. However, after three transforma-
tions into giant owl form, the statuette loses all its magical prop-
erties. The owl communicates with its owner by telepathic
means, informing her of all it sees and hears. (Remember the lim-
itations of its Intelligence.)
Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
mate objects; Price 9,100 gp.
Silver Raven: This silver figurine turns into a raven on command
(but it retains its metallic consistency, which gives it hardness 10).
Another command sends it off into the air, bearing a message just
like a creature affected by an animal messenger spell. If not com-
manded to carry a message, the raven obeys the commands of its
owner, although it has no special powers or telepathic abilities. It
can maintain its nonfigurine status for only 24 hours per week,
but the duration need not be continuous.
Faint enchantment and transmutation; CL 6th; Craft Wondrous
Item, animal messenger, animate objects; Price 3,800 gp.
Gauntlets of Ogre Power: These gauntlets are made of tough
leather with iron studs running across the back of the hands and
fingers. They grant the wearer great strength, adding a +2 en-
hancement bonus to his Strength score. Both gauntlets must be
worn for the magic to be effective.
Faint transmutation; CL 6th; Craft Wondrous Item, bull’s
strength; Price 4,000 gp; Weight 4 lb.
Gauntlet of Rust: This single metal gauntlet looks rusted and
pitted but is actually quite powerful. Once per day, it can affect an
object as with the rusting grasp spell. It also completely protects the
wearer and her gear from rust (magical or otherwise), including
the attack of a rust monster.
Moderate transmutation; CL 7th; Craft Wondrous Item, rusting
grasp; Price 11,500 gp; Weight 2 lb.
Gem of Brightness: This crystal appears to be a long, rough
prism. Upon utterance of a command word, the crystal emits
bright light of one of three sorts.
•One command word causes the gem to shed light as a
hooded lantern. This use of the gem does not expend any
charges.
•Another command word causes the gem of brightness to send
out a bright ray 1 foot in diameter and 50 feet long. This
strikes as a ranged touch attack, and any creature struck by
this beam is blinded for 1d4 rounds unless it makes a DC 14
Fortitude save. This use of the gem expends 1 charge.
•The third command word causes the gem to flare in a blinding
flash of light that fills a 30-foot cone. Although this glare lasts
but a moment, any creature within the cone must make a DC
14 Fortitude save or be blinded for 1d4 rounds. This use
expends 5 charges.
A newly created gem of brightness has 50 charges. When all its
charges are expended, the gem becomes nonmagical.
Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price
13,000 gp.
Gem of Seeing: This finely cut and polished stone is indistin-
guishable from an ordinary jewel in appearance. When it is gazed
through, a gem of seeing enables the user to see as though she were
affected by the true seeing spell. A gem of seeing can be used for as
much as 30 minutes a day, divided up into periods of minutes or
rounds as the user sees fit.
Moderate divination; CL 10th; Craft Wondrous Item, true seeing;
Price 75,000 gp.
Gloves of Arrow Snaring: Once snugly worn, these gloves
seem to meld with the hands, becoming almost invisible. Twice
per day, the wearer can act as if he had the Snatch Arrows feat,
even if he does not meet the prerequisites for it. Both gloves must
be worn for the magic to be effective. At least one hand must be
free to take advantage of the magic.
Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price
4,000 gp.
Gloves of Dexterity: These thin leather gloves are very flexible
and allow for delicate manipulation. They add to the wearer’s Dex-
terity score in the form of an enhancement bonus of +2, +4, or +6.
Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s
grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Glove of Storing: This device is a simple leather glove. On
command, one item held in the hand wearing the glove disap-
pears. The item can weigh no more than 20 pounds and must be
able to be held in one hand. While stored, the item has negligible
weight. With a snap of the fingers wearing the glove, the item
reappears. A glove can only store one item at a time. Storing or
retrieving the item is a free action. The item is held in stasis and
shrunk down so small within the palm of the glove that it cannot
be seen. Many owners of a glove of storing find it to be a useful and
dramatic way to store weapons, wands, and—because the item is
stored in stasis—even lit torches. Spell durations are not sup-
pressed, but continue to expire. If an effect is suppressed or dis-
pelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft Wondrous Item, shrink item;
Price 10,000 gp (one glove).
Gloves of Swimming and Climbing: These apparently
normal lightweight gloves grant a +5 competence bonus on Swim
checks and Climb checks. Both gloves must be worn for the magic
to be effective.
Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength,
cat’s grace; Price 6,250 gp.
Goggles of Minute Seeing: The lenses of this item are made of
special crystal. When placed over the eyes of the wearer, the lenses
enable her to see much better than normal at distances of 1 foot or
less, granting her a +5 competence bonus on Search checks to find
CHAPTER 7:
MAGIC ITEMS
secret doors, traps, and similar concealed objects. Both lenses
must be worn for the magic to be effective.
Faint divination; CL 3rd; Craft Wondrous Item, true seeing; Price
1,250 gp.
Goggles of Night: The lenses of this item are made of dark
crystal. Even though the lenses are opaque, when placed over the
eyes of the wearer they enable him to see normally and also grant
him 60-foot darkvision. Both lenses must be worn for the magic to
be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision;
Price 12,000 gp.
Golem Manual: A golem manual contains information, incanta-
tions and magical power that help a character to craft a golem (see
page 134 of the Monster Manual). The instructions therein grant a
+5 competence bonus on skill checks made to craft the golem’s
body. Each manual also holds the prerequisite spells needed for a
specific golem, effectively grants the builder use of the Craft Con-
struct feat (see page 303 of the Monster Manual) during the con-
struction of the golem, and grants the character an increase to her
caster level for the purpose of crafting a golem. Any golem built
using a golem manual does not cost the creator any XP, since the
requisite XP are “contained” in the book and “expended” by the
book during the creation process.
The spells included in a golem manual require a spell trigger acti-
vation and can be activated only to assist in the construction of a
golem. The cost of the book does not include the cost of con-
structing the golem’s body. Once the golem is finished, the writing
in the manual fades and the book is consumed in flames. When
the book’s ashes are sprinkled upon the golem, it becomes fully
animated.
Clay Golem Manual: The book contains animate objects, bless,
commune, prayer, and resurrection. The reader may treat her caster
level as two levels higher than normal for the purpose of crafting
a clay golem. The book supplies 1,540 XP for the creation of a clay
golem.
Moderate conjuration, divination, enchantment, and transmu-
tation; CL 11th; Craft Construct, creator must be caster level 11th,
animate objects, commune, prayer, resurrection; Price 12,000 gp; Cost
2,150 gp + 1,712 XP; Weight 5 lb.
Flesh Golem Manual: The book contains animate dead, bull’s
strength, geas/quest, and limited wish. The reader may treat her caster
level as one level higher than normal for the purpose of crafting a
flesh golem. The book supplies 780 XP for the creation of a flesh
golem.
Moderate enchantment, necromancy [evil], and transmutation;
CL 8th; Craft Construct, creator must be caster level 8th, animate
dead, bull’s strength, geas/quest, limited wish; Price 8,000 gp; Cost
2,050 gp + 944 XP; Weight 5 lb.
Iron Golem Manual: The book contains cloudkill, geas/quest, lim-
ited wish, and polymorph any object. The reader may treat her caster
level as four levels higher than normal for the purpose of crafting
a iron golem. The book supplies 5,600 XP for the creation of a iron
golem.
Strong conjuration, enchantment and transmutation; CL 16th;
Craft Construct, creator must be caster level 16th, cloudkill,
geas/quest, limited wish, polymorph any object; Price 35,000 gp; Cost
3,500 gp + 5,880 XP; Weight 5 lb.
Stone Golem Manual: The book contains geas/quest, limited wish,
polymorph any object, and slow. The reader may treat her caster level
as three levels higher than normal for the purpose of crafting a
stone golem. The book supplies 3,400 XP for the creation of a
stone golem.
Strong abjuration and enchantment; CL 14th; Craft Construct,
creator must be caster level 14th, antimagic field, geas/quest, symbol of
stunning; Price 22,000 gp; Cost 2,500 gp + 3,600 XP; Weight 5 lb.
Stone Golem Manual, Greater: The book contains geas/quest, lim-
ited wish, polymorph any object, and slow. The reader may treat her
caster level as three levels higher than normal for the purpose of
crafting a stone golem. The book supplies 7,640 XP for the cre-
ation of a greater stone golem.
Strong abjuration and enchantment; CL 16th; Craft Construct,
creator must be caster level 16th, antimagic field, geas/quest, symbol of
stunning; Price 44,000 gp; Cost 2,900 gp + 7,872 XP; Weight 5 lb.
Hand of Glory: This mummified human hand hangs by a
leather cord around a character’s neck (taking up space as a magic
necklace would). If a magic ring is placed on one of the fingers of
the hand, the wearer benefits from the ring as if wearing it herself,
and it does not count against her two-ring limit. The hand can
wear only one ring at a time.
Even without a ring, the hand itself allows its wearer to use day-
light and see invisibility each once per day.
Faint varied; CL 5th; Craft Wondrous Item, animate dead, day-
light, detect invisibility; Price 8,000 gp; Weight 2 lb.
Hand of the Mage: This mummified elf hand hangs by a
golden chain around a character’s neck (taking up space as a magic
necklace would). It allows the wearer to utilize the spell mage hand
at will.
Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand;
Price 900 gp; Weight 2 lb.
Harp of Charming: This instrument is a golden, intricately
carved harp. When played, it enables the performer to work one
suggestion (as the spell, Will DC 14 negates) into the music for each
10 minutes of playing if he can succeed on a DC 14 Perform
(string instruments) check. If the check fails, the audience cannot
be affected by any further performances from the harpist for 24
hours.
Faint enchantment; CL 5th; Craft Wondrous Item, suggestion;
Price 7,500 gp; Weight 5 lb.
Hat of Disguise: This apparently normal hat allows its wearer
to alter her appearance as with a disguise self spell. As part of the dis-
guise, the hat can be changed to appear as a comb, ribbon, head-
band, cap, coif, hood, helmet, and so on.
Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price
1,800 gp.
Headband of Intellect: This device is a light cord with a small
gem set so that it rests upon the forehead of the wearer. The head-
band adds to the wearer’s Intelligence score in the form of an en-
hancement bonus of +2, +4, or +6. This enhancement bonus does
not earn the wearer extra skill points when a new level is attained;
use the unenhanced Intelligence bonus to determine skill points.
Moderate transmutation; CL 8th; Craft Wondrous Item, fox’s
cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Helm of Brilliance: This normal-looking helm takes its true
form and manifests its powers when the user dons it and speaks
the command word. Made of brilliant silver and polished steel, a
newly created helm is set with large magic gems: ten diamonds,
twenty rubies, thirty fire opals, and forty opals. When struck by
bright light, the helm scintillates and sends forth reflective rays in
all directions from its crownlike, gem-tipped spikes. The jewels’
functions are as follows:
•Diamond: Prismatic spray (save DC 20)
•Ruby: Wall of fire
•Fire opal: Fireball (10d6, Reflex DC 20 half)
•Opal: Daylight
The helm may be used once per round, but each gem can per-
form its spell-like power just once. Until all its jewels are depleted,
a helm of brilliance also has the following magical properties when
activated.
•It emanates a bluish light when undead are within 30 feet. This
light causes 1d6 points of damage per round to all such crea-
tures within that range.
•The wearer may command any weapon he wields to become a
flaming weapon (see page 224). This is in addition to whatever
abilities the weapon may already have (unless the weapon
CHAPTER 7:
MAGIC ITEMS
already is a flaming weapon). The command takes 1 round to
take effect.
•The helm provides resistance to fire 30. This protection does
not stack with similar protection from other sources, such as
resist energy.
Once all its jewels have lost their magic, the helm loses its
powers and the gems turn to worthless powder. Removing a jewel
destroys it.
If a creature wearing the helm is damaged by magical fire (after
the fire protection is taken into account) and fails an additional
DC 15 Will save, the remaining gems on the helm overload and
detonate. Remaining diamonds become prismatic sprays that each
randomly target a creature within range (possibly the wearer),
rubies become straight-line walls of fire extending outward in a
random direction from the helm wearer, and fire opals
become fireballs centered on the helm wearer. The opals and
the helm itself are destroyed.
Strong varied; CL 13th; Craft Wondrous Item, detect
undead, fireball, flame blade, light, prismatic spray, protection
from energy, wall of fire; Price 125,000 gp; Weight 3 lb.
Helm of Comprehend Languages and Read
Magic: Appearing as a normal helmet, a helm of com-
prehend languages and read magic grants its wearer the
ability to understand the spoken words of any crea-
ture and to read text in any language and any magical
writing. The wearer gains a +5 competence bonus on
Decipher Script checks to understand messages
written in incomplete, archaic, or exotic forms.
Note that understanding a magical text does not
necessarily imply spell use.
Faint divination; CL 4th; Craft Wondrous Item,
comprehend languages, read magic; Price 5,200 gp;
Weight 3 lb.
Helm of Telepathy: The wearer can use detect
thoughts at will. Furthermore, he can send a tele-
pathic message to anyone whose surface thoughts
he is reading (allowing two-way communication).
Once per day, the wearer of the helm can implant a
suggestion (as the spell, Will DC 14 negates) along
with his telepathic message.
Faint divination and enchantment; CL 5th; Craft
Wondrous Item, detect thoughts, suggestion; Price
27,000 gp; Weight 3 lb.
Helm of Teleportation: A character wear-
ing this device may teleport three times per
day, exactly as if he had cast the spell of the
same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport;
Price 73,500 gp; Weight 3 lb.
Helm of Underwater Action: The wearer of this helmet can
see underwater. Drawing the small lenses in compartments on
either side into position before the wearer’s eyes activates the
visual properties of the helm, allowing her to see five times farther
than water and light conditions would allow for normal human
vision. (Weeds, obstructions, and the like block vision in the usual
manner.) If the command word is spoken, the helm of underwater
action creates a globe of air around the wearer’s head and maintains
it until the command word is spoken again, enabling her to
breathe freely.
Faint transmutation; CL 5th; Craft Wondrous Item, water breath-
ing; Price 57,000 gp; Weight 3 lb.
Heward’s Handy Haversack: A backpack of this sort appears
to be well made, well used, and quite ordinary. It is constructed of
finely tanned leather, and the straps have brass hardware and
buckles. It has two side pouches, each of which appears large
enough to hold about a quart of material. In fact, each is like a bag
of holding and can actually hold material of as much as 2 cubic feet
in volume or 20 pounds in weight. The large central portion of the
pack can contain up to 8 cubic feet or 80 pounds of material. Even
when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even great-
er power in addition. When the wearer reaches into it for a specific
item, that item is always on top. Thus, no digging around and fum-
bling is ever necessary to find what a haversack contains. Retriev-
ing any specific item from a haversack is a move action, but it does
not provoke the attacks of opportunity that retrieving a stored
item usually does.
Moderate conjuration; CL 9th; Craft Won-
drous Item, Leomund’s secret chest; Price
2,000 gp; Weight 5 lb.
Horn of Blasting: This horn appears
to be a normal trumpet. It can be
sounded as a normal horn, but if the
command word is spoken and the
instrument is then played, it deals
5d6 points of sonic damage to crea-
tures within a 40-foot cone and
causes them to be deafened for 2d6
rounds (a DC 16 Fortitude save
reduces the damage by half and negates
the deafening). Crystalline objects and
creatures take 7d6 points of sonic damage,
with no save unless they’re held, worn, or
carried by creatures (Will DC 16
negates).
If a horn of blasting is used magically
more than once in a given day, there is
a 20% cumulative chance with each
extra use that it explodes and deals
10d6 points of damage to the person
sounding it.
Moderate evocation; CL 7th; Craft
Wondrous Item, shout; Price 20,000 gp;
Weight 1 lb.
Horn of Blasting, Greater: This horn
functions as a horn of blasting, except that it deals
10d6 points of sonic damage, stuns creatures for 1 round,
and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the
damage by half and negates the stunning and deafening). Crys-
talline objects take 16d6 points of sonic damage as described for
the horn of blasting. A greater horn of blasting also has a 20% cumula-
tive chance of exploding.
Strong evocation; CL 16th; Craft Wondrous Item, greater shout;
Price 70,000 gp; Weight 1 lb.
Horn of Fog: This small bugle allows its possessor to blow
forth a thick cloud of heavy fog similar to that of an obscuring mist
spell. The fog covers a 10-foot square next to the horn blower each
round that the user continues to blow the horn; fog clouds travel
10 feet each round in a straight line from the emanation point
unless blocked by something substantial such as a wall. The device
makes a deep, foghornlike noise, with the note dropping abruptly
to a lower register at the end of each blast. The fog dissipates after
3 minutes. A moderate wind (11+ mph) disperses the fog in 4
rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring mist;
Price 2,000 gp; Weight 1 lb.
Horn of Goodness/Evil: This trumpet adapts itself to its
owner, so it produces either a good or an evil effect depending on
the owner’s alignment. If the owner is neither good nor evil, the
horn has no power whatsoever. If he is good, then blowing the
horn has the effect of a magic circle against evil. If he is evil, then
blowing the horn has the effect of a magic circle against good. In
either case, this ward lasts for 1 hour. The horn can be blown once
per day.
CHAPTER 7:
MAGIC ITEMS
Helm of
brilliance
Faint abjuration; CL 6th; Craft Wondrous Item, magic circle
against good, magic circle against evil; Price 6,500 gp; Weight 1 lb.
Horn of the Tritons: This device is a conch shell that can be
blown once per day except by a triton (see page 245 of the Monster
Manual), which can sound it three times per day. A horn of the tri-
tons can perform any one of the following functions when blown.
•Calm rough waters in a 1-mile radius. This effect dispels a sum-
moned water elemental if it fails a DC 16 Will save.
•Attract 5d4 Large sharks (01–30 on d%), 5d6 Medium sharks
(31–80), or 1d10 sea lions (81–100) if the character is in a body
of water in which such creatures dwell. The creatures are
friendly and obey, to the best of their ability, the one who
sounded the horn.
•Causes aquatic creatures with Intelligence scores of 1 or 2
within 500 feet to become panicked as if they had been targeted
by a fear spell (Will DC 16 partial). Those who successfully save
are shaken for 3d6 rounds.
Any sounding of a horn of the tritons can be heard by all tritons
within a 3-mile radius.
Moderate conjuration and transmutation; CL 8th; Craft Won-
drous Item, fear, summon monster V, control water, creator must be a
triton or get construction aid from a triton; Price 15,100 gp;
Weight 2 lb.
Horn of Valhalla: This magic instrument comes in four vari-
eties. Each appears to be normal until someone speaks its
command word and blows the horn. Then the horn summons a
number of human barbarians to fight for the character who
summoned them. Each horn can be blown just once every seven
days. Roll d% and refer to the table below to see what type of horn
is found. The horn’s type determines what barbarians are
summoned and what prerequisite is needed to use the horn. Any
character who uses a horn of Valhalla but doesn’t have the prereq-
uisite is attacked by the barbarians she herself summoned.
Type of Barbarians
d% Horn Summoned Prerequisite
01–40 Silver 2d4+2, 2nd level None
41–75 Brass 2d4+1, 3rd level Spellcaster level 1st
76–90 Bronze 2d4, 4th level Proficiency with all martial
weapons or bardic music
ability
91–100 Iron 1d4+1, 5th level Proficiency with all martial
weapons or bardic music
ability
Summoned barbarians are constructs, not actual people (though they
seem to be); they arrive with the starting equipment for barbarians
given on page 26 of the Player’s Handbook. They attack anyone the
possessor of the horn commands them to fight until they or their
opponents are slain or until 1 hour has elapsed, whichever comes first.
Strong conjuration; CL 13th; Craft Wondrous Item, summon
monster VI; Price 50,000 gp; Weight 2 lb.
Horseshoes of Speed: These iron shoes come in sets of four
like ordinary horseshoes. When affixed to an animal’s hooves,
they increase the animal’s base land speed by 30 feet; this counts
as an enhancement bonus. As with other effects that increase
speed, jumping distances increase proportionally. All four shoes
must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, haste; Price
3,000 gp; Weight 12 lb. (for four).
Horseshoes of a Zephyr: These four iron shoes are affixed like
normal horseshoes. They allow a horse to travel without actually
touching the ground. The horse must still run above (always around
4 inches above) a roughly horizontal surface. This means that non-
solid or unstable surfaces, such as water or lava, can be crossed, and
that movement is possible without leaving tracks on any sort of
ground. The horse moves at its normal base land speed. All four
shoes must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
Price 6,000 gp; Weight 4 lb. (for four).
Incense of Meditation: This small rectangular block of sweet-
smelling incense is visually indistinguishable from nonmagical
incense until lit. When it is burning, the special fragrance and
pearly-hued smoke of this special incense are recognizable by
anyone making a DC 15 Spellcraft check.
When a divine spellcaster lights a block of incense of meditation
and then spends 8 hours praying and meditating nearby, the in-
cense enables him to prepare all his spells as though affected by
the Maximize Spell feat. However, all the spells prepared in this
way are at their normal level, not at three levels higher (as with the
regular metamagic feat).
Each block of incense burns for 8 hours, and the effects persist
for 24 hours.
Moderate enchantment; CL 7th; Craft Wondrous Item, Maxi-
mize Spell, bless; Price 4,900 gp; Weight 1 lb.
Ioun Stones: These crystalline stones always float in the air
and must be within 3 feet of their owner to be of any use. When a
character first acquires a stone, she must hold it and then release
it, whereupon it takes up a circling orbit 1d3 feet from her head.
Thereafter, a stone must be grasped or netted to separate it from its
CHAPTER 7:
MAGIC ITEMS
Color Shape Effect Market Price
Clear Spindle Sustains creature without food or water 4,000 gp
Dusty rose Prism +1 insight bonus to AC 5,000 gp
Deep red Sphere +2 enhancement bonus to Dexterity 8,000 gp
Incandescent blue Sphere +2 enhancement bonus to Wisdom 8,000 gp
Pale blue Rhomboid +2 enhancement bonus to Strength 8,000 gp
Pink Rhomboid +2 enhancement bonus to Constitution 8,000 gp
Pink and green Sphere +2 enhancement bonus to Charisma 8,000 gp
Scarlet and blue Sphere +2 enhancement bonus to Intelligence 8,000 gp
Dark blue Rhomboid Alertness (as the feat) 10,000 gp
Vibrant purple Prism Stores three levels of spells, as a ring of spell storing 36,000 gp
Iridescent Spindle Sustains creature without air 18,000 gp
Pale lavender Ellipsoid Absorbs spells of 20,000 gp
4th level or lower
1
Pearly white Spindle Regenerate 1 point of 20,000 gp
damage per hour
Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks 30,000 gp
Orange Prism +1 caster level 30,000 gp
Lavender and green Ellipsoid Absorbs spells of 8th level or lower
2
40,000 gp
1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless.
2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless.
owner. The owner may voluntarily seize and stow a stone (to keep
it safe while she is sleeping, for example), but she loses the bene-
fits of the stone during that time. Ioun stones have AC 24, 10 hit
points, and hardness 5.
Regeneration from the pearly white ioun stone works like a ring
of regeneration. (It only cures damage taken while the character is
using the stone.) The pale lavender and lavender and green stones
work like a rod of absorption, but absorbing a spell requires a readied
action, and these stones cannot be used to empower spells. Stored
spells in the vibrant purple stone must be placed by a spellcaster
but can be used by anyone (see ring of minor spell storing, page 233).
Moderate varied; CL 12th; Craft Wondrous Item, creator must
be 12th level.
Iron Bands of Bilarro: When initially discovered, this very
potent item appears to be a 3-inch-diameter rusty iron sphere with
bandings on the globe.
When the proper com-
mand word is spoken and
the spherical iron device
is hurled at an opponent,
the bands expand and then
contract to bind the target
creature on a successful
ranged touch attack. A
single Large or smaller crea-
ture can be captured thus
and held immobile until
the command word is
spoken to bring the bands
into spherical form again.
The creature can break
(and ruin) the bands with a DC 30 Strength check or escape them
with a DC 30 Escape Artist check. Iron bands of Bilarro are usable
once per day.
Strong evocation; CL 13th; Craft Wondrous Item, Bigby’s grasp-
ing hand; Price 26,000 gp; Weight 1 lb.
Iron Flask: These special containers are typically inlaid with
runes of silver and stoppered by a brass plug bearing a seal engraved
with sigils, glyphs, and special symbols. When the user speaks the
command word, he can force any creature from another plane into
the container, provided that creature fails a DC 19 Will save. The
range of this effect is 60 feet. Only one creature at a time can be so
contained. Loosing the stopper frees the captured creature.
The command word can be given only once per day.
If the individual freeing the captured creature speaks the command
word, the creature can be forced to serve for 1 hour. If freed without
the command word, the creature acts according to its natural inclina-
tions. (It usually attacks the user, unless it perceives a good reason not
to.) Any attempt to force the same creature into the flask a second time
provides it a +2 bonus on its saving throw and makes it hostile. A
newly discovered bottle might contain any of the following:
d% Contents d% Contents
01–50 Empty 89 Demon (glabrezu)
51–54 Large air elemental 90 Demon (succubus)
55–58 Arrowhawk 91 Devil (osyluth)
59–62 Large earth elemental 92 Devil (barbazu)
63–66 Xorn 93 Devil (erinyes)
67–70 Large fire elemental 94 Devil (cornugon)
71–74 Salamander 95 Celestial (avoral)
75–78 Large water elemental 96 Celestial (ghaele)
79–82 Adult tojanida 97 Formian myrmarch
83–84 Red slaad 98 Blue slaad
85–86 Formian taskmaster 99 Rakshasa
87 Demon (vrock) 100 Demon (balor) or devil
88 Demon (hezrou) (pit fiend)—equal chance
for either
Strong conjuration; CL 20th; Craft Wondrous Item, trap the soul;
Price 170,000 gp (empty); Weight 1 lb.
Keoghtom’s Ointment: A jar of this unguent is 3 inches in di-
ameter and 1 inch deep and contains five applications. Placed
upon a poisoned wound or swallowed, the ointment detoxifies any
poison (as neutralize poison). Applied to a diseased area, it removes
disease (as remove disease). Rubbed on a wound, the ointment cures
1d8+5 points of damage (as cure light wounds).
Faint conjuration; CL 5th; Craft Wondrous Item, cure light wounds,
neutralize poison, remove disease; Price 4,000 gp; Weight 1/2 lb.
Lantern of Revealing: This lantern operates as a normal
hooded lantern. While it is lit, it also reveals all invisible creatures
and objects within 25 feet of it, just like the spell invisibility purge.
Faint evocation; CL 5th; Craft Wondrous Item, invisibility purge;
Price 30,000 gp; Weight 2 lb.
Lens of Detection:
This circular prism en-
ables its user to detect mi-
nute details, granting a +5
bonus on Search checks.
It also aids in following
tracks, adding a +5 bo-
nus on Survival checks
when tracking. The lens
is about 6 inches in diam-
eter and set in a frame
with a handle.
Moderate divination;
CL 9th; Craft Wondrous
Item, true seeing; Price
3,500 gp; Weight 1 lb.
Lyre of Building: If the proper chords are struck, a single use of
this lyre negates any attacks made against all inanimate construc-
tion (walls, roof, floor, and so on) within 300 feet. This includes the
effects of a horn of blasting, a disintegrate spell, or an attack from a
ram or similar siege weapon. The lyre can be used in this way once
per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect to building. Once a week its
strings can be strummed so as to produce chords that magically
construct buildings, mines, tunnels, ditches, or whatever. The ef-
fect produced in but 30 minutes of playing is equal to the work of
100 humans laboring for three days. Each hour after the first, a
character playing the lyre must make a DC 18 Perform (string
instruments) check. If it fails, she must stop and cannot play the
lyre again for this purpose until a week has passed.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate;
Price 13,000 gp; Weight 5 lb.
Mantle of Faith: This holy garment, worn over normal cloth-
ing, grants damage reduction 5/evil to the character wearing it.
Strong abjuration [good]; CL 20th; Craft Wondrous Item, stone-
skin; Price 76,000 gp.
Mantle of Spell Resistance: This garment, worn over normal
clothing or armor, grants the wearer spell resistance 21.
Moderate abjuration; CL 9th; Craft Wondrous Item, spell resist-
ance; Price 90,000 gp.
Manual of Bodily Health: This thick tome contains tips on
health and fitness, but entwined within the words is a powerful
magical effect. If anyone reads this book, which takes a total of 48
hours over a minimum of six days, he gains an inherent bonus of
from +1 to +5 (depending on the type of manual) to his Constitu-
tion score. Once the book is read, the magic disappears from the
pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous
Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
(+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
+ 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
CHAPTER 7:
MAGIC ITEMS
Ioun stones
Manual of Gainful Exercise: This thick tome contains exer-
cise descriptions and diet suggestions, but entwined within the
words is a powerful magical effect. If anyone reads this book,
which takes a total of 48 hours over a minimum of six days, she
gains an inherent bonus of from +1 to +5 (depending on the type
of manual) to her Strength score. Once the book is read, the magic
disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous
Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
(+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
+ 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Manual of Quickness of Action: This thick tome contains
tips on coordination exercises and balance, but entwined within
the words is a powerful magical effect. If anyone reads this book,
which takes a total of 48 hours over a minimum of six days, he
gains an inherent bonus of from +1 to +5 (depending on the type
of manual) to his Dexterity score. Once the book is read, the magic
disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous
Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
(+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
+ 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Mask of the Skull: This ivory mask has been fashioned into
the likeness of a human skull. Once per day, after it has been worn
for at least 1 hour, the mask can be loosed to fly from the wearer’s
face. It travels up to 50 feet away from the wearer and attacks a
target assigned to it. The grinning skull mask makes a touch attack
against the target based on the wearer’s base attack bonus. If the
attack succeeds, the target must make a DC 20 Fortitude save or be
struck dead, as if affected by a finger of death spell. If the target suc-
ceeds on his saving throw, he nevertheless takes 3d6+13 points of
damage. After attacking (whether successful or not), the mask
flies back to its user. The mask has AC 16, 10 hit points, and hard-
ness 6.
Strong necromancy and transmutation; CL 13th; Craft Won-
drous Item, animate objects, finger of death, fly; Price 22,000 gp;
Weight 3 lb.
Mattock of the Titans: This digging tool is 10 feet long. Any
creature of at least Huge size can use it to loosen or tumble earth
or earthen ramparts (a 10-foot cube every 10 minutes). It also
smashes rock (a 10-foot cube per hour). If used as a weapon, it is
the equivalent of a Gargantuan +3 adamantine warhammer, dealing
4d6 points of base damage.
Strong transmutation; CL 16th; Craft Wondrous Item, Craft
Magic Arms and Armor, move earth; Price 23,348 gp; Cost 13,348
gp + 800 XP; Weight 120 lb.
Maul of the Titans: This mallet is 8 feet long. If used as a
weapon, it is the equivalent of a +3 greatclub and deals triple
damage against inanimate objects. However, the wielder must
have a Strength of at least 18 to wield it properly. Otherwise, she
takes a –4 penalty on attack rolls.
Strong evocation; CL 15th; Craft Wondrous Item, Craft Magic
Arms and Armor, Bigby’s clenched fist; Price 25,305 gp; Cost 12,305
gp + 480 XP; Weight 160 lb.
Medallion of Thoughts: This appears to be a normal pendant
disk hung from a neck chain. Usually fashioned from bronze, cop-
per, or nickel-silver, the medallion allows the wearer to read the
thoughts of others, as with the spell detect thoughts.
Faint divination; CL 5th; Craft Wondrous Item, detect thoughts;
Price 12,000 gp.
Mirror of Life Trapping: This crystal device is usually about 4
feet square and framed in metal or wood. It can be hung or placed
on a surface and then activated by giving a command word. The
same command word deactivates the mirror. A mirror of life trap-
ping has fifteen nonspatial extradimensional compartments
within it. Any creature coming within 30 feet of the device and
looking at its own reflection must make a DC 23 Will save or be
trapped within the mirror in one of the cells. A creature not aware
of the nature of the device always sees its own reflection. The
probability of a creature seeing its reflection, and thus needing to
make the saving throw, drops to 50% if the creature is aware that
the mirror traps life and seeks to avoid looking at it (treat as a gaze
attack; see page 294).
When a creature is trapped, it is taken bodily into the mirror.
Size is not a factor, but constructs and undead are not trapped, nor
are inanimate objects and other nonliving matter. A victim’s equip-
ment (including clothing and anything being carried) remains
behind. If the mirror’s owner knows the right command word, he
can call the reflection of any creature trapped within to its surface
and engage his powerless prisoner in conversation. Another com-
mand word frees the trapped creature. Each pair of command
words is specific to each prisoner.
If the mirror’s capacity is exceeded, one victim (determined
randomly) is set free in order to accommodate the latest one. If the
mirror is broken, all victims currently trapped in it are freed and
usually promptly attack the possessor of the device in revenge for
their imprisonment.
Strong abjuration; CL 17th; Craft Wondrous Item, imprisonment;
Price 200,000 gp; Weight 50 lb.
Mirror of Mental Prowess: This mirror resembles an ordinary
looking glass 5 feet tall by 2 feet wide. The possessor who knows
the proper commands can cause it to perform as follows.
•Read the thoughts of any creature reflected therein, as long as
the owner is within 25 feet of the mirror, even if those thoughts
are in an unknown language.
•View other places as if with clairvoyance, but vision extends even
onto other planes if the viewer is sufficiently familiar with
them.
•Use it as a portal to visit other places. The user first views the
place with the clairvoyance function, then steps through the
mirror to the place pictured. Others can follow her through the
mirror if they like. An invisible portal remains on the other side
where she arrives, and she can return through that portal. Once
she returns, the portal closes. The portal closes on its own after
24 hours (trapping the user if she’s still in the other place), and
the user can also close it with a command word. Creatures with
Intelligence of 12 or higher might notice the portal just as they
might notice a magical sensor from a scrying spell. Any creature
who steps through the portal appears in front of the mirror.
•Once per week the mirror accurately answers one short ques-
tion regarding a creature whose image is shown on its surface
(giving answers similar to those from the legend lore spell).
Strong conjuration and divination; CL 17th; Craft Wondrous
Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price
175,000 gp; Weight 40 lb.
Mirror of Opposition: This item resembles a normal mirror
about 4 feet long and 3 feet wide. It can be hung or placed on a sur-
face and then activated by speaking a command word. The same
command word deactivates the mirror. If a creature sees its reflec-
tion in the mirror’s surface, an exact duplicate of that creature
comes into being. This opposite immediately attacks the original.
The duplicate has all the possessions and powers of its original
(including magic). Upon the defeat or destruction of either the
duplicate or the original, the duplicate and her items disappear
completely. The mirror functions up to four times per day.
Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price
92,000 gp; Weight 45 lb.
Murlynd’s Spoon: This unremarkable eating utensil is typi-
cally fashioned from horn. If the spoon is placed in an empty con-
tainer—a bowl, a cup, or a dish, for example—the vessel fills with
a thick, pasty gruel. Although this substance has a flavor similar to
that of warm, wet cardboard, it is highly nourishing and contains
CHAPTER 7:
MAGIC ITEMS
everything necessary to sustain any herbivorous, omnivorous, or
carnivorous creature. The spoon can produce sufficient gruel each
day to feed up to four humans.
Faint conjuration; CL 5th; Craft Wondrous Item, create food and
water; Price 5,400 gp.
Necklace of Adaptation: This necklace is a heavy chain with a
platinum medallion. The magic of the necklace wraps the wearer
in a shell of fresh air, making him immune to all harmful vapors
and gases (such as cloudkill and stinking cloud effects, as well as
inhaled poisons) and allowing him to breathe, even
underwater or in a vacuum.
Moderate transmutation; CL 7th; Craft Won-
drous Item, alter self; Price 9,000 gp.
Necklace of Fireballs: This device
appears to be nothing but beads on a string,
sometimes with the ends tied together to
form a necklace. (It does not count as an
item worn around the neck for the pur-
pose of determining which of a character’s
worn magic items is effective.) If a character
holds it, however, all can see the strand as it
really is—a golden chain from which hang
a number of golden spheres. The spheres
are detachable by the wearer (and only by
the wearer), who can easily hurl one of
them up to 70 feet. When a sphere arrives
at the end of its trajectory, it detonates as a
fireball spell (Reflex DC 14 half ).
Spheres come in different strengths,
ranging from those that deal 2d6 points of
fire damage to those that deal 10d6. The
market price of a sphere is 150 gp for each die
of damage it deals (ranging from 300 gp for a
2d6 sphere to 1,500 gp for a 10d6 sphere).
Each necklace of fireballs contains a combination
of spheres of various strengths. Some traditional com-
binations, designated types I through VII, are detailed below.
Market
Necklace10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price
Type I ————— 1 — 2 — 1,650 gp
Type II ———— 1 —2—2 2,700 gp
Type III — — — 1 —2—4—4,350 gp
Type IV — — 1 —2—2—4 5,400 gp
Type V — 1 —2—2—2— 5,850 gp
Type VI 1 —2—2—4—— 8,100 gp
Type VII1 2—2—2—2—8,700 gp
For example, a type III necklace has seven spheres—one 7-dice,
two 5-dice, and four 3-dice fireballs.
If the necklace is being worn or carried by a character who fails
her saving throw against a magical fire attack, the item must make
a saving throw as well (with a save bonus of +7). If the necklace
fails to save, all its remaining spheres detonate simultaneously,
often with regrettable consequences for the wearer.
Moderate evocation; CL 10th; Craft Wondrous Item, fireball.
Nolzur’s Marvelous Pigments: These magic emulsions enable
their possessor to create actual, permanent objects simply by de-
picting their form in two dimensions. The pigments are applied by
a stick tipped with bristles, hair, or fur. The emulsion flows from
the application to form the desired object as the artist concentrates
on the desired image. One pot of Nolzur’s marvelous pigments is suf-
ficient to create a 1,000-cubic-foot object by depicting it two-di-
mensionally over a 100-square-foot surface. Thus, a 10-foot-by-10-
foot rendition of a pit would result in an actual 10-foot-by-10-foot-
by-10-foot pit; a 10-foot-by-10-foot depiction of a room would result
in a 10-foot-by-10-foot-by-10-foot room; and so on.
Only normal, inanimate objects can be created—doors, pits,
flowers, trees, cells, and so on. Creatures can’t be created. The pig-
ments must be applied to a surface (a floor, wall, ceiling, door, or
the like). It takes 10 minutes and a DC 15 Craft (painting) check
to depict an object with the pigments. Nolzur’s marvelous pigments
cannot create magic items. Objects of value depicted by the pig-
ments—precious metals, gems, jewelry, ivory, and so on—
appear to be valuable but are really made of tin, lead, paste, brass,
bone, and other such inexpensive materials. The user can create
normal weapons, armor, and any other mundane item
(including foodstuffs) whose value does not
exceed 2,000 gp.
Items created are not magical; the effect is
instantaneous.
Strong conjuration; CL 15th; Craft Wondrous
Item, major creation; Price 4,000 gp.
Orb of Storms: This glass sphere is 8 inches
in diameter. The possessor can call forth all
manner of weather, even supernaturally destruc-
tive storms. Once per day she can call upon the
orb to use a control weather spell, Once per
month, she can conjure a storm of vengeance. The
possessor of the orb is continually protected by an
endure elementseffect.
Strong varied; CL 18th; Craft Wondrous
Item, control weather, endure elements, storm of
vengeance; Price 48,000 gp; Weight 6 lb.
Pearl of Power: This seemingly normal
pearl of average size and luster is a potent aid to
all spellcasters who prepare spells (clerics,
druids, rangers, paladins, and wizards). Once per
day on command, a pearl of power enables the pos-
sessor to recall any one spell that she had pre-
pared and then cast. The spell is then prepared
again, just as if it had not been cast. The spell
must be of a particular level, depending on
the pearl. Different pearls exist for recalling one spell per day
of each level from 1st through 9th and for the recall of two spells
per day (each of a different level, 6th or lower).
Strong transmutation; CL 17th; Craft Wondrous Item, creator
must be able to cast spells of the spell level to be recalled; Price
1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th),
25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th),
81,000 gp (9th), or 70,000 gp (two spells).
Pearl of the Sirines: This normal-seeming pearl is beautiful
and worth at least 1,000 gp on that basis alone. If it is clasped
firmly in hand or held to the breast while the possessor attempts
actions related to the pearl’s powers, she understands and is able to
employ the item.
The pearl enables its possessor to breathe in water as if she were
in clean, fresh air. Her swim speed is 60 feet, and she can cast
spells and act underwater without hindrance.
Moderate abjuration and transmutation; CL 8th; Craft Won-
drous Item, freedom of movement, water breathing; Price 15,300 gp.
Periapt of Health: The wearer of this blue gem on a silver
chain is immune to disease, including supernatural diseases (see
Table 8–2: Diseases, page 292).
Faint conjuration; CL 5th; Craft Wondrous Item, remove disease;
Price 7,500 gp.
Periapt of Proof against Poison: This item is a brilliant-cut
black gem on a delicate silver chain. The wearer is immune to
poison, although poisons still active when the periapt is first
donned still run their course.
Faint conjuration; CL 5th; Craft Wondrous Item, neutralize poi-
son; Price 27,000 gp.
Periapt of Wisdom: Although it appears to be a normal pearl
on a light chain, a periapt of wisdom actually increases the posses-
CHAPTER 7:
MAGIC ITEMS
Periapt of
health
sor’s Wisdom score in the form of an enhancement bonus of +2,
+4, or +6 (depending on the individual item).
Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s
wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Periapt of Wound Closure: This stone is bright red and dan-
gles on a gold chain. The wearer of this periapt automatically
becomes stable if his hit points drop to between –1 and –9 inclu-
sive. The periapt doubles the wearer’s normal rate of healing or
allows normal healing of wounds that would not do so normally.
Hit point damage that involves bleeding (such as damage caused
by the horned devil’s infernal wound ability; see page 55 of the
Monster Manual), is negated for the wearer of the periapt, but he is
still susceptible to damage from bleeding that causes Constitution
loss, such as that dealt by a wounding weapon.
Moderate conjuration; CL 10th; Craft Wondrous Item, heal;
Price 15,000 gp.
Phylactery of Faithfulness: This item is a small box contain-
ing religious scripture affixed to a leather cord and tied around the
forehead. There is no mundane way to determine what function
this religious item performs until it is worn. The wearer of a phy-
lactery of faithfulness is aware of any action or item that could
adversely affect his alignment and his standing with his deity,
including magical effects. He acquires this information prior to
performing such an action or becoming associated with such an
item if he takes a moment to contemplate the act.
Faint divination; CL 1st; Craft Wondrous Item, detect chaos, detect
evil, detect good, detect law; Price 1,000 gp.
Phylactery of Undead Turning: This item is a boon to any
character able to turn undead, allowing him to do so as if his class
level were four levels higher than it actually is.
Moderate necromancy [good]; CL 10th; Craft Wondrous Item,
10th-level cleric; Price 11,000 gp.
Pipes of Haunting:This magic item appears to be a small set of
pan pipes. When played by a person who succeeds on a DC 15 Per-
form (wind instruments) check, the pipes create an eerie, spell-
binding tune. Those within 30 feet who hear the tune must suc-
ceed on a DC 13 Will save or become frightened for 4 rounds.
Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting
can be sounded twice a day.
Faint necromancy; CL 4th; Craft Wondrous Item, scare; Price
6,000 gp; Weight 3 lb.
Pipes of Pain: These appear to be like any other standard set of
pipes with nothing to reveal their true nature. When played by
someone who succeeds on a DC 15 Perform (wind instruments)
check, the pipes create a wondrous melody. All within 30 feet
must make a DC 14 Will save or be fascinated by the sound. (This
is a mind-affecting sonic compulsion.)
As soon as the piping stops, all those affected are stricken by in-
tense pain at even the slightest noise. Unless a character is in a
totally silent area, she takes 1d4 points of damage per round for
2d4 rounds. During this time, damage from sonic attacks, such as
sound burst, is doubled. Thereafter, the least noise causes an
affected character to become shaken (except when she is in a
totally silent area). This hypersensitivity is a curse and therefore
hard to remove (see the bestow curse spell).
Faint enchantment and evocation; CL 6th; Craft Wondrous
Item, creator must have the bardic music class feature, sound burst;
Price 12,000 gp; Weight 3 lb.
Pipes of the Sewers: These wooden pipes appear ordinary, but
if the possessor learns the proper tune, he can attract 1d3 rat
swarms (see page 239 of the Monster Manual) if rats are within 400
feet. For each 50-foot distance the rats have to travel, there is a 1-
round delay. The piper must continue playing until the rats appear,
and when they do so, the piper must make a DC 10 Perform (wind
instruments) check. Success means that they obey the piper’s tele-
pathic commands so long as he continues to play. Failure indicates
that they turn on the piper. If for any reason the piper ceases play-
ing, the rats leave immediately. If they are called again within a
day, the Perform check DC is 15.
If the rats are under the control of another creature, add the HD
of the controller to the Perform check DC. Once control is as-
sumed, another check is required each round to maintain it if the
other creature is actively seeking to reassert its control.
Faint conjuration; CL 2nd; Craft Wondrous Item, charm
animal, summon nature’s ally I, wild empathy ability; Price 1,150
gp; Weight 3 lb.
Pipes of Sounding: When played by a character who has the
Perform (wind instruments) skill, these pipes create a variety of
sounds. The figment sounds are the equivalent of ghost sound
(caster level 2nd).
Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound; Price
1,800 gp; Weight 3 lb.
Portable Hole: A portable hole is a circle of cloth spun from
the webs of a phase spider interwoven with strands of ether and
beams of starlight. When opened fully, a portable hole is 6 feet in
diameter, but it can be folded up to be as small as a pocket hand-
kerchief. When spread upon any surface, it causes an extradimen-
sional space 10 feet deep to come into being. This hole can be
picked up from inside or out by simply taking hold of the edges of
the cloth and folding it up. Either way, the entrance disappears,
but anything inside the hole remains.
The only air in the hole is that which enters when the hole is
opened. It contains enough air to supply one Medium creature or
two Small creatures for 10 minutes. (See Suffocation, page 304.)
The cloth does not accumulate weight even if its hole is filled
(with gold, for example). Each portable hole opens on its own par-
ticular nondimensional space. If a bag of holding (see page 248) is
placed within a portable hole, a rift to the Astral Plane is torn in that
place. Both the bag and the cloth are sucked into the void and for-
ever lost. If a portable hole is placed within a bag of holding, it opens
a gate to the Astral Plane. The hole, the bag, and any creatures
within a 10-foot radius are drawn there, the portable hole and bag of
holding being destroyed in the process.
Moderate conjuration; CL 12th; Craft Wondrous Item, plane
shift; Price 20,000 gp.
Quaal’s Feather Token: Each of these items is a small feather
that has a power to suit a special need. The kinds of tokens are
described below. Each token is usable once.
Anchor: A token useful to moor a craft in water so as to render it
immobile for up to one day.
Bird: A token that can be used to deliver a small written message
unerringly to a designated target as would a carrier pigeon. The
token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan, causing a breeze of
sufficient strength to propel one ship (about 25 mph). This wind is
not cumulative with existing wind speed—if a severe wind is
already blowing, for example, this wind cannot be added to it to
create a windstorm. The token can, however, be used to lessen
existing winds, creating an area of relative calm or lighter winds
(but wave size in a storm is not affected). The fan can be used for
up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike boat capable of
moving on water at a speed of 60 feet. It can carry eight horses and
gear or thirty-two Medium characters or any equivalent combina-
tion. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (5-foot-
diameter trunk, 60-foot height, 40-foot top diameter). This is an
instantaneous effect.
Whip: A token that forms into a huge leather whip and wields
itself against any opponent desired just like a dancing weapon (see
page 224). The weapon has a +10 base attack bonus, does 1d6+1
points of damage, has a +1 enhancement bonus on attack and
damage rolls, and a makes a free grapple attack (with a +15 attack
bonus) if it hits. The whip lasts no longer than 1 hour.
CHAPTER 7:
MAGIC ITEMS
Moderate conjuration; CL 12th; Craft Wondrous Item, major
creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp
(swan boat), 400 gp (tree), 500 gp (whip).
Quiver of Ehlonna: This appears to be a typical arrow con-
tainer capable of holding about twenty arrows. It has three distinct
portions, each with a nondimensional space allowing it to store far
more than would normally be possible. The first and smallest one
can contain up to sixty objects of the same general size and shape
as an arrow. The second slightly longer compartment holds up to
eighteen objects of the same general size and shape as a javelin.
The third and longest portion of the case contains as many as six
objects of the same general size and shape as a bow (spears, staffs,
or the like). Once the owner has filled it, the quiver can produce
any item she wishes, as if from a regular quiver or scabbard. The
quiver of Ehlonna weighs the same no matter what’s placed
inside it.
Moderate conjuration; CL 9th; Craft Wondrous Item,
Leomund’s secret chest; Price 1,800 gp; Weight 2 lb.
Ring Gates: These always come in pairs—two iron
rings, each about 18 inches in diameter. The rings must
be on the same plane of existence and within 100 miles of
each other to function. Whatever is put through one ring
comes out the other, and up to 100 pounds of material can be
transferred each day. (Objects only partially pushed
through and then retracted do not count.) This
useful device allows for instantaneous transport of
items or messages, and even attacks. A character can
reach through to grab things near the other ring, or
even stab a weapon through if so desired. Alterna-
tively, a character could stick his head through to
look around. A spellcaster could even cast a spell
through a ring gate. A Small character can make a
DC 13 Escape Artist check to slip through. Crea-
tures of Tiny, Diminutive, or Fine size can pass
through easily. Each ring has a “entry side” and an
“exit side,” both marked with appropriate symbols.
Strong conjuration; CL 17th; Craft Wondrous
Item, gate; Price 40,000 gp; Weight 1 lb. each.
Robe of the Archmagi: This normal-appearing
garment can be white (01–45 on d%, good align-
ment), gray (46–75, neither good nor evil align-
ment), or black (76–100, evil alignment). Its
wearer, if an arcane spellcaster, gains the follow-
ing powers.
•+5 armor bonus to AC.
•Spell resistance 18.
•+4 resistance bonus on all saving throws.
•+2 enhancement bonus on caster level
checks made to overcome spell resistance.
If a white robe is donned by an evil character, she immedi-
ately gains three negative levels. The reverse is true with
respect to a black robe donned by a good character. An evil
or good character who puts on a gray robe, or a neutral character
who dons either a white or black robe, gains two negative levels.
While these negative levels never result in lost levels, they remain
as long as the garment is worn and cannot be overcome in any way
(including restoration spells).
Strong varied; CL 14th; Craft Wondrous Item, antimagic field,
mage armor or shield of faith, creator must be of same alignment as
robe; Price 75,000 gp; Weight 1 lb.
Robe of Blending: When this robe is put on, the wearer intu-
itively knows that the garment has very special properties. A robe
of blending enables its wearer to appear to be part of his surround-
ings. This allows him a +10 competence bonus on Hide checks.
The wearer can adopt the appearance of another creature, as with
the disguise self spell, at will. All creatures acquainted with and
friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self;
Price 30,000 gp; Weight 1 lb.
Robe of Bones: This handy item functions much like a robe of
useful items for the serious necromancer. It appears to be an unre-
markable robe, but a character who dons it notes that it is adorned
with small embroidered figures representing undead creatures.
Only the wearer of the robe can see the embroidery and recognize
them for the creatures they become, and detach them. One figure
can be detached each round. Detaching a figure causes it to be-
come an actual undead creature(see the list below). The skeleton
or zombie is not under the control of the wearer of the robe, but
may be subsequently commanded, rebuked, turned, or destroyed.
A newly created robe of bones always has two embroidered figures
of each of the following undead:
•Small goblin skeleton
•Medium human commoner skeleton
•Medium wolf skeleton
•Small goblin zombie
•Medium human commoner zombie
•Medium wolf zombie
Moderate necromancy [evil]; CL 6th; Craft
Wondrous Item, animate dead; Price 2,400 gp;
Weight 1 lb.
Robe of Eyes: This valuable garment appears
to be a normal robe until it is put on. Its wearer is
able to see in all directions at the same moment
due to scores of visible, magical eyelike patterns
that adorn the robe. She also gains 120-foot dark-
vision. The robe of eyes sees all forms of invisible or
ethereal things within 120 feet.
The wearer of a robe of eyes gains a +10 compe-
tence bonus on Search checks and Spot checks.
She retains her Dexterity bonus to AC even when
flat-footed, and she can’t be flanked. However, she
is not able to avert her eyes or close her eyes when
confronted by a creature with a gaze attack.
A light or continual flame spell cast directly on a robe
of eyes causes it to be blinded for 1d3 minutes. A day-
light spell blinds it for 2d4 minutes.
Moderate divination; CL 11th; Craft Wondrous
Item, true seeing; Price 120,000 gp; Weight 1 lb.
Robe of Scintillating Colors: The wearer of this
robe can cause the garment to display a shifting pattern
of incredible hues, color after color cascading from the
upper part of the robe to the hem in sparkling rainbows
of dazzling light. The colors daze those near the wearer,
conceal the wearer, and illuminate the surroundings. It
takes 1 full round after the wearer speaks the command
word for the colors to start flowing on the robe.
The colors create the equivalent of a gaze attack with a
30-foot range. Those who look at the wearer are dazed for
1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pat-
tern effect.
Every round of continuous scintillation of the robe gives the
wearer better concealment. The miss chance on attacks against the
wearer starts at 10% and increases by 10% each round until it
reaches 50% (total concealment).
The robe illuminates a 30-foot radius continuously.
The effect can be used no more than a total of 10 rounds per day.
Moderate illusion; CL 11th; Craft Wondrous Item, blur, rainbow
pattern; Price 27,000 gp; Weight 1 lb.
Robe of Stars: This garment is typically black or dark blue and
embroidered with small white or silver stars. The robe has three
magical powers.
•It enables its wearer to travel physically to the Astral Plane,
along with all that she is wearing or carrying.
•It gives its wearer a +1 luck bonus on all saving throws.
CHAPTER 7:
MAGIC ITEMS
Robe of eyes
•Its wearer can use up to six of the embroidered stars on the
chest portion of the robe as +5 shuriken. The robe grants its
wearer proficiency with such weapons. Each shuriken disap-
pears after it is used.
Strong varied; CL 15th; Craft Wondrous Item, magic missile,
astral projection or plane shift; Price 58,000 gp; Weight 1 lb.
Robe of Useful Items: This appears to be an unremarkable
robe, but a character who dons it notes that it is adorned with
small cloth patches of various shapes. Only the wearer of the robe
can see these patches, recognize them for what items they
become, and detach them. One patch can be detached each round.
Detaching a patch causes it to become an actual item, as indicated
below. A newly created robe of useful items always has two each of
the following patches:
•Dagger
•Bullseye lantern (filled and lit)
•Mirror (a highly polished 2-foot-by-4-foot steel mirror)
•Pole (10-foot length)
•Hempen rope (50-foot coil)
•Sack
In addition, the robe has several other patches. Roll 4d4 for the
number of other patches and then roll for each patch on the table
below to determine its nature.
d% Result
01–08 Bag of 100 gold pieces
09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
16–22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on
one side—must be placed upright, attaches and hinges
itself)
23–30 Gems, 10 (100 gp value each)
31–44 Ladder, wooden (24 ft. long)
45–51 Mule (with saddle bags)
52–59 Pit, open (10 ft. by 10 ft. by 10 ft.)
60–68 Potion of cure serious wounds
69–75 Rowboat (12 ft. long)
76–83 Minor scroll of one randomly determined spell
84–90 War dogs, pair (treat as riding dogs)
91–96 Window (2 ft. by 4 ft., up to 2 ft. deep)
97–100 Portable ram
Multiple items of the same kind are permissible. Once removed, a
patch cannot be replaced.
Moderate transmutation; CL 9th; Craft Wondrous Item, fabri-
cate; Price 7,000 gp; Weight 1 lb.
Rope of Climbing: A 60-foot-long rope of climbing is no thicker
than a wand, but it is strong enough to support 3,000 pounds.
Upon command, the rope snakes forward, upward, downward, or
in any other direction at 10 feet per round, attaching itself
securely wherever its owner desires. It can unfasten itself and
return in the same manner.
A rope of climbing can be commanded to knot or unknot itself.
This causes large knots to appear at 1-foot intervals along the rope.
Knotting shortens the rope to a 50-foot length until the knots are
untied but lowers the DC of Climb checks while using it by 10. A
creature must hold one end of the rope when its magic is invoked.
Faint transmutation; CL 3rd; Craft Wondrous Item, animate
rope; Price 3,000 gp; Weight 3 lb.
Rope of Entanglement: A rope of entanglement looks just like
any other hempen rope about 30 feet long. Upon command, the
rope lashes forward 20 feet or upward 10 feet to entangle a victim.
An entangled creature can break free with a DC 20 Strength check
or a DC 20 Escape Artist check.
The rope has AC 22, 12 hit points, and hardness 10, and it has
damage reduction 5/slashing as well. The rope repairs damage to
itself at a rate of 1 point per 5 minutes, but if a rope of entanglement
is severed (all 12 hit points lost to damage), it is destroyed.
Moderate transmutation; CL 12th; Craft Wondrous Item, ani-
mate objects, animate rope, entangle; Price 21,000 gp; Weight 5 lb.
Salve of Slipperiness: This substance provides a +20 compe-
tence bonus on all Escape Artist checks, meaning that it is almost
impossible to grapple such a character or to tie or chain him up. In
addition, such obstructions as webs (magical or otherwise) do not
affect an anointed individual. Magic ropes and the like do not avail
against this salve. If it is smeared on a floor or on steps, the area
should be treated as a long-lasting grease spell. The salve requires 8
hours to wear off normally, or it can be wiped off with an alcohol
solution (even wine).
Salve of slipperiness is needed to coat the inside of a container that
is meant to hold sovereign glue (see below).
Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price
1,000 gp.
Scabbard of Keen Edges: This scabbard is fashioned from
cured leather and fine silver. It can shrink or enlarge to accommo-
date any knife, dagger, sword, or similar weapon up to and includ-
ing a greatsword. Up to three times per day on command, the scab-
bard casts keen edge on any blade placed within it.
Faint transmutation; CL 5th; Craft Wondrous Item, keen edge;
Price 16,000 gp; Weight 1 lb.
Scarab of Protection: This device appears to be a silver medal-
lion in the shape of a beetle. If it is held for 1 round, an inscription
appears on its surface letting the holder know that it is a protective
device.
The scarab’s possessor gains spell resistance 20. The scarab can
also absorb energy-draining attacks (such as the slam attack of a
vampire spawn), death effects (such as finger of death), and negative
energy effects (such as from an inflict critical wounds spell).Upon
absorbing twelve such attacks, the scarab turns to powder and is
destroyed.
Strong abjuration and necromancy; CL 18th; Craft Wondrous
Item, death ward, spell resistance; Price 38,000 gp.
Scarab, Golembane: This beetle-shaped pin enables its wearer
to detect any golem within 60 feet, although he must concentrate
(a standard action) in order for the detection to take place. A
scarab enables its possessor to combat golems with weapons,
unarmed attacks, or natural weapons as if those golems had no
damage reduction.
Moderate divination; CL 8th; Craft Wondrous Item, detect magic,
creator must be at least 10th level; Price 2,500 gp.
Shrouds of Disintegration: These burial wrappings look to be
made of fine, embroidered materials. When a body is placed
inside, a command word will turn it to dust. The magic of the
shrouds is usable only once, after which the wrappings become
ordinary, fine cloth.
Strong transmutation; CL 15th; Craft Wondrous Item, disinte-
grate; Price 6,600 gp; Weight 10 lb.
Silversheen: This substance can be applied to a weapon as a
standard action. It will give the weapon the properties of alchemi-
cal silver (see page 284) for 1 hour, replacing the properties of any
other special material it might have. For example, a +1 holy
adamantine longsword becomes a +1 holy silver longsword for the
duration of the effect. One vial will coat a single melee weapon or
20 units of ammunition.
Faint transmutation; CL 5th; Craft Wondrous Item; Price
250 gp.
Slippers of Spider Climbing: When worn, a pair of these slip-
pers enable movement on vertical surfaces or even upside down
along ceilings, leaving the wearer’s hands free. Her speed is 20
feet. Severely slippery surfaces—icy, oiled, or greased surfaces—
make these slippers useless. The slippers can be used for 10 min-
utes per day, split up as the wearer chooses.
Faint transmutation; CL 4th; Craft Wondrous Item, spider climb;
Price 4,800 gp; Weight 1/2 lb.
Sovereign Glue: This pale amber substance is thick and vis-
CHAPTER 7:
MAGIC ITEMS
cous. Because of its particular powers, it can be contained only in a
flask whose inside has been coated with 1 ounce of salve of slipperi-
ness (see the previous page), and each time any of the bonding
agent is poured from the flask, a new application of the salve of slip-
periness must be put in the flask within 1 round to prevent the
remaining glue from adhering to the side of the container. A flask
of sovereign glue, when found, holds anywhere from 1 to 7 ounces
of the stuff (1d8–1, minimum 1), with the other ounce of the
flask’s capacity taken up by the salve of slipperiness.
One ounce of this adhesive covers 1 square foot
of surface, bonding virtually any two sub-
stances together in a permanent union.
The glue takes 1 round to set. If the
objects are pulled apart (a move action)
before that time has
elapsed, that application
of the glue loses its sticki-
ness and is worthless. If
the glue is allowed to set,
then attempting to separate
the two bonded objects has
no effect, except when universal
solvent is applied to the bond.
(Sovereign glue is dissolved by
universal solvent.)
Strong transmutation; CL
20th; Craft Wondrous Item,
make whole; Price 2,400 gp
(per ounce).
Stone of Alarm: This
stone cube, when given the command word, affixes
itself to any object. If that object is touched thereafter by
anyone who does not first speak that same command word, the
stone emits a piercing screech for 1 hour that can be heard up to a
quarter-mile away (assuming no intervening barriers).
Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Price
2,700 gp; Weight 2 lb.
Stone of Controlling Earth Elementals: A stone of this
nature is typically an oddly shaped bit of roughly polished rock.
The possessor of such a stone need but utter a few words of sum-
moning, and a Huge earth elemental comes to the summoner. The
summoning words require 1 full round to speak, and in all ways
the stone functions as the summon monster VII spell. (If sand or
rough, unhewn stone is the summoning medium, the elemental
that comes is Large instead, and the stone functions as the summon
monster VI spell.) The elemental appears in 1d4 rounds. For
detailed information about elementals, see page 95 of the Monster
Manual. Only one elemental can be summoned at a time. A new
elemental requires a new patch of earth or stone, which cannot be
accessed until after the first elemental disappears (is dispelled, dis-
missed, or slain).
Strong conjuration; CL 13th; Craft Wondrous Item, summon mon-
ster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
Stone of Good Luck (Luckstone): This stone is typically a bit
of rough polished agate or some similar mineral. Its possessor
gains a +1 luck bonus on saving throws, ability checks, and skill
checks.
Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price
20,000 gp.
Stone Horse: Each item of this nature appears to be a full-
sized, roughly hewn statue of a horse, carved from some type of
hard stone. A command word brings the steed to life, enabling it
to carry a burden and even to attack as if it were a real horse of the
appropriate kind.
A stone horse can carry 1,000 pounds tirelessly and never needs
to rest or feed. Damage dealt to it can be repaired by first using a
stone to flesh spell, thus causing the stone horse to become a normal
horse that can be healed normally. When fully healed, it automat-
ically reverts to its stone form. While in its stone form, it can be
fed gems, healing 1 point of damage for each 50 gp worth of min-
eral it is given.
There are two sorts of stone horses.
Courser: This item has the statistics of a heavy horse (see page
273 of the Monster Manual), as well as having hardness 10.
Destrier: This item has the statistics of a heavy warhorse (see
page 273 of the Monster Manual), as well as having hardness 10.
Strong transmutation; CL 14th; Craft Wondrous
Item, flesh to stone, animate objects; Price 10,000 gp
(courser) or 14,800 gp (destrier); Weight 6,000 lb.
Stone Salve: This ointment has two uses. If
an ounce of it is applied to the flesh of a petrified
creature, it returns the creature to flesh as the
stone to flesh spell. If an ounce of it is applied to the
flesh of a nonpetrified creature, it protects the crea-
ture as a stoneskin spell.
Strong abjuration and transmutation; CL 13th;
Craft Wondrous Item, flesh to stone, stoneskin;
Price 4,000 gp per ounce.
Strand of Prayer Beads: This item
appears to be a normal string of prayer beads
until the owner casts a divine spell. Once
that occurs, the owner instantly knows the
powers of the prayer beads and how to
activate them.
Each strand includes two or more special
beads, each with a different magic power.
Special Bead Type Special Bead Ability
Bead of blessing Wearer can cast bless.
Bead of healing Wearer can cast his choice of cure serious
wounds, remove blindness/deafness, or remove
disease.
Bead of karma Wearer casts his spells at +4 caster level.
Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite,
order’s wrath, or unholy blight (Will DC 17
partial).
Bead of summons Summons a powerful creature of
appropriate alignment from the Outer Planes
(an angel, devil, etc.) to aid the wearer for
one day. (If the wearer uses the bead of
summons to summon a deity’s emissary
frivolously, the deity takes that character’s
items and places a geas upon him as
punishment in the very least.)
Bead of wind walking Wearer can cast wind walk.
A lesser strand of prayer beads has a bead of blessing and a bead of heal-
ing. A strand of prayer beads has a bead of healing, a bead of karma, and
a bead of smiting. A greater strand of prayer beads has a bead of healing, a
bead of karma, a bead of summons, and a bead of wind walking.
Each special bead can be used once per day, except for the bead
of summons, which works only once and then becomes nonmagi-
cal. The beads of blessing, smiting, and wind walking function as spell
trigger items; the beads of karma and summons can be activated by
any character capable of casting divine spells. The owner need not
hold or wear the strand of prayer beads in any specific location, as
long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the
strand. Reduce the price of a strand of prayer beads that is missing
one or more beads by the following amounts: bead of blessing –600
gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smit-
ing –16,800 gp, bead of summons –20,000 gp, bead of wind walking
–46,800 gp.
CHAPTER 7:
MAGIC ITEMS
Scarab of
protection
Faint, moderate or strong (many schools); CL 1st (blessing), 5th
(healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (sum-
mons); Craft Wondrous Items and one of the following spells per
bead, as appropriate: bless (blessing); cure serious wounds, remove blind-
ness/deafness, or remove disease (healing); righteous might (karma); gate
(summons); chaos hammer, holy smite, order’s wrath, or unholy blight
(smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800
gp (standard), 95,800 gp (greater).
Tome of Clear Thought: This heavy book contains instruction
on improving memory and logic, but entwined within the words
is a powerful magical effect. If anyone reads this book, which takes
a total of 48 hours over a minimum of six days, she gains an inher-
ent bonus of from +1 to +5 (depending on the type of tome) to her
Intelligence score. Once the book is read, the magic disappears
from the pages and it becomes a normal book. Because the tome of
clear thought provides an inherent bonus, the reader will earn extra
skill points when she attains a new level (unlike with the benefit
provided by a headband of intellect).
Strong evocation (if miracle is used); CL 17th; Craft Wondrous
Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
(+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
+ 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Tome of Leadership and Influence: This ponderous book
details suggestions for persuading and inspiring others, but
entwined within the words is a powerful magical effect. If anyone
reads this book, which takes a total of 48 hours over a minimum
of six days, he gains an inherent bonus of from +1 to +5 (depend-
ing on the type of tome) to his Charisma score. Once the book is
read, the magic disappears from the pages and it becomes a
normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous
Item, miracle or wish;Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
(+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
+ 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Tome of Understanding: This thick book contains tips for
improving instinct and perception, but entwined within the
words is a powerful magical effect. If anyone reads this book,
which takes a total of 48 hours over a minimum of six days, she
gains an inherent bonus of from +1 to +5 (depending on the type
of tome) to her Wisdom score. Once the book is read, the magic
disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous
Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
(+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
+ 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Unguent of Timelessness: When applied to any matter that
was once alive (leather, leaves, paper, wood, dead flesh, and so on),
this ointment allows that substance to resist the passage of time.
Each year of actual time affects the substance as if only a day had
passed. The coated object gains a +1 resistance bonus on all saving
throws. The unguent never wears off, although it can be magically
removed (by dispelling the effect, for instance). One flask con-
tains enough material to coat eight Medium or smaller objects. A
Large object counts as two Medium objects, and a Huge object
counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item;
Price 150 gp.
Universal Solvent: This substance has the unique property of
being able to dissolve sovereign glue (see page 266), tanglefoot bags
(see page 128 of the Player’s Handbook), and the adhesive created by
a kuo-toa (see page 163 of the Monster Manual). Applying the sol-
vent is a standard action.
Strong transmutation; CL 20th; Craft Wondrous Item, disinte-
grate; Price 50 gp.
Vest of Escape: Hidden within secret pockets of this simple
silk vest are lockpicks that provide a +4 competence bonus on
Open Lock checks. The vest also grants its wearer a +6 competence
bonus on Escape Artist checks.
Faint conjuration and transmutation; CL 4th; Craft Wondrous
Item, knock, grease; Price 5,200 gp.
Vestment, Druid’s: This light garment is worn over normal
clothing or armor. Most such vestments are green, embroidered
with plant or animal motifs. When this item is worn by a character
with the wild shape ability, the character can use that ability one
additional time each day.
Moderate transmutation; CL 10th; Craft Wondrous Item, poly-
morph or wild shape ability; Price 10,000 gp.
Well of Many Worlds: This strange, interdimensional device
looks just like a portable hole. Anything placed within it is immedi-
ately cast to another world—a parallel world, another planet, or a
different plane, at the DM’s option or by random determination. If
the well is moved, the random factor again comes into play. It can
be picked up, folded, or rolled, just as a portable hole can be. Objects
from the world the well touches can come through the opening
just as easily as from the initiating place. (It is a two-way portal.)
Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price
82,000 gp.
Wind Fan: A wind fan appears to be nothing more than a wood
and papyrus or cloth instrument with which to create a cooling
breeze. By uttering the command word, its possessor causes the
fan to generate air movement duplicating a gust of wind spell. The
fan can be used once per day with no risk. If it is used more fre-
quently, there is a 20% cumulative chance per usage during that
day that the device tears into useless, nonmagical tatters.
Faint evocation; CL 5th; Craft Wondrous Item, gust of wind;
Price 5,500 gp.
Wings of Flying: A pair of these wings might appear to be
nothing more than a plain cloak of old, black cloth, or they could
be as elegant as a long cape of blue feathers. When the wearer
speaks the command word, the cloak turns into a pair of bat or
bird wings that empower her to fly with a speed of 60 feet (good
maneuverability).
Moderate transmutation; CL 10th; Craft Wondrous Item, fly;
Price 54,000 gp; Weight 2 lb.
INTELLIGENT ITEMS
Magic items sometimes have intelligence of their own. Magically
imbued with sentience, these items think and feel the same way
characters do and should be treated as NPCs. They can be many
things to characters—valued ally, wily foe, or continual thorn in
their side. Intelligent items have extra abilities and sometimes ex-
traordinary powers and special purposes. Only permanent magic
items (as opposed to single-use items or those with charges) can be
intelligent. (This means that potions, scrolls, and wands, among
other items, are never intelligent.) In general, less than 1% of magic
items have intelligence. Use them sparingly in your campaign,
because they require more work on the part of both player and DM.
Intelligent items can actually be considered creatures because
they have Intelligence, Wisdom, and Charisma scores. Treat them
as constructs (see page 307 of the Monster Manual). Intelligent
items often have the ability to illuminate their surroundings at
will (as magic weapons do); many cannot see otherwise.
As a practical matter, it’s easiest to let a player control an intelli-
gent item possessed by his or her character (but see Items against
Characters, below). Unlike most magic items, intelligent items
can activate their own powers without waiting for a command
word from their owner. For example, an intelligent sword with the
magic circle against evil ability can activate the circle even if the
wielder makes a full attack in that round. Intelligent items act
during their owner’s turn in the initiative order.
CHAPTER 7:
MAGIC ITEMS
The tables in this section should be used to determine the prop-
erties of an intelligent item: the number of powers, unusual prop-
erties, alignment, and special purpose of the item (if any).
The DM is encouraged to design unusual magic items along
special themes and for specific campaign purposes, using the
tables as guidelines and for inspiration. Just because a power is
rolled does not mean it must be given out. If you feel a combina-
tion is too bizarre or too powerful, simply change or ignore it.
The first step in determining the properties of a random intelli-
gent item is to determine its general capabilities. These are found
by rolling d% and consulting Table 7–30: Item Intelligence,
Wisdom, Charisma, and Capabilities.
INTELLIGENT ITEM ALIGNMENT
Any item with intelligence has an alignment. Note that intelligent
weapons already have alignments, either stated or by implication.
(A weapon made to kill chaotic outsiders would hardly be chaotic
itself; it would be lawful.) If you’re generating a random intelligent
weapon, that weapon’s alignment must fit with any alignment-ori-
ented special abilities it has (such as the holy special ability).
Any character whose alignment does not correspond to that of
the item (except as noted by the asterisks on the table) gains one
negative level if he or she so much as picks up the item. Although
this negative level never results in actual level loss, it remains as
long as the item is in hand and cannot be overcome in any way
(including restoration spells). This negative level is cumulative with
any other penalties the item might already place on inappropriate
wielders. Items with Ego scores (see below) of 20 to 29 bestow
two negative levels. Items with Ego scores of 30 or higher bestow
three negative levels.
Intelligent Item Alignment
d% Alignment of Item
01–05 Chaotic good
06–15 Chaotic neutral*
16–20 Chaotic evil
21–25 Neutral evil*
26–30 Lawful evil
31–55 Lawful good
56–60 Lawful neutral*
61–80 Neutral good*
81–100 Neutral
* The item can also be used by any character whose alignment
corresponds to the nonneutral portion of the item’s alignment (in
other words, chaotic, evil, good, or lawful). Thus, any chaotic character
(CG, CN, CE) can use an item with chaotic neutral alignment.
LANGUAGES SPOKEN BY ITEM
Like a character, an intelligent item speaks Common plus one
additional language per point of Intelligence bonus. Choose
appropriate languages, taking into account the item’s origin
and purposes. For instance, an intelligent drow weapon would
probably speak Elven, and a holy weapon might speak
Celestial.
INTELLIGENT ITEM POWERS
Table 7–30 above determines how many lesser and greater
powers an intelligent item has. To find the item’s specific
powers, choose or roll on the appropriate tables below.
Intelligent Item Lesser Powers
d% Lesser Power Base Price Modifier
01–05 Item can bless its allies 3/day +1,000 gp
06–10 Item can use faerie fire 3/day +1,100 gp
11–13 Item can cast minor image 1/day +2,200 gp
14–20 Item has deathwatch continually active +2,700 gp
21–25 Item can use detect magic at will +3,600 gp
26–31 Item has 10 ranks in Intimidate +5,000 gp
32–33 Item has 10 ranks in Decipher Script +5,000 gp
34–36 Item has 10 ranks in Knowledge +5,000 gp
(choose category)
37–40 Item has 10 ranks in Search +5,000 gp
41–45 Item has 10 ranks in Spot +5,000 gp
46–50 Item has 10 ranks in Listen +5,000 gp
51–54 Item has 10 ranks in Spellcraft +5,000 gp
55–60 Item has 10 ranks in Sense Motive +5,000 gp
61–66 Item has 10 ranks in Bluff +5,000 gp
67–72 Item has 10 ranks in Diplomacy +5,000 gp
73–77 Item can cast major image 1/day +5,400 gp
78–80 Item can cast darkness 3/day +6,500 gp
81–83 Item can use hold person on an enemy 3/day +6,500 gp
84–86 Item can activate zone of truth 3/day +6,500 gp
87–89 Item can use daze monster 3/day +6,500 gp
90–95 Item can use locate object 3/day +6,500 gp
96–100 Item can use cure moderate wounds +6,500 gp
(2d8+3) on wielder 3/day
All powers function at the direction of the item, although intelli-
gent items generally follow the wishes of their owner. Activating
a power or concentrating on an active one is a standard action
the item takes.
CHAPTER 7:
MAGIC ITEMS
Table 7–30: Item Intelligence, Wisdom, Charisma, and Capabilities
d% Mental Ability Scores Communication Capabilities Senses Base Price Modifier
01–34 Two at 12, one at 10 Empathy
1
One lesser power 30 ft. vision and hearing +1,000 gp
35–59 Two at 13, one at 10 Empathy
1
Two lesser powers 60 ft. vision and hearing +2,000 gp
60–79 Two at 14, one at 10 Speech
2
Two lesser powers 120 ft. vision and hearing +4,000 gp
80–91 Two at 15, one at 10 Speech
2
Three lesser powers 60 ft. darkvision and hearing +5,000 gp
92–97 Two at 16, one at 10 Speech
2 3
Three lesser powers 60 ft. darkvision and hearing +6,000 gp
98 Two at 17, one at 10 Speech, telepathy
3 4
Three lesser powers 120 ft. darkvision and hearing +9,000 gp
and one greater power
6
99 Two at 18, one at 10 Speech, telepathy
45
Three lesser powers 120 ft. darkvision, blindsense, +12,000 gp
and two greater powers
6
and hearing
100 Two at 19, one at 10 Speech, telepathy
45
Four lesser powers 120 ft. darkvision, blindsense, +15,000 gp
and three greater powers
6
and hearing
1 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
2 Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically with
the wielder.
3 The item can also read any languages it can speak.
4 The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.
5 The item can read all languages as well as use read magic.
6 The intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate.
Intelligent Item Greater Powers
d% Greater Power Base Price Modifier
01–06 Item can detect opposing alignment at will +7,200 gp
07–10 Item can detect undead at will +7,200 gp
11–13 Item can cause fear in an enemy at will +7,200 gp
14–18 Item can use dimensional anchor on +10,000 gp
a foe 1/day
19–23 Item can use dismissal on a foe 1/day +10,000 gp
24–28 Item can use lesser globe of invulnerability +10,000 gp
1/day
29–33 Item can use arcane eye 1/day +10,000 gp
34–37 Item has continuous detect scrying effect +10,000 gp
38–41 Item creates wall of fire in a ring +10,000 gp
with the wielder at the center 1/day
42–45 Item can use quench on fires 3/day +16,000 gp
46–50 Item has status effect, usable at will +11,000 gp
51–54 Item can use gust of wind 3/day +11,000 gp
55–59 Item can use clairvoyance 3/day +16,000 gp
60–64 Item can create magic circle against +16,000 gp
opposing alignment at will
65–68 Item can use haste on its owner 3/day +16,000 gp
69–73 Item can create daylight 3/day +16,000 gp
74–76 Item can create deeper darkness 3/day +16,000 gp
77–80 Item can use invisibility purge (30 ft. range) +16,000 gp
3/day
81–85 Item can use slow on its enemies 3/day +16,000 gp
86–91 Item can locate creature 3/day +30,000 gp
91–97 Item can use fear against foes 3/day +30,000 gp
98–100 Item can use detect thoughts at will +44,000 gp
If the same power is rolled twice, roll again.
SPECIAL PURPOSE ITEMS
Items with special purposes are a challenge to run. However, they
are worth the trouble, because they can deeply enrich a campaign.
Intelligent Item Purpose
d% Purpose
01–20 Defeat/slay diametrically opposed alignment*
21–30 Defeat/slay arcane spellcasters (including spellcasting
monsters and those that use spell-like abilities)
31–40 Defeat/slay divine spellcasters (including divine entities and
servitors)
41–50 Defeat/slay nonspellcasters
51–55 Defeat/slay a particular creature type (see the bane special
ability, page 224, for choices)
56–60 Defeat/slay a particular race or kind of creature
61–70 Defend a particular race or kind of creature
71–80 Defeat/slay the servants of a specific deity
81–90 Defend the servants and interests of a specific deity
91–95 Defeat/slay all (other than the item and the wielder)
96–100 DM’s or character’s choice
* The purpose of the neutral (N) version of this item is to preserve
the balance by defeating/slaying powerful beings of the extreme
alignments (LG, LE, CG, CE).
Purpose
An item’s purpose must suit the type and alignment of the item and
should always be treated reasonably. A purpose of “defeat/slay
arcane spellcasters” doesn’t mean that the sword forces the wielder
to kill every wizard she sees. Nor does it mean that the sword
believes it is possible to kill every wizard, sorcerer, and bard in the
world. It does mean that the item hates arcane spellcasters and
wants to bring the local wizard’s cabal to ruin, as well as end the
rule of a sorceress-queen in a nearby land. Likewise, a purpose of
“defend elves” doesn’t mean that if the wielder is an elf, he only
wants to help himself. It means that the item wants to be used in
furthering the cause of elves, stamping out their enemies and
aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter
of self-preservation. It means that the item won’t rest (or let its
wielder rest) until it places itself above all others. A lofty—and
probably unrealistic—goal, to be sure.
DEDICATED POWER
A dedicated power operates only when an intelligent item is in
pursuit of its special purpose. This determination is always made
by the item. It should always be easy and straightforward to see
how the ends justify the means. That is to say, if the player’s rea-
soning for how a particular action serves the item’s purpose is
not completely believable, the item won’t allow it. Unlike its
other powers, an intelligent item can refuse to use its dedicated
power even if the owner is dominant (see Items against Charac-
ters, on the following page).
Special Purpose Item Dedicated Powers
d% Dedicated Power Base Price Modifier
01–06 Item can use ice storm +50,000 gp
07–12 Item can use confusion +50,000 gp
13–17 Item can use phantasmal killer +50,000 gp
18–24 Item can use crushing despair +50,000 gp
25–31 Item can use dimension door on itself +50,000 gp
and wielder
32–36 Item can use contagion (heightened to +56,000 gp
4th level) as touch attack
37–43 Item can use poison (heightened to +56,000 gp
4th level) as touch attack
44–50 Item can use rusting grasp as touch attack +56,000 gp
51–56 Item can cast 10d6 lightning bolt +60,000 gp
57–62 Item can cast 10d6 fireball +60,000 gp
63–68 Wielder gets +2 luck bonus on attacks, +80,000 gp
saves, and checks
69–74 Item can use mass inflict light wounds +81,000 gp
75–81 Item can use song of discord +81,000 gp
82–87 Item can use prying eyes +81,000 gp
88–92 Item can cast 15d6 greater shout 3/day +130,000 gp
93–98 Item can use waves of exhaustion +164,000 gp
99–100 Item can use true resurrection on wielder, +200,000 gp
once per month
ITEM EGO
Ego is a measure of the total power and force of personality that an
item possesses. Only after all aspects of an item have been gener-
ated can its Ego score be calculated. An item’s Ego score helps
determine whether the item or the character is dominant in their
relationship, as detailed below.
Item Ego
Attribute of Item Ego Points
Each +1 of item’s enhancement bonus 1
Each +1 of bonus for special abilities 1
Each lesser power 1
Each greater power 2
Special purpose (and dedicated power) 4
Telepathic ability 1
Read languages ability 1
Read magic ability 1
Each +1 of Intelligence bonus 1
Each +1 of Wisdom bonus 1
Each +1 of Charisma bonus 1
Thus, a +2 short sword (2 points) with an Intelligence score of 10
(no points), Wisdom score of 12 (1 point), and Charisma score of
12 (1 point), plus the lesser power of detect magic (1 point) has an
Ego score of 5.
CHAPTER 7:
MAGIC ITEMS
By contrast, imagine a +2 dancing longsword (6 points, 2 for the +2
enhancement bonus and 4 because dancing is the equivalent of a
+4 bonus [see Table 7–14: Melee Weapon Special Abilities]) with
an Intelligence score of 10 (no points), Wisdom score of 18 (4
points), and Charisma score of 18 (4 points). Add the lesser powers
of deathwatch, 10 ranks in Intimidate, and darkness (3 points), the
greater power of fear (2 points) and the special purpose of slaying
spellcasters (4 points). Also include the fact that the weapon is
telepathic (1 point) and reads languages (1 point), and the sword
has an Ego score of 25.
ITEMS AGAINST CHARACTERS
When an item has an Ego of its own, it has a will of its own. The
item is, of course, absolutely true to its alignment. If the charac-
ter who possesses the item is not true to that alignment’s goals or
the item’s special purpose, personality conflict—item against
character—results. Similarly, any item with an Ego score of 20 or
higher always considers itself superior to any character, and a
personality conflict results if the possessor does not always agree
with the item.
When a personality conflict occurs, the possessor must make a
Will saving throw (DC = item’s Ego). If the possessor succeeds,
she is dominant. If she fails, the item is dominant. Dominance
lasts for one day or until a critical situation occurs (such as a
major battle, a serious threat to either the item or the character,
and so on—DM’s discretion). Should a item gain dominance, it
resists the character’s desires and demands concessions such as
any of the following.
•Removal of associates or items whose alignment or personality
is distasteful to the item.
•The character divesting herself of all other magic items or items
of a certain type.
•Obedience from the character so the item can direct where they
go for its own purposes.
•Immediate seeking out and slaying of creatures hateful to the
item.
•Magical protections and devices to protect the item from
molestation when it is not in use.
•That the character carry the item with her on all occasions.
•That the character relinquish the item in favor of a more suit-
able possessor due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher
measures, such as the following acts:
•Force its possessor into combat.
•Refuse to strike opponents.
•Strike at its wielder or her associates.
•Force its possessor to surrender to an opponent.
•Cause itself to drop from the character’s grasp.
Naturally, such actions are unlikely when harmony reigns
between the character’s and item’s alignments or when their pur-
poses and personalities are well matched. Even so, an item might
wish to have a lesser character possess it in order to easily establish
and maintain dominance over him, or a higher-level possessor so
as to better accomplish its goals.
All magic items with personalities desire to play an important
role in whatever activity is under way, particularly combat. Such
items are rivals of each other, even if they are of the same align-
ment. No intelligent item wants to share its wielder with others.
An intelligent item is aware of the presence of any other intelli-
gent item within 60 feet, and most intelligent items try their best
to mislead or distract their host so that she ignores or destroys the
rival. Of course, alignment might change this sort of behavior. A
holy avenger, for example, would certainly not allow destruction of
any other lawful good item and might encourage their discovery,
even at the risk of having to face grim odds to do so.
Items with personalities are never totally controlled or silenced
by the characters who possess them, even though they may never
successfully control their possessors. They may be powerless to
force their demands but remain undaunted and continue to air
their wishes and demands. Even a humble +1 weapon of unusual
nature can be a vocal martyr, denigrating its own abilities and
asking only that the character give it the chance to shatter itself
against some hated enemy.
Note: You should roleplay the item as you would any NPC.
Refer to Table 4–24: One Hundred Traits (page 128) for ideas on
personality quirks to make an intelligent item’s persona more
memorable.
INTELLIGENT ITEM EXAMPLES
The items presented below can fit directly into most campaigns,
but you should adjust them, changing their alignment, personal-
ity, or even their abilties where needed to fit the particulars of
your campaign, its history, and its characters.
Acrola, Watchful Tooth of Ashardalon: +5 keen dagger; AL
CG; Int 10, Wis 18, Cha 18; Speech, telepathy, 120 ft. darkvision,
blindsense, and hearing; Ego score 22.
Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Listen
(total modifier +14) and Spot (total modifier +14).
Greater Powers: Clairvoyance 3/day, slow 3/day.
Personality: Bards tell that a tooth pried from the living body of
the terrible dragon Ashardalon arose with its own mind and will.
The tale would seem odd, for the goals of the long knife are noth-
ing like those of the dread dragon. The well-intentioned but tire-
less dagger has taken as its personal cause that of protecting the
weak and the helpless. Acrola frequently uses its clairvoyance
power to scout out areas of trouble or evil, and then Acrola drags
its wielder into the fray.
Strong transmutation; CL 15th; Craft Magic Arms and Armor,
keen edge; Price 132,802 gp.
Jomnoth, Giantblight: +3 giantbane dwarven waraxe; AL LG; Int
10, Wis 14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 14.
Lesser Powers: Cure moderate wounds 3/day, detect magic at will.
Special Purpose: Defeat/slay giants.
Dedicated Power: Song of discord.
Personality: Forged by a long-dead dwarf smith, Jomnoth, also
known as Giantblight, dates from an age of giant invasions. The
success of the waraxe cannot be questioned, since upon occasion a
single dwarf hero has struck down a number of bewildered and
overwhelmed giants. A stoic but forceful will has been incarnated
into the waraxe blade. Jomnoth speaks little, and is reluctant to
give advice or gainsay its wielder except under the most extreme
circumstances. As long its owner is willing to strike deep into the
keeps and lairs of giantkind, the waraxe never objects.
Strong conjuration; CL 15th; Craft Magic Arms and Armor,
summon monster I; Price 176,430 gp.
Iquel: +2 holy composite longbow; AL NG; Int 17, Wis 10, Cha 17;
Speech, telepathy, 120 ft. darkvision and hearing; Ego score 16.
Lesser Powers: Daze monster 3/day, faerie fire 3/day, locate object
3/day.
Greater Powers: Lesser globe of invulnerability 1/day.
Personality: A loyal and trusted companion to the hero Iquel,
this once nameless bow took its first wielder’s name after his
heroic stand against a balor. Since then, Iquel has searched for a
wielder who can live up to its high standard: a grandmaster
archer with a zeal for good. Despite its commitment to the forces
of good in the world, Iquel enjoys casual conversation, relaxation,
and delicate care.
Strong evocation (if miracle is used) [good]; CL 17th; Craft
Magic Arms and Armor, wish or miracle; Price 66,600 gp.
CHAPTER 7:
MAGIC ITEMS
Bosk, the Poetic Blade: +2 longsword; AL N; Int 14, Wis 14, Cha
10; Speech, 30 ft. vision and hearing; Ego score 8.
Lesser Powers: Bless 3/day, hold person 3/day.
Personality: Created by a wizard experimenting with sentience,
Bosk was later sold by its creator and has changed hands many
times. Always willing to offer its opinion, advice, a story, or even a
poem of its own devising, Bosk has never met an owner who was a
perfect match, though perhaps a deaf swordwielder would be best.
Moderate divination; CL 15th; Craft Magic Arms and Armor,
legend lore; Price 15,815 gp.
Vesac, the Deceiver: Luck blade; AL NE; Int 16, Wis 10, Cha 16;
Speech, 60 ft. darkvision and hearing; Ego score 15.
Lesser Powers: Minor image 1/day, major image 1/day, 10 ranks in
Bluff (total modifier +13).
Personality: A powerful and selfish blade, Vesac has served as the
weapon of dozens of petty tyrants and would-be conquerors. The
lure of its powerful three wishes draws in many who seek to gain
power, wealth, or advance their own agenda. However, Vesac itself
is only interested in advancing the tales of its own legend. Despite
having many wielders over the ages, it continues to hoard its
wishes, frequently deluding wielders (by using its illusion powers)
into thinking that their desires have been fulfilled.
Strong evocation (if miracle is used); CL 17th; Craft Magic Arms
and Armor, wish or miracle; Price 161,560 gp; Cost 80,780 gp +
5,718 XP.
Zax, Cloak of Kings: Cloak of Charisma +6; AL LN; Int 10, Wis
14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 5.
Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Diplo-
macy (total modifier +12) and 10 ranks in Knowledge (history)
(total modifier +10).
Personality: This magic cloak has provided advice to royal courts
for generation after generation, not only the settling of disputes,
but also with accounts of the foibles of leaders past. Zax, as this
cape has always been known, is a fine-looking garment of sable
and fur. Like most rulers, Zax itself has grown somewhat stern and
aloof over the years, though its Ego has never been strong enough
to dominate its wearer.
Moderate conjuration; CL 15th; Craft Wondrous Item, eagle’s
splendor; Price 56,500 gp.
CURSED ITEMS
In the process of crafting a magic item, so many delicate factors
have to be taken into account that occasionally things are bound
to go awry. These small errors are often readily apparent and usu-
ally show up immediately. Sometimes, however, they are more
subtle and don’t emerge until days, months, or even years later.
Other factors can make a magic item go wrong as well—things
not the fault of its creator in any way. The forces of chaos and gen-
eral entropy can cause magic to decay or become corrupted. Time
corrodes all things—even magic. Long exposure to powerful mag-
ical forces, gateways to other planes, or even the proximity of
other magic items or creatures can alter a magic item in odd ways.
Finally, items with unpredictable or cursed effects can be created
by the devious intention of spellcasters who are malicious, chaotic,
or simply insane. These are the most dangerous cursed items of all.
Cursed items are magic items with some sort of potentially neg-
ative impact. Sometimes they’re directly bad for the user; some-
times they’re just inconvenient. Occasionally they mix bad with
good, forcing characters to make difficult choices. If you want to
include the chance for cursed items in your game, determine trea-
sure randomly as usual. Whenever you roll for a magic item, how-
ever, make a second secret d% roll. On a result of 01–05, the item
generated is cursed in some way. To determine how the item is
cursed, consult the table below.
Cursed Item Common Curses
d% Curse
01–15 Delusion
16–35 Opposite effect or target
36–45 Intermittent functioning
46–60 Requirement
61–75 Drawback
76–90 Completely different effect
91–100 Substitute specific cursed item
Delusion: The user believes the item is what it appears to be,
yet it actually has no magical power other than to deceive. The
user is mentally fooled into thinking the item is functioning
(making him invisible, emitting lightning bolts, or whatever)
and cannot be convinced otherwise without the help of a remove
curse spell.
Opposite Effect or Target: These cursed items malfunction, so
that either they do the opposite of what the creator intended, or
they target the user instead of someone else. For example, eyes of
charming with the opposite effect makes targets hostile rather than
charming them. A staff of healing causes wounds. Eyes of petrification
turn the wearer to stone. A magic arrow curves around to strike the
archer. The interesting point to keep in mind here is that these
items aren’t always bad to have. A wand of lightning bolt that heals
rather than harms can be used as a potent healing item.
Opposite-effect items include weapons that impose penalties
on attack and damage rolls rather than bonuses. Just as a character
shouldn’t necessarily immediately know what the enhancement
bonus of a noncursed magic item is, she shouldn’t immediately
know that a weapon is cursed. Once she knows, however, the item
can be discarded unless some sort of compulsion is placed upon it
that compels the wielder to keep and use it. In such cases, a remove
curse spell is generally needed to get rid of the item.
Intermittent Functioning: The three varieties of intermit-
tent functioning items all function perfectly as described—at
least some of the time. The three varieties are unreliable, depend-
ent, and uncontrolled items.
Unreliable: Each time the item is activated, there is a 5% chance
(01–05 on d%) that it does not function. At the DM’s option, the
failure chance can be altered to be anything from 1% to 10%, de-
pending on the item and the campaign.
Dependent: The item only functions in certain situations. To
determine what the situation is, either select a situation or roll on
the following table.
d% Situation
01–03 Temperature below freezing
04–05 Temperature above freezing
06–10 During the day
11–15 During the night
16–20 In direct sunlight
21–25 Out of direct sunlight
26–34 Underwater
35–37 Out of water
38–45 Underground
46–55 Aboveground
56–60 Within 10 feet of a random creature type
61–64 Within 10 feet of a random race or kind of creature
65–72 Within 10 feet of an arcane spellcaster
73–80 Within 10 feet of a divine spellcaster
81–85 In the hands of a nonspellcaster
86–90 In the hands of a spellcaster
91–95 In the hands of a creature of a particular alignment
96 In the hands of a creature of particular gender
97–99 On nonholy days or during particular astrological events
100 More than 100 miles from a particular site
CHAPTER 7:
MAGIC ITEMS
Uncontrolled: An uncontrolled item occasionally activates at
random times. Roll d% every day. On a result of 01–05 (or what-
ever range the DM decides is appropriate), the item activates at
some random point during that day. Results range from the
humorous, such as when the wearer of a cursed ring of invisibility
suddenly disappears right in the middle of bargaining in the
market, to the disastrous, such as when the wielder’s wand of fire-
ball discharges in the midst of her friends—er, former friends.
Requirement: In a sense, a command word is a requirement.
Nevertheless, some items have much more stringent require-
ments that must be met for them to be usable. To keep an item
with this kind of curse functioning, one or more of the following
conditions must be met.
•Character must eat twice as much as normal.
•Character must sleep twice as much as normal.
•Character must undergo a specific quest (one time only, and
then item functions normally thereafter).
•Character must sacrifice (destroy) 100 gp worth of valuables per
day.
•Character must sacrifice (destroy) 2,000 gp worth of magic
items each week.
•Character must swear fealty to a particular noble or his family.
•Character must discard all other magic items.
•Character must worship a particular deity.
•Character must change her name to a specific name. (The item
only works for characters of that name.)
•Character must add a specific class at the next opportunity if
not of that class already.
•Character must have a minimum number of ranks in a particu-
lar skill.
•Character must sacrifice some part of her life energy (2 points
of Constitution) one time. If the character gets the Constitution
points back (such as from a restoration spell), the item ceases
functioning. (The item does not cease functioning if the char-
acter receives a Constitution increase caused by level gain, a
wish, or the use of a magic item.)
•Item must be cleansed with holy water each day.
•Item must be used to kill a living creature each day.
•Item must be bathed in volcanic lava once per month.
•Item must be used at least once a day, or it won’t function again
for its current possessor.
•Item must draw blood when wielded (weapons only). It can’t be
put away or exchanged for another weapon until it has scored a
hit.
•Item must have a particular spell cast upon it each day (such as
bless, atonement, or animate objects).
Requirements are so dependent upon suitability to the item that
they should never be determined randomly. An item with a re-
quirement that is also intelligent often imposes its requirement
through its personality. If the requirement is not met, the item
ceases to function. If it is met, usually the item functions for one
day before the requirement must be met again (although some
requirements are one time only, others monthly, and still others
continuous).
Drawback: Items with drawbacks are usually still beneficial to
the possessor (for instance, a weapon with an enhancement bonus
continues to benefit its wielder in combat), but they also carry
some negative aspect. You might think of them as “give and take”
items. Although sometimes drawbacks occur only when the item
is used (or held, in the case of some items such as weapons), usu-
ally the drawback remains with the character for as long as she has
the item.
Roll on the table below to generate a drawback that (unless oth-
erwise indicated) remains in effect as long as the item is in the
character’s possession.
d% Drawback
01–04 Character’s hair grows 1 inch longer. Only happens once.
05–09 Character either shrinks 1/2 inch (01–50 on d%) or grows
that much taller (51–100). Only happens once.
10–13 Temperature around item is 10°F cooler than normal.
14–17 Temperature around item is 10°F warmer than normal.
18–21 Character’s hair color changes.
22–25 Character’s skin color changes.
26–29 Character now bears some identifying mark (tattoo, weird
glow, or the like).
30–32 Character’s gender changes.
33–34 Character’s race or kind changes.
35 Character is afflicted with a random disease that cannot be
cured.
36–39 Item continually emits a disturbing sound (moaning,
weeping, screaming, cursing, insults).
40 Item looks ridiculous (garishly colored, silly shape, glows
bright pink, . . .).
41–45 Character becomes selfishly possessive about the item.
46–49 Character becomes paranoid about losing the item and
afraid of damage occurring to it.
50–51 Character’s alignment changes.
52–54 Character must attack nearest creature (5% chance [01–05
on d%] each day).
55–57 Character is stunned for 1d4 rounds once item function is
finished (or randomly, 1/day).
58–60 Character’s vision is blurry (–2 penalty on attack rolls,
saves, and skill checks requiring vision).
61–64 Character gains one negative level.
65 Character gains two negative levels.
66–70 Character must make a Will save each day or take 1 point of
Intelligence damage.
71–75 Character must make a Will save each day or take 1 point of
Wisdom damage.
76–80 Character must make a Will save each day or take 1 point of
Charisma damage.
81–85 Character must make a Fortitude save each day or take 1
point of Constitution damage.
86–90 Character must make a Fortitude save each day or take 1
point of Strength damage.
91–95 Character must make a Fortitude save each day or take 1
point of Dexterity damage.
96 Character is polymorphed into a specific creature (5%
chance [01–05 on d%] each day).
97 Character cannot cast arcane spells.
98 Character cannot cast divine spells.
99 Character cannot cast any spells.
100 DM either picks one of the above that’s appropriate or
creates a drawback specifically for that item.
Completely Different Effect: The DM should choose a nega-
tive effect for the item, perhaps using the specific cursed items
(see below) as examples. The item may seem to be the item that
was originally determined, but at some juncture it displays differ-
ent properties altogether.
SPECIFIC CURSED ITEMS
The items on Table 7–31: Specific Cursed Items are provided as
examples of cursed items. They are given creation prerequisites,
should someone want to intentionally create them (although that
does not need to be the origin of the item if you choose other-
wise). Note, however, two exceptions: The crystal hypnosis ball and
the bag of devouring cannot be created by any known means. The
bag of devouring is a creature, and the crystal hypnosis ball is the tool
of powerful NPCs such as liches.
A simple detect magic spell yields a misleading aura and strength,
often indicating that the item is a noncursed item of similar sort.
CHAPTER 7:
MAGIC ITEMS
An identify spell only has a 1% chance per caster level to reveal a
cursed item’s true properties, including the cursed aspect. Analyze
dweomer reveals the true nature of a cursed item.
Amulet of Inescapable Location: This device is typically
worn on a chain or as a brooch. It appears, to magical analysis, to
prevent location, scrying (crystal ball viewing and the like), or
detection or influence by detect thoughts or telepathy. It seems to be
an amulet of proof against detection and location. Actually, the amulet
gives the wearer a –10 penalty on all saves against divination
spells.
Moderate abjuration; CL 10th; Create Wondrous Item, bestow
curse; Price 1,000 gp.
Armor of Arrow Attraction: Magical analysis indicates that
this armor is a normal suit of +3 full plate. However, the armor is
cursed. It works normally with regard to melee attacks but actu-
ally serves to attract ranged weapons. The wearer takes a –15
penalty to AC against any attack by a ranged weapon. The true
nature of the armor does not reveal itself until the character is
fired upon in earnest—simple experiments (throwing rocks, for
example) do not suffice.
Strong abjuration; CL 16th; Craft Magic Arms and Armor,
bestow curse; Price 9,000 gp.
Armor of Rage: This armor is similar in appearance to armor of
command and functions as a suit of +1 full plate. However, when it is
worn, the armor causes the character to take a –4 penalty to Charisma.
All unfriendly characters within 300 feet have a +1 morale bonus on
attack rolls against her. The effect is not noticeable to the wearer or
those affected. (In other words, the wearer does not immediately
notice that donning the armor is the cause of her problems, nor do
foes understand the reason for the depth of their enmity.)
Strong necromancy; CL 16th; Craft Magic Arms and Armor,
bestow curse; Price 1,600 gp.
Bag of Devouring:This bag appears to be an ordinary sack. De-
tection for magical properties makes it seem as if it were a bag of
holding. The sack is, however, a lure used by an extradimensional
creature—in fact, one of its feeding orifices.
Any substance of animal or vegetable nature is subject to “swal-
lowing’’ if thrust within the bag. The bag of devouring is 90% likely
to ignore any initial intrusion, but any time thereafter that it
senses living flesh within (such as if someone reaches into the bag
to pull something out), it is 60% likely to close around the offend-
ing member and attempt to draw the whole victim in. The bag has
a +8 bonus on grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet of matter. It acts as a bag of
holding type I, but each hour it has a 5% cumulative chance of swal-
lowing the contents and then spitting the stuff out in some non-
space or on some other plane. Creatures drawn within are con-
sumed in 1 round. The bag destroye the victim’s body and prevents
any form of raising or resurrection that requires part of the corpse.
There is a 50% chance that a wish, miracle, or true resurrection spell
can restore a devoured victim to life. Check once for each
destroyed creature. If the check fails, the creature cannot be
brought back to life by mortal magic.
Moderate conjuration; CL 17th; In effect, this is a creature and
cannot be created; Price n/a.
Boots of Dancing: These boots initially appear and function as
one of the other kinds of magic boots (DM’s choice). But when the
wearer is in (or fleeing from) melee combat, boots of dancing
impede movement, making him behave as if Otto’s irresistible dance
had been cast upon him. Only a remove curse spell enables the
wearer to be rid of the boots once their true nature is revealed.
Strong enchantment; CL 16th; Create Wondrous Item, Otto’s
irresistible dance; Price 30,000 gp.
Bracers of Defenselessness: These appear to be bracers of
armor +5 and actually serve as such until the wearer is attacked in
anger by an enemy with a Challenge Rating equal to or greater
CHAPTER 7:
MAGIC ITEMS
BEHIND THE CURTAIN:
PUTTING CURSED ITEMS IN YOUR GAME
Some DMs decide not to use cursed items because they complicate
the discovery process, since all the players are nervous about having
their characters try to use newly found items. Other DMs include them
for a variation of the same reason: Discovering new items becomes
more exciting, because there’s always a minor hint of danger.
Items with requirements and drawbacks force players to make diffi-
cult decisions, which makes for interesting roleplaying opportunities:
“Do I want the backbiter spear, even though it occasionally attacks me?”
Don’t give out a lot of cursed items that characters can’t get rid of
in any way—that only becomes annoying to players. While some
cursed items are meant to hassle the players a little, too much annoy-
ance detracts from fun game play. Once a player has figured out that
her character has a cursed item, most of the time she should just be
able to rid herself of it.
And of course, some cursed items aren’t really that bad. Dust of
sneezing and choking, once it’s identified, can be a potent weapon.
Some players who identify cursed items for what they really are will still
try to think of some use for them. Some DMs assume that players will
discard cursed items when they can, which is not necessarily the case.
Expect most to do so, but don’t step on the creativity of those who
think of some ingenious use for a cursed item.
Some of the items on the regular magic item tables have drawbacks
or limitations but aren’t mentioned in this section. That’s because
either the item is still so good to have that no one would think twice
about using it, or the item is too interesting to automatically exclude it
from a campaign, even if cursed items aren’t used.
pqqqqrs
pqqqqrs
Table 7–31: Specific Cursed Items
d% Item Market Price
01–05 Incense of obsession 200 gp
06–15 Ring of clumsiness 500 gp
16–20 Amulet of inescapable location 1,000 gp
21–25 Stone of weight 1,000 gp
26–30 Bracers of defenselessness 1,200 gp
31–35 Gauntlets of fumbling 1,300 gp
36–40 –2 sword, cursed 1,500 gp
41–43 Armor of rage 1,600 gp
44–46 Medallion of thought projection 1,800 gp
47–52 Flask of curses 2,100 gp
53–54 Dust of sneezing and choking 2,400 gp
55 Helm of opposite alignment 4,000 gp
56–60 Potion of poison 5,000 gp
61 Broom of animated attack 5,200 gp
62–63 Robe of powerlessness 5,500 gp
64 Vacuous grimoire 6,000 gp
65–68 Spear, cursed backbiter 7,500 gp
69–70 Armor of arrow attraction 9,000 gp
71–72 Net of snaring 10,000 gp
73–75 Bag of devouring —
76–80 Mace of blood 16,000 gp
81–85 Robe of vermin 16,500 gp
86–88 Periapt of foul rotting 17,000 gp
89–92 Sword, berserking 17,500 gp
93–96 Boots of dancing 30,000 gp
97 Crystal hypnosis ball —
98 Necklace of strangulation 60,000 gp
99 Cloak of poisonousness 62,000 gp
100 Scarab of death 80,000 gp
than her level. At that moment and thereafter, the bracers cause a
–5 penalty to AC. Once their curse is activated, bracers of defenseless-
ness can be removed only by means of a remove curse spell.
Moderate conjuration; CL 16th; Create Wondrous Item, mage
armor, bestow curse; Price 1,200 gp.
Broom of Animated Attack: This item is indistinguishable in
appearance from a normal broom. It is identical to a broom of flying
by all tests short of attempted use. Using it reveals that a broom of
animated attack is a very nasty item.
If a command (“Fly,” “Go,” “Giddy-up,” or some similar word) is
spoken, the broom does a loop-the-loop with its hopeful rider,
dumping him on his head from 1d4+5 feet off the ground (no
falling damage, since the fall is less than 10 feet). The broom then
attacks the victim, swatting the face with the straw or twig end
and beating him with the handle end.
The broom gets two attacks per round with each end (two swats
with the straw and two with the handle, for a total of four attacks
per round). It attacks with a +5 bonus on each attack roll. The
straw end causes a victim to be blinded for 1 round when it hits.
The handle deals 1d6 points of damage when it hits. The broom
has AC 13, 18 hit points, and hardness 4.
Moderate transmutation; CL 10th; Create Wondrous Item, fly,
animate objects; Price 5,200 gp.
Cloak of Poisonousness: This cloak is usually made of a
woolen material, although it can be made of leather. A detect poison
spell can reveal the presence of poison impregnated in the cloak’s
fabric. The garment can be handled without harm, but as soon as it
is actually donned the wearer is killed instantly unless she suc-
ceeds on a DC 28 Fortitude save.
Once donned, a cloak of poisonousness can be removed only with
a remove curse spell; doing this destroys the magical property of the
cloak. If a neutralize poison spell is then used, it is possible to revive
the victim with a raise dead or resurrection spell, but not before.
Strong abjuration; CL 15th; Create Wondrous Item, poison, and
limited wish or miracle; Price 62,000 gp.
Crystal Hypnosis Ball: This cursed item is indistinguishable
from a normal crystal ball. However, anyone attempting to use the
scrying device becomes fascinated for 1d6 minutes, and a tele-
pathic suggestion is implanted in his mind (Will DC 19 negates).
The user of the device believes that the desired creature or scene
was viewed, but actually he came under the influence of a powerful
wizard, lich, or even some power or being from another plane. (The
DM should choose the controller to fit his or her campaign.) Each
further use brings the crystal hypnosis ball gazer deeper under the
influence of the controller, either as a servant or a tool. The DM
decides whether to make this a gradual or sudden affair, according
to the surroundings and circumstances peculiar to the finding of
the crystal hypnosis ball and the character locating it. Note that
throughout this time, the user remains unaware of his subjugation.
Moderate divination; CL 17th; In effect, this is a minor artifact
and cannot be created; Price n/a.
Dust of Sneezing and Choking: This fine dust appears to be
dust of appearance. If cast into the air, it causes those within a 20-
foot spread to fall into fits of sneezing and coughing. Those failing
a DC 15 Fortitude save take 2d6 points of Constitution damage
immediately. In addition, those failing a second DC 15 Fortitude
save 1 minute later are dealt 1d6 points of Constitution damage.
Those who succeed on either saving throw are nonetheless dis-
abled by choking (treat as stunned) for 5d4 rounds.
Faint conjuration; CL 7th; Create Wondrous Item, poison; Price
2,400 gp.
Flask of Curses: This item looks like an ordinary beaker,
bottle, container, decanter, flask, or jug. It may contain a liquid, or
it may emit smoke. When the flask is first unstoppered, all within
30 feet must make a DC 17 Will save or be cursed, taking a –2
penalty on attack rolls, saving throws, and skill checks until a
remove curse spell is cast upon them.
Moderate conjuration; CL 7th; Create Wondrous Item, bestow
curse; Price 2,100 gp.
Gauntlets of Fumbling: These gauntlets may be of supple
leather or heavy protective material suitable for use with armor
(ring, scale, chain, and so on). In the former instance, they appear
to be gloves of Dexterity. In the latter case, they appear to be gauntlets
of ogre power. The gauntlets perform according to every test as if
they were gloves of Dexterity or gauntlets of ogre power until the wearer
finds herself under attack or in a life-and-death situation. At that
time, the curse is activated. The wearer becomes fumble-fingered,
with a 50% chance each round of dropping anything held in either
hand. The gauntlets also lower Dexterity by 2 points. Once the
curse is activated, the gloves can be removed only by means of a
remove curse spell, a wish, or a miracle.
Moderate transmutation; CL 7th; Create Wondrous Item, bestow
curse; Price 1,300 gp.
Helm of Opposite Alignment: This metal hat looks like a typ-
ical helmet. When placed upon the head, however, its curse imme-
diately takes effect (Will DC 15 negates). On a failed save, the
alignment of the wearer is radically altered to an alignment as dif-
ferent as possible from the former alignment—good to evil,
chaotic to lawful, neutral to some extreme commitment (LE, LG,
CE, or CG). Alteration in alignment is mental as well as moral, and
the individual changed by the magic thoroughly enjoys his new
outlook. A character who succeeds on his save can continue to
wear the helmet without suffering the effect of the curse, but if he
takes it off and later puts it on again, another save is required. The
curse only works once; that is, a character whose alignment has
been changed cannot change it again by donning the helmet a
second time.
Only a wish or a miracle can restore former alignment, and the
affected individual does not make any attempt to return to the for-
mer alignment. (In fact, he views the prospect with horror and
avoids it in any way possible.) If a character of a class with an align-
ment requirement is affected, an atonement spell is needed as well
if the curse is to be obliterated. When a helm of opposite alignment
has functioned once, it loses its magical properties.
Strong transmutation; CL 12th; Create Wondrous Item, creator
must be 12th level; Price 4,000 gp; Weight 3 lb.
Incense of Obsession: These blocks of incense appear to be
incense of meditation. If meditation and prayer are conducted while
incense of obsession is burning nearby, its odor and smoke cause the
user to become totally confident that her spell ability is superior,
due to the magic incense. The user is determined to use her spells
at every opportunity, even when not needed or when useless. The
user remains obsessed with her abilities and spells until all have
been used or cast, or until 24 hours have elapsed.
Moderate enchantment; CL 6th; Create Wondrous Item, bestow
curse; Price 200 gp.
Mace of Blood: This +3 heavy mace must be coated in blood
every day, or its bonus fades away (until the mace is coated again).
The character using this mace must make a DC 13 Will save every
day it is within his possession or become chaotic evil.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, cre-
ator must be at least 9th level and chaotic evil; Price 16,000 gp.
Medallion of Thought Projection: This device seems like a
medallion of thoughts, even down to the range at which it functions,
except that the thoughts overheard are muffled and distorted, re-
quiring a DC 15 Will save to sort out. However, while the user
thinks she is picking up the thoughts of others, all she is really
hearing are figments created by the medallion itself. These illu-
sory thoughts always seem plausible and thus can seriously mis-
lead any who rely upon them. What’s worse, unknown to her, the
cursed medallion actually broadcasts her thoughts to creatures in
the path of the beam, thus alerting them to her presence.
Faint divination; CL 7th; Create Wondrous Item, detect thoughts,
ghost sound; Price 1,800 gp.
CHAPTER 7:
MAGIC ITEMS
Necklace of Strangulation: A necklace of strangulation appears
to be a rare and wondrous piece of valuable jewelry and, short of
the use of something as powerful as a miracle or a wish, can only be
identified as a cursed item when placed around a character’s neck.
The necklace immediately constricts, dealing 6 points of damage
per round. It cannot be removed by any means short of a limited
wish, wish, or miracle and remains clasped around the victim’s
throat even after his death. Only when he has decayed to a dry
skeleton (after approximately one month) does the necklace
loosen, ready for another victim.
Strong conjuration; CL 18th; Create Wondrous Item, slay living;
Price 60,000 gp.
Net of Snaring: This net provides a +3 bonus on attack rolls but
can only be used underwater, thus making it a somewhat useful item
rather than what most would really call a cursed item. Underwater, it
can be commanded to shoot forth up to 30 feet to trap a creature.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, free-
dom of movement; Price 10,000 gp.
Periapt of Foul Rotting: This engraved gem appears to be of
little value. If any character keeps the periapt in her possession for
more than 24 hours, she contracts a terrible rotting affliction that
permanently drains 1 point of Dexterity, Constitution, and
Charisma every week. The periapt (and the affliction) can be
removed only by application of a remove curse spell followed by a
cure disease and then a heal, miracle, limited wish, or wish spell. The
rotting can also be countered by crushing a periapt of health and
sprinkling its dust upon the afflicted character (a full-round
action), whereupon the periapt of foul rotting likewise crumbles to
dust.
Faint abjuration; CL 10th; Create Wondrous Item, contagion;
Price 17,000 gp.
Potion of Poison: This potion has lost its once beneficial mag-
ical abilities and has become a potent poison. The imbiber must
make a DC 16 Fortitude save or take 1d10 points of Constitution
damage. A minute later he must save again (DC 16) or take 1d10
points of Constitution damage.
Moderate conjuration; CL 12th; Craft Wondrous Item, poison;
Price 5,000 gp.
Robe of Powerlessness: A robe of powerlessness appears to be a
magic robe of another sort. As soon as a character dons this gar-
ment, she takes a –10 penalty to Strength and Intelligence, forget-
ting spells and magic knowledge accordingly. The robe can be
removed easily, but in order to restore mind and body, the charac-
ter must receive a remove curse spell followed by heal.
Moderate transmutation; CL 13th; Create Wondrous Item,
bestow curse, permanency; Price 5,500 gp.
Robe of Vermin: The wearer notices nothing unusual when
the robe is donned, other than that it offers great magical defense
(as a cloak of protection +4). However, as soon as he is in a situation
requiring concentration and action against hostile opponents, the
true nature of the garment is revealed: The wearer immediately
suffers a multitude of bites from the insects that magically infest
the garment. He must cease all other activities in order to scratch,
shift the robe, and generally show signs of the extreme discomfort
caused by the bites and movement of these pests.
The wearer takes a –5 penalty on initiative checks and a –2
penalty on all attack rolls, saves, and skill checks. If he tries to cast
a spell, he must make a Concentration check (DC 20 + spell level)
or lose the spell.
Moderate abjuration; CL 13th; Create Wondrous Item, summon
swarm, creator must be at least 13th level; Price 16,500 gp.
Ring of Clumsiness: This ring operates exactly like a ring of
feather falling. However, it also makes the wearer clumsy. She takes
a –4 penalty to Dexterity and has a 20% chance of spell failure
when trying to cast any arcane spell that has a somatic component.
(This chance of spell failure stacks with other arcane spell failure
chances.)
Strong transmutation; CL 15th; Forge Ring, feather fall, bestow
curse; Price 500 gp.
Scarab of Death: This small pin appears to be any one of the
various beneficial amulets, brooches, or scarabs. However, if it is
held for more than 1 round or carried by a living creature for 1
minute, it changes into a horrible burrowing beetlelike crea-
ture. The thing tears through any leather or cloth, burrows into
flesh, and reaches the victim’s heart in 1 round, causing death. A
DC 25 Reflex save allows the wearer to tear the scarab away
before it burrows out of sight, but he still takes 3d6 points of
damage. The beetle then returns to its scarab form. Placing the
scarab in a container of wood, ceramic, bone, ivory, or metal pre-
vents the monster from coming to life and allows for long-term
storage of the item.
Strong abjuration; CL 19th; Create Wondrous Item, slay living;
Price 80,000 gp.
Spear, Cursed Backbiter: This is a +2 shortspear, but each time
it is used in melee against a foe and the attack roll is a natural 1,
it damages its wielder instead of her intended target. When the
curse takes effect, the spear curls around to strike its wielder in
the back, automatically dealing the damage to the wielder. The
curse even functions when the spear is hurled, and in such a case
the damage to the hurler is doubled.
Moderate evocation; CL 10th; Craft Magic Arms and Armor,
bestow curse; Price 7,500 gp.
Stone of Weight (Loadstone): This stone appears to be a dark,
smoothly polished stone. It reduces the possessor’s base land
speed to one-half of normal. Once picked up, the stone cannot be
disposed of by any nonmagical means—if it is thrown away or
smashed, it reappears somewhere on his person. If a remove curse
spell is cast upon a loadstone, the item may be discarded normally
and no longer haunts the individual.
Faint transmutation; CL 5th; Create Wondrous Item, slow; Price
1,000 gp.
–2 Sword, Cursed: This longsword performs well against tar-
gets in practice, but when used against an opponent in combat, it
causes its wielder to take a –2 penalty on attack rolls.
All damage dealt is also reduced by 2 points, but never below a
minimum of 1 point of damage on any successful hit. After one
week in a character’s possession, the sword always forces that
character to employ it rather than another weapon. The sword’s
owner automatically draws it and fights with it even when she
meant to draw or ready some other weapon. The sword can be
gotten rid of only by means of limited wish, wish, or miracle.
Strong evocation; CL 15th; Craft Magic Arms and Armor, bestow
curse, and limited wish or miracle; Price 1,500 gp.
Sword, Berserking: This item appears to have the characteris-
tics of a +2 greatsword. However, whenever the sword is used in
battle, its wielder goes berserk (gaining all the benefits and draw-
backs of the barbarian’s rage ability). He attacks the nearest crea-
ture and continues to fight until unconscious or dead or until no
living thing remains within 30 feet. Although many see this
sword as a cursed object, others see it as a boon.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, rage,
bestow curse; Price 17,500 gp.
Vacuous Grimoire: A book of this sort looks like a normal
one on some mildly interesting topic. Any character who opens
the work and reads so much as a single word therein must
make two DC 15 Will saves. The first is to determine if the
reader takes 1 point of permanent Intelligence drain. The
second is to find out if the reader takes 2 points of permanent
Wisdom drain. To destroy the book, a character must burn it
while casting remove curse. If the grimoire is placed with other
books, its appearance instantly alters to conform to the look of
those other works.
Strong enchantment; CL 20th; Create Wondrous Item, feeble-
mind; Price 6,000 gp.
CHAPTER 7:
MAGIC ITEMS
Selling Cursed Items
Suppose you have planted an amulet of inescapable location in a trea-
sure hoard, and the characters have snapped it up—but they
believe it to be an amulet of proof against detection and location.
Now, the characters are back in town and divvying up treasure.
They decide to sell the amulet, expecting to get half of the hefty
35,000 gp market price. What do you do?
Alternatively, the characters know that the item is cursed and
want to try to sell it off as its much more expensive
noncursed version. What happens next?
First, remember that the prospective buyer of the
item has a chance of knowing the item is cursed. As
a good rule of thumb, give the buyer the same 1%
chance per level as any caster of the identify spell. In
some cases, the buyer may have access to analyze
dweomer, which always identifies a cursed item for
what it is. A buyer may be willing to pay to have
the spell cast, or may demand that the characters
pay for such a casting, before he will go through
with the deal.
The characters should be aware (although it’s
not up to you to tell them) that trying to dupe
someone into buying a cursed item is an evil act.
They should also consider the fact that some-
one who bought an item from them that
turned out to be cursed will usually seek
reparations ranging from a full refund to
bloody, deadly vengenance.
ARTIFACTS
The misty past holds many secrets. Great wizards and
powerful clerics, not to mention the deities them-
selves, have used spells and created items that are
beyond the ken of present-day knowledge. These
items survive as artifacts, but their means of cre-
ation are long gone.
Artifacts are extremely powerful. Rather than merely another
form of magic equipment, they are the sorts of legendary relics
that whole campaigns can be based on. Each could be the center of
a whole set of adventures—a quest to recover it, a fight against a
opponent wielding it, a mission to cause its destruction, and so on.
No table has been included to randomly generate specific arti-
facts, since these items should only enter a campaign through
deliberate choice on your part.
MINOR ARTIFACTS
Minor artifacts are not necessarily unique items. Even so, they are
magic items that no longer can be created, at least by common
mortal means.
Minor Artifact Descriptions
Described below is a selection of the most well-known (not neces-
sarily the most numerous) minor artifacts.
Book of Exalted Deeds: This holy book is sacred to divine
spellcasters of good alignment (LG, NG, CG). Study of the work re-
quires one week, but upon completion a good spellcaster gains a
+1 inherent bonus to Wisdom and one experience level—receiv-
ing enough XP to put the character’s XP total midway between the
minimum needed for his new (higher) level and the minimum
needed for the level beyond that.
Divine spellcasters neither good nor evil (LN, N, CN) lose
2d6×1,000 XP for perusing the work. Evil divine spellcasters (LE,
NE, CE) lose twice that amount. In addition, they have to atone
(see the atonement spell) in order to gain further experience.
Nonspellcasters who handle or read the book are unaffected.
Arcane spellcasters who read it take 1 point of permanent Intelli-
gence drain and lose 1d6×1,000 XP unless they make a DC 15
Will save.
Except as indicated above, the writing in a book of exalted deeds
can’t be distinguished from any other magic book, libram, tome,
or so on until perused. Once read, the book vanishes, and the
same character can never benefit from reading another book of
exalted deeds.
Strong evocation [good]; CL 19th; Weight 3 lb.
Book of Infinite Spells: This work bestows upon any charac-
ter of any class the ability to use the spells within its pages.
However, any character not already able to use spells gains
one negative level for as long as the book is in her posses-
sion or while she uses its power. A book of infinite spells
contains 1d8+22 pages. The nature of each page is
determined by a dice roll: 01–50, arcane spell;
51–100, divine spell.
Determine the exact spell by using the
tables for determining major scroll
spells (the third column on Table
7–22: Scroll Spell Levels, along with
Table 7–23: Arcane Spell Scrolls and
Table 7–24: Divine Spell Scrolls).
Once a page is turned, it can never be
flipped back—paging through a book of
infinite spells is a one-way trip. If the book is
closed, it always opens again to the page it
was on before the book was closed. When
the last page is turned, the book vanishes.
Once per day the owner of the book can
cast the spell to which the book is opened. If
that spell happens to be one that is on the char-
acter’s class spell list, she can cast it up to four
times per day. The pages cannot be ripped out
without destroying the book. Similarly, the spells
cannot be cast as scroll spells, nor can they be
copied into a spellbook—their magic is bound
up permanently within the book itself.
The owner of the book need not have the book on her person in
order to use its power. The book can be stored in a place of safety
while the owner is adventuring and still allow its owner to cast
spells by means of its power.
Each time a spell is cast, there is a chance that the energy con-
nected with its use causes the page to magically turn despite all
precautions. The owner knows this and may even benefit from the
turning by gaining access to a new spell. The chance of a page
turning depends on the spell the page contains and what sort of
spellcaster the owner is.
Condition Chance of Page Turning
Caster employing a spell usable by own class and level 10%
Caster employing a spell not usable by own class and level 20%
Nonspellcaster employing divine spell 25%
Nonspellcaster employing arcane spell 30%
Treat each spell use as if a scroll were being employed, for pur-
poses of determining casting time, spell failure, and so on.
Strong (all schools); CL 18th; Weight 3 lb.
Book of Vile Darkness: This is a work of ineffable evil—meat
and drink to divine spellcasters of that alignment (LE, NE, CE). To
fully consume the contents requires one week of study. Once this
has been accomplished, an evil spellcaster gains a +1 inherent
bonus to Wisdom and one experience level—receiving enough
XP to put the character’s XP total midway between the minimum
needed for his new (higher) level and the minimum needed for
the level beyond that.
All lawful neutral, neutral, or chaotic neutral characters who
touch the book take 5d4 points of damage, and reading its pages
CHAPTER 7:
MAGIC ITEMS
Book of
vile darkness
causes them to become evil (Will DC 13 negates). Such converts
immediately seek out an evil cleric to confirm their new align-
ment (with an atonement spell).
Divine spellcasters neither good nor evil (LN, N, CN) who read
the book either lose 2d6×1,000 XP (01–50 on d%) or become evil
without benefit from the book (51–100). Good divine spell-
casters (LG, NG, CG) perusing the pages of the book of vile
darkness have to make a DC 16 Fortitude save or die. If
they do not die, they must succeed on a DC 15 Will
save or suffer from a continuous confusion effect
(per the insanity spell). In the latter event, even if
the save is successful, the character loses 20,000
XP, minus 1,000 for each point of Wisdom he
has. (This calculation cannot result in an XP
gain.)
Other characters of good alignment take
5d6 points of damage from just handling the
tome. If such a character looks inside, there is
an 80% chance that an evil outsider attacks the
character that night.
Strong evocation [evil]; CL 19th; Weight
3 lb.
Deck of Many Things: A deck of many things
(both beneficial and baneful) is usually found
in a box or leather pouch. Each deck contains a
number of cards or plaques made of ivory or
vellum. Each is engraved with glyphs, charac-
ters, and sigils. As soon as one of these cards is
drawn from the pack, its magic is bestowed
upon the person who drew it, for better or
worse.
The character with a deck of many things who
wishes to draw a card must announce how
many cards she will draw before she begins.
Cards must be drawn within 1 hour of each other,
and a character can never again draw from this deck
any more cards than she has announced. If the char-
acter does not willingly draw her allotted number (or
if she is somehow prevented from doing so), the cards
flip out of the deck on their own. Exception: If the jester is
drawn, the possessor of the deck may elect to draw two addi-
tional cards.
Each time a card is taken from the deck, it is replaced (making
it possible to draw the same card twice) unless the draw is the
jester or the fool, in which case the card is discarded from the
pack. A deck of many things contains 22 cards. To simulate the magic
cards, you may want to use tarot cards, as indicated in
the second column of the accompanying
table. If no tarot deck is available, substitute
ordinary playing cards instead, as indicated
in the third column. The effects of each card,
summarized on the table, are fully described
below.
Balance: As in “weighed in the balance and
found wanting,” the character must change to a
radically different alignment. If the character
fails to act according to the new alignment, she
gains a negative level.
Comet: The character must single-handedly
defeat the next hostile monster or monsters
encountered, or the benefit is lost. If successful,
the character gains enough XP to attain the
next experience level.
Donjon: This card signifies imprisonment—
either by the imprisonment spell or by some
powerful being, at the DM’s option. All gear
and spells are stripped from the victim in
any case. Whether these items are recover-
able is, likewise, up to the DM. Draw no
more cards.
Euryale: The medusalike visage of this card
brings a curse that only the fates card or a
deity can remove. The –1 penalty on all saving
throws is otherwise permanent.
Fates: This card enables the character to avoid
even an instantaneous occurrence if so desired,
for the fabric of reality is unraveled and
respun. Note that it does not enable something
to happen. It can only stop something from
happening or reverse a past occurrence. The
reversal is only for the character who drew the card;
other party members may have to endure the situation.
Flames: Hot anger, jealousy, and envy are but a few of
the possible motivational forces for the enmity. The
CHAPTER 7:
MAGIC ITEMS
Deck of
many things
Deck of Many Things
Plaque Tarot Card Playing Card Summary of Effect
Balance XI. Justice Two of spades Change alignment instantly.
Comet Two of swords Two of diamonds Defeat the next monster you meet to gain one level.
Donjon Four of swords Ace of spades You are imprisoned.
Euryale Ten of swords Queen of spades –1 penalty on all saving throws henceforth.
The Fates Three of cups Ace of hearts Avoid any situation you choose . . . once.
Flames XV. The Devil Queen of clubs Enmity between you and an outsider.
Fool 0. The Fool Joker (with trademark) Lose 10,000 experience points and you must draw again.
Gem Seven of cups Two of hearts Gain your choice of twenty-five pieces of jewelry or fifty gems.
Idiot Two of pentacles Two of clubs Lose Intelligence (permanent drain). You may draw again.
Jester XII. The Hanged Man Joker (without trademark) Gain 10,000 XP or two more draws from the deck.
Key V. The Hierophant Queen of hearts Gain a major magic weapon.
Knight Page of swords Jack of hearts Gain the service of a 4th-level fighter.
Moon XVIII. The Moon Queen of diamonds You are granted 1d4 wishes.
Rogue Five of swords Jack of spades One of your friends turns against you.
Ruin XVI. The Tower King of spades Immediately lose all wealth and real property.
Skull XIII. Death Jack of clubs Defeat dread wraith or be forever destroyed.
Star XVII. The Star Jack of diamonds Immediately gain a +2 inherent bonus to one ability score.
Sun XIX. The Sun King of diamonds Gain beneficial medium wondrous item and 50,000 XP.
Talons Queen of pentacles Ace of clubs All magic items you possess disappear permanently.
Throne Four of staves King of hearts Gain a +6 bonus on Diplomacy checks plus a small keep.
Vizier IX. The Hermit Ace of diamonds Know the answer to your next dilemma.
The Void Eight of swords King of clubs Body functions, but soul is trapped elsewhere.
enmity of the outsider can’t be ended until one of the parties has
been slain. Determine the outsider randomly, and assume that it
attacks the character (or plagues her life in some way) within
1d20 days.
Fool: The payment of XP and the redraw are mandatory. This
card is always discarded when drawn, unlike all others except the
jester.
Gem: This card indicates wealth. The jewelry is all gold set with
gems, each piece worth 2,000 gp, the gems 1,000 gp value each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence
immediately. The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all
others except the fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the char-
acter; use the weapon tables beginning with Table 7–10: Weapon
Type Determination until a useful item is awarded. It suddenly
appears out of nowhere in the character’s hand.
Knight: The fighter appears out of nowhere and serves loyally
until death. He or she is of the same race (or kind) and gender as
the character. (See Chapter 4 of this book for typical NPC statistics
for a 4th-level fighter.)
Moon: This card sometimes bears the image of a moonstone gem
with the appropriate number of wishes shown as gleams therein;
sometimes it depicts a moon with its phase indicating the number
of wishes (full = four; gibbous = three; half = two; quarter = one).
These wishes are the same as those granted by the 9th-level wizard
spell and must be used within a number of minutes equal to the
number received.
Rogue: When this card is drawn, one of the character’s NPC
friends (preferably a cohort) is totally alienated and forever after
hostile. If the character has no cohorts, the enmity of some pow-
erful personage (or community, or religious order) can be substi-
tuted. The hatred is secret until the time is ripe for it to be revealed
with devastating effect.
Ruin: As implied by its name, when this card is drawn, all non-
magical possessions of the drawer are lost.
Skull: A dread wraith (see page 258 of the Monster Manual)
appears. Treat this creature as an unturnable undead. The character
must fight it alone—if others help, they get dread wraiths to fight
as well. If the character is slain, she is slain forever and cannot be
revived, even with a wish or a miracle.
Star: The 2 points are added to any ability the character chooses.
They cannot be divided among two abilities.
Sun: Roll for a medium wondrous item (Table 7–28: Medium
Wondrous Items) until a useful item is indicated.
Talons: When this card is drawn, every magic item owned or
possessed by the character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people’s eyes. The
castle gained appears in any open area she wishes (but the decision
where to place it must be made within 1 hour).
Vizier: This card empowers the character drawing it with the
one-time ability to call upon a source of wisdom to solve any
single problem or answer fully any question upon her request. The
query or request must be made within one year. Whether the
information gained can be successfully acted upon is another
question entirely.
The Void: This black card spells instant disaster. The character’s
body continues to function, as though comatose, but her psyche is
trapped in a prison somewhere—in an object on a far plane or
planet, possibly in the possession of an outsider. A wish or a mira-
cle does not bring the character back, instead merely revealing the
plane of entrapment. Draw no more cards.
Strong (all schools); CL 20th.
Hammer of Thunderbolts: This +3 Large returning warhammer
deals 4d6 points of damage on any hit. Further, if the wielder
wears a belt of giant Strength and gauntlets of ogre power and he knows
that the hammer is a hammer of thunderbolts (not just a +3 war-
hammer), the weapon can be used to full effect: It gains a total +5
enhancement bonus, allows all belt and gauntlet bonuses to stack
(only when using this weapon), and strikes dead any giant upon
whom it scores a hit (Fortitude DC 20 negates the death effect but
not the damage).
When hurled, on a successful attack the hammer emits a great
noise, like a clap of thunder, causing all creatures within 90 feet to
be stunned for 1 round (Fortitude DC 15 negates). The hammer’s
range increment is 30 feet.
Strong evocation, necromancy, and transmutation; CL 20th;
Weight 15 lb.
Philosopher’s Stone: This rare substance appears to be an ordi-
nary, sooty piece of blackish rock. If the stone is broken open
(break DC 20), a cavity is revealed at the stone’s heart. This cavity is
lined with a magical type of quicksilver that enables any arcane
spellcaster to transmute base metals (iron and lead) into silver and
gold. A single philosopher’s stone can turn from up to 5,000 pounds
of iron into silver, or up to 1,000 pounds of lead into gold. How-
ever, the quicksilver becomes unstable once the stone is opened
and loses its potency within 24 hours, so all transmutations must
take place within that period.
The quicksilver found in the center of the stone may also be put
to another use. If mixed with any cure potion while the substance
is still potent, it creates a special oil of life that acts as a true resurrec-
tion spell for any dead body it is sprinkled upon.
Strong transmutation; CL 20th; Weight 3 lb.
Sphere of Annihilation: A sphere of annihilation is a globe of
absolute blackness, a ball of nothingness 2 feet in diameter. The
object is actually a hole in the continuity of the multiverse. Any
matter that comes in contact with a sphere is instantly sucked into
the void, gone, and utterly destroyed. Only the direct intervention
of a deity can restore an annihilated character.
A sphere of annihilation is static, resting in some spot as if it were
a normal hole. It can be caused to move, however, by mental effort
(think of this as a mundane form of telekinesis, too weak to move
actual objects but a force to which the sphere, being weightless, is
sensitive). A character’s ability to gain control of a sphere of annihi-
lation (or to keep controlling one) is based on the result of a con-
trol check against DC 30 (a move action). A control check is 1d20
+ character level + character Int modifier. If the check succeeds,
the character can move the sphere (perhaps to bring it into contact
with an enemy) as a free action.
Control of a sphere can be established from as far away as 40
feet (the character need not approach too closely). Once control is
established, it must be maintained by continuing to make control
checks (all DC 30) each round. For as long as a character maintains
control (does not fail a check) in subsequent rounds, he can con-
trol the sphere from a distance of 40 feet + 10 feet per character
level. The sphere’s speed in a round is 10 feet +5 feet for every 5
points by which the character’s control check result in that round
exceeded 30.
If a control check fails, the sphere slides 10 feet in the direction
of the character attempting to move it.
If two or more creatures vie for control of a sphere of annihilation,
the rolls are opposed. If none are successful, the sphere slips
toward the one who rolled lowest.
Should a gate spell be cast upon a sphere of annihilation, there is a
50% chance (01–50 on d%) that the spell destroys it, a 35% chance
(51–85) that the spell does nothing, and a 15% chance (86–100) that
a gap is torn in the spatial fabric, catapulting everything within a
180-foot radius into another plane (see page 151 for a way to deter-
mine this randomly). If a rod of cancellation touches a sphere of anni-
hilation, they negate each other in a tremendous explosion. Every-
thing within a 60-foot radius takes 2d6×10 points of damage. Dispel
magic and Mordenkainen’s disjunction have no effect on a sphere.
See also talisman of the sphere (below).
Strong transmutation; CL 20th.
CHAPTER 7:
MAGIC ITEMS
Staff of the Magi: A long wooden staff, shod in iron and in-
scribed with sigils and runes of all types, this potent artifact con-
tains many spell powers and other functions. Some of its powers
use charges, while others don’t. The following powers do not use
charges:
•Detect magic
•Enlarge person (Fortitude DC 15 negates)
•Hold portal
•Light
•Mage armor
•Mage hand
The following powers drain 1 charge per usage:
•Dispel magic
•Fireball (10d6 damage, Reflex DC 17 half)
•Ice storm
•Invisibility
•Knock
•Lightning bolt (10d6 damage, Reflex DC 17 half)
•Passwall
•Pyrotechnics (Will or Fortitude DC 16 negates)
•Wall of fire
•Web
These powers drain 2 charges per usage:
•Monster summoning IX
•Plane shift (Will DC 21 negates)
•Telekinesis (400 lb. maximum weight; Will DC 19 negates)
A staff of the magi gives the wielder spell resistance 23. If this is
willingly lowered, however, the staff can also be used to absorb
arcane spell energy directed at its wielder, as a rod of absorption
(page 234) does. Unlike the rod, this staff converts spell levels into
charges rather than retaining them as spell energy usable by a
spellcaster. If the staff absorbs enough spell levels to exceed its
limit of 50 charges, it explodes as if a retributive strike had been
performed (see below). The wielder has no idea how many spell
levels are cast at her, for the staff does not communicate this
knowledge as a rod of absorption does. (Thus, absorbing spells can
be risky.)
Retributive Strike: A staff of the magi can be broken for a retribu-
tive strike. Such an act must be purposeful and declared by the
wielder. All charges in the staff are released in a 30-foot spread. All
within 10 feet of the broken staff take hit points of damage equal
to 8 times the number of charges in the staff, those between 11
feet and 20 feet away take points equal to 6 times the number of
charges, and those 21 feet to 30 feet distant take 4 times the
number of charges. A DC 17 Reflex save reduces damage by half.
The character breaking the staff has a 50% chance (01–50 on d%)
of traveling to another plane of existence (see Table 5–7, page 151),
but if she does not (51–100), the explosive release of spell energy
destroys her. Only specific items, including the staff of the magi and
the staff of power (page 245), are capable of a retributive strike.
Strong (all schools); CL 20th; Weight 5 lb.
Talisman of Pure Good: A good (LG, NG, CG) divine spell-
caster who possesses this item can cause a flaming crack to open at
the feet of an evil (LE, NE, CE) divine spellcaster who is up to 100
feet away. The intended victim is swallowed up forever and sent
hurtling to the center of the earth. The wielder of the talisman
must be good, and if he is not exceptionally pure in thought and
deed (DM’s discretion), the evil character gains a DC 19 Reflex
saving throw to leap away from the crack. Obviously, the target
must be standing on solid ground for this item to function. (In the
air, in a high tower, or on a ship are all places of safety against this
otherwise potent item.)
A talisman of pure good has 6 charges. If a neutral (LN, N, CN)
divine spellcaster touches one of these stones, he takes 6d6 points
of damage. If an evil divine spellcaster touches one, he takes 8d6
points of damage. All other characters are unaffected by the device.
Strong evocation [good]; CL 18th.
Talisman of the Sphere: This small adamantine loop and
handle are useless to those unable to cast arcane spells. Characters
who cannot cast arcane spells take 5d6 points of damage merely
from picking up and holding a talisman of this sort. However, when
held by an arcane spellcaster who is concentrating on control of a
sphere of annihilation (page 279),a talisman of the sphere doubles the
character’s modifier on his control check (doubling both his Intelli-
gence bonus and his character level for this purpose).
If the wielder of a talisman establishes control, he need check
for maintaining control only every other round thereafter. If con-
trol is not established, the sphere moves toward him. Note that
while many spells and effects of cancellation have no effect upon
a sphere of annihilation, the talisman’s power of control can be sup-
pressed or canceled.
Strong transmutation; CL 16th; Weight 1 lb.
Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spell-
caster who possesses this item can cause a flaming crack to open at
the feet of a good (LG, NG, CG) divine spellcaster who is up to 100
feet away. The intended victim is swallowed up forever and sent
hurtling to the center of the earth. The wielder of the talisman
must be evil, and if she is not exceptionally foul and perverse in
the sights of her evil deity (DM’s discretion), the good character
gains a DC 19 Reflex save to leap away from the crack. Obviously,
the target must be standing on solid ground for this item to func-
tion. (In the air, in a high tower, or on a ship are all places of safety
against this otherwise potent item.)
A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN)
divine spellcaster touches one of these stones, she takes 6d6 points
of damage. If a good divine spellcaster touches one, she takes 8d6
points of damage. All other characters are unaffected by the device.
Strong evocation [evil]; CL 18th.
Talisman of Zagy: A talisman of this sort appears the same as a
stone of controlling earth elementals. Its powers are quite different,
however, and dependent on the Charisma of the individual hold-
ing the talisman. Whenever a character touches a talisman of Zagy,
he must make a DC 15 Charisma check.
If he fails, the device acts as a stone of weight (page 276). Discard-
ing or destroying it results in 5d6 points of damage to the charac-
ter and the disappearance of the talisman.
If he succeeds, the talisman remains with the character for 5d6
hours, or until a wish is made with it, whichever comes first. It
then disappears.
If he rolls a natural 20, the character finds it impossible to be rid
of the talisman for as many months as he has points of Charisma.
In addition, the artifact grants him one wish for every 6 points of
the character’s Charisma. It also grows warm and throbs whenever
its possessor comes within 20 feet of a mechanical or magic trap.
(If the talisman is not held, its warning heat and pulses are of no
avail.)
Regardless of which reaction results, a talisman of Zagy disap-
pears when its time period expires, leaving behind a 10,000 gp
diamond in its stead.
Strong conjuration; CL 20th; Weight 1 lb.
MAJOR ARTIFACTS
Major artifacts are unique items—only one of each such item
exists. Each has a long history, and the tales told of them are fan-
tastic . . . and usually fraught with error and misconception. Major
artifacts are secretive things, their current whereabouts unknown,
waiting to be found and once again unleashed upon the world.
Never introduce a major artifact into a campaign without care-
ful consideration. These are the most potent of magic items, capa-
ble of altering the balance of a campaign.
Unlike all other magic items, major artifacts are not easily de-
stroyed. Each should have only a single, specific means of destruc-
tion, determined ahead of time by you. For example, a specific arti-
fact might be undone by one of the following means:
CHAPTER 7:
MAGIC ITEMS
•Throwing it into the volcano lair of the dragon Uthrax.
•Crushed under the heel of a demigod.
•Buried in the Rift of Corrosion in the Abyss.
•Disintegrated while placed at the base of the Infinite Staircase.
•Devoured by Talos, the triple iron golem.
•Immersed in the Fountain of Light in the holy Halls of
Heironeous himself.
Because the means of destruction of a major artifact are so diffi-
cult, such an item is often buried in a deep vault, thrown into the
Astral Plane, or placed behind extremely powerful and untiring
guardians by those without the power, knowledge, or wherewithal
to destroy it.
Major Artifact Descriptions
The artifacts presented here are meant to be examples. Artifacts
should be tailored to fit your individual campaign and its history:
The discovery of a major artifact should be a campaign-defining
moment. Feel free to change the powers of the example artifacts
given here in order to customize these artifacts to your campaign.
The Hand and Eye of Vecna: The archlich Vecna may have
been the most powerful wizard ever to have lived. He may also
have been the most evil. Apparently risen now to deityhood, he
left behind relics embodying remnants of his power—the mum-
mified remains of his hand and his eye.
Powers of the Eye: In order to function, the Eye of Vecna must be
placed in the empty socket of a character’s skull. The bearer of the
Eye loses 2 points of Charisma, and these points may never be
restored. The Eye may not thereafter be removed without resulting
in the death of its host. It grants the host continuous darkvision and
true seeing. Three times per day each, the host can use the spells eye-
bite and domination. Once per day, the bearer of the Eye can call
forth destruction and unhallow. A nonevil character must make a DC
17 Will save each week to avoid becoming evil. All powers are at
caster level 20th, and all DCs to resist their effects are 20.
Powers of the Hand: In order to function, the Hand of Vecna must
be placed on the end of a left arm whose original hand has been
severed. The bearer of the Hand loses 2 points of Dexterity that
may never be regained. Removal of the hand thereafter always
results in the death of the host. The touch of the Hand, once so
placed, deals 1d10 points of cold damage to a target. Three times
per day, its touch can permanently drain 1 ability score point
(host’s choice of ability) from a victim. The host gains the points
drained for the rest of that day. (They last until the next sunrise.)
Once per day, the bearer of the Hand can call upon blasphemy and
unholy aura. A nonevil character must make a DC 17 Will save
each week to avoid becoming evil. All powers are at caster level
20th, and all DCs to resist their effects are 20.
Powers with Both Artifacts: If a single character bears both the
Hand of Vecna and the Eye of Vecna, the DC to resist all powers of
both items increases to 25. The host gains +2 to Strength and +2 to
Intelligence but takes a –2 penalty to Wisdom. She can call upon
summon monster IX once per day (to summon evil outsiders only).
A nonevil character who possesses both items must make a DC 23
Will save each week to avoid becoming evil.
The Mace of Cuthbert: St. Cuthbert, tales say, once walked the
earth as a man. When he did, he used a potent weapon to strike
against the infidels and evil beings he encountered everywhere he
went. Today, this relic appears to be a simple, well-used cudgel, but
its simple appearance hides great power. The Mace of Cuthbert has a
+5 enhancement bonus and functions as a heavy mace with the
holy, lawful, and disruption special abilities. The wielder can proj-
ect searing light from the mace at will, at caster level 20th.
The Moaning Diamond: Said to have been ripped from the
ground in a ritual that tortured the earth itself, the Moaning Dia-
mond appears to be an uncut diamond the size of a human fist. At
all times, it gives forth a baleful moaning sound, as if in pain.
Despite the noise, the Moaning Diamond is not evil (although it
was birthed in torture). The wielder of the stone can, three times
per day, call upon it to reshape earth and stone as if by the spell
stone shape, affecting 5,000 cubic feet of material. The Moaning Dia-
mond can summon an elder earth elemental with maximum hit
points that serves the caster until it is slain. Only one such ele-
mental can be summoned at a time; if it is slain, a new creature
cannot be summoned for 24 hours. Tales from the past tell of the
Moaning Diamond creating stone structures, opening under-
ground chambers where there had been none before, and collaps-
ing entire castles.
The Orbs of Dragonkind:These fabled Orbs were created eons
ago in order to master dragons in the great Dragon Wars. Each
contains the essence and personality of an ancient dragon of a dif-
ferent variety (one for each of the major ten different chromatic
and metallic dragons). The bearer of an Orb can dominate dragons
of its particular variety within 500 feet (as dominate monster), the
dragon being forced to make a DC 25 Will save to resist. (Spell
resistance is not useful against this effect.) Each Orb of Dragonkind
bestows upon the wielder the AC and saving throw bonuses of the
dragon within (see the Monster Manual for details on each dragon
variety). These values replace whatever values the character would
otherwise have, whether they are better or worse. These values
cannot be modified by any means short of ridding the character of
the Orb. A character possessing an Orb of Dragonkind is immune to
the breath weapon—but only the breath weapon—of the dragon
variety keyed to the Orb. Thus, the possessor of the Red Dragon Orb
of Dragonkind is immune to red dragon breath, but not fire of any
other sort. Finally, a character possessing an Orb can herself use
the breath weapon of the dragon in the Orb three times per day
(see the Monster Manual).
All Orbs of Dragonkind can be used to communicate verbally and
visually with the possessors of the other Orbs. The owner of an Orb
knows whether there are dragons within 10 miles at all times. For
dragons of the Orb’s particular variety, the range is 100 miles. If
within 1 mile of a dragon of the Orb’s variety, the wielder can
determine the exact location and age of the creature. The bearer of
one of these Orbs earns the enmity forever of all dragonkind for
profiting by the enslavement of one of their kin, even if she later
loses the item.
Each Orb also has an individual power that can be invoked once
per round at 10th caster level.
•Black Dragon Orb: Fly (Will DC 17 negates).
•Blue Dragon Orb: Haste (Fortitude DC 17 negates).
•Brass Dragon Orb: Teleport (Will DC 19 negates).
•Bronze Dragon Orb: Scrying (Will DC 18 negates).
•Copper Dragon Orb: Suggestion (Will DC 17 negates).
•Gold Dragon Orb: The owner of the gold Orb can call upon any
power possessed by one of the other Orbs—including the domi-
nate and breath weapon abilities but not AC, save bonuses, or
breath weapon immunity—but can only use an individual
power once per day. She can use dominate on any other posses-
sor of an Orb within 1 mile (Will DC 23 negates).
•Green Dragon Orb: Spectral hand.
•Red Dragon Orb: Wall of fire.
•Silver Dragon Orb: Cure critical wounds (Will DC 18 half).
•White Dragon Orb: Protection from energy (cold) (Fortitude DC 17
negates).
The Shadowstaff: This artifact was crafted centuries ago, weav-
ing together the wispy strands of shadow itself into a twisted black
staff. The Shadowstaff makes the wielder slightly shadowy and
incorporeal, granting him a +4 bonus to AC and Reflex saves
(which stacks with any other bonuses). However, in bright light
(such as that of the sun, but not a torch) or in absolute darkness,
the wielder takes a –2 penalty on all attack rolls, saves, and checks.
The Shadowstaff also has these powers.
•Summon Shadows: Three times per day the staff may summon
2d4 shadows (see page 221 of the Monster Manual). Immune to
CHAPTER 7:
MAGIC ITEMS
turning, they serve the wielder as if called by a summon monster
Vspell cast at 20th level.
•Summon Nightshade: Once per month, the staff can summon a
nightcrawler nightshade (see page 195 of the Monster Manual)
that serves the wielder as if called by a summon monster IX spell
cast at 20th level.
•Shadow Form: Three times per day the wielder can become a
living shadow, with all the movement powers granted by the
gaseous form spell.
•Shadow Bolt: Three times per day the staff can project a ray
attack that deals 10d6 points of cold damage to a single target.
The shadow bolt has a range of 100 feet.
The Shield of Prator: A hero of old, the paladin Prator bore
this relic in many a valiant battle. The Shield of Prator disappeared
when Prator fell in the Battle of the Three Hells, although it has
reportedly surfaced briefly from time to time since then. This +5
large shield, emblazoned with the symbol of the sun, allows the
wielder to cast spells as if she were a 20th-level paladin with a
Wisdom score of 20. The spells gained are cumulative with any
existing spells per day that the character might have, even if she’s
already a paladin. The Shield of Prator also grants spell resistance 15
to its wielder. It absorbs the first 10 points of damage from any
energy attack (fire, cold, acid, electricity, or sonic). In return for
all this, once per year the shield’s owner must undertake a quest
(no saving throw to avoid) at the behest of a lawful good deity.
A character who is evil or chaotic (LE, NE, CE, CN, CG) gains
four negative levels if she attempts to use this artifact. Although
these negative levels never results in actual level loss, they remain
as long as the shield is in hand and cannot be overcome in any way
(including restoration spells). The negative levels disappear when
the shield is stowed or leaves the wearer’s possession.
The Sword of Kas: The vampire Kas was the dreaded lieu-
tenant of Vecna. He used this mighty blade, created by his master,
to betray and attack the archlich, cutting off his hand and eye in a
terrible battle before Vecna destroyed him. Only his sword sur-
vived, and it is said to forever seek vengeance against Vecna. The
Sword of Kas is a +6 unholy keen vorpal longsword. It grants the
wielder a +10 enhancement bonus to Strength. The sword is intel-
ligent (Int 15, Wis 13, Cha 16, Ego 34) and chaotic evil. It can be
used to cast the following spells, once per day each: call lightning
(10d6 points of damage, Reflex DC 14 half), blasphemy, and unhal-
low. Once per week it can be used to slay living.
CREATING MAGIC ITEMS
To create magic items, spellcasters use special feats. They invest
time, money, and their own personal energy (in the form of expe-
rience points) in an item’s creation. For details on creating the dif-
ferent types of magic items, see the appropriate section below as
well as the information on item creation feats in Chapter 5: Feats,
in the Player’s Handbook.
Note that all items have prerequisites in their descriptions.
These prerequisites must be met for the item to be created. Most
of the time, they take the form of spells that must be known by the
item’s creator (although access through another magic item or
spellcaster is allowed).
While item creation costs are handled in detail elsewhere, note
that normally the two primary factors are the caster level of the
creator and the level of the spell or spells put into the item. A cre-
ator can create an item at a lower caster level than her own, but
never lower than the minimum level needed to cast the needed
spell. For example, a 15th-level wizard could craft a wand of fireball
at 10th caster level, or even as low as 5th level (the minimum
caster level for fireball, a 3rd-level spell), but no lower. If she did
this, the fireball would in all ways be treated as if the caster was of
the lower specified level (for damage, range, and so on). Using
metamagic feats, a caster can place spells in items at a higher level
than normal. For example, a caster could heighten a spell’s level to
CHAPTER 7:
MAGIC ITEMS
BEHIND THE CURTAIN:
MAGIC ITEM GOLD PIECE VALUES
Many factors must be considered when determining the price of magic
items you invent. The easiest way to come up with a price is to match
the new item to an item priced in this chapter and use its price as a
guide. Otherwise, use the guidelines summarized on Table 7–33:
Estimating Magic Item Gold Piece Values.
Multiple Similar Abilities: For items with multiple similar abilities
that don’t take up space on a character’s body (see Magic Items on the
Body, page 214), use the following formula: Calculate the price of the
single most costly ability, then add 75% of the value of the next most
costly ability, plus one-half the value of any other abilities. (The many
spell-like powers of a staff of power are a good example of multiple simi-
lar abilities).
Multiple Different Abilities: Abilities such as an attack roll bonus or
saving throw bonus and a spell-like function are not similar, and their
values are simply added together to determine the cost. For items that
do take up a space on a character’s body (such as a ring or a necklace),
each additional power not only has no discount but instead has a 50%
increase in price. A belt of Strength +4 and Dexterity +4 is more valuable
than a belt of Strength worn with gauntlets of Dexterity, since it takes up
only one space on a character’s body.
0-Level Spells: When multiplying spell levels to determine value, 0-
level spells should be treated as 1/2 level.
Other Considerations: Once you have a final cost figure, reduce that
number if either of the following conditions applies:
—Item Requires Skill to Use: Some items require a specific skill
(such as Perform for a musical instrument) to get them to function.
This factor should reduce the cost about 10%.
—Item Requires Specific Class or Alignment to Use: Even more
restrictive than requiring a skill, this limitation cuts the cost by 30%.
Prices presented in the magic item descriptions in this book (the
gold piece value following the item’s caster level) are the market value,
which is generally twice what it costs the creator to make the item.
Since different classes get access to certain spells at different
levels, the prices for two characters to make the same item might
actually be different. Take hold person, for example. A cleric casts it as
a 2nd-level spell, so a cleric-created wand of hold person costs 2 (2nd-
level spell) ×3 (3rd-level caster) ×750 gp, divided in half, or 2,250 gp.
However, a wizard casts hold person as a 3rd-level spell, so her wand
costs 3 (3rd-level spell) ×5 (5th-level caster) ×750 gp, divided in half,
or 5,625 gp. A sorcerer also casts hold person as a 3rd-level spell, but
he doesn’t get the spell until 6th level, so his wand costs 3 (3rd-level
spell) ×6 (6th-level caster) ×750 gp, divided in half, or 6,750 gp. The
wand is only worth two times what the caster of lowest possible level
(in this case, the cleric) can make it for, however, so the market price
of a wand of hold person is 4,500 gp, no matter who makes it.
You’ll notice, however, that not all the items presented here adhere
to these formulas directly. The reasons for this are several. First and
foremost, these few formulas aren’t enough to truly gauge the exact
differences between, say, a ring of fire resistance and boots of speed—two
very dissimilar items. Each of the magic items presented here was
examined and modified based on its actual worth. The formulas only
provide a starting point. The pricing of scrolls assumes that, whenever
possible, a wizard or cleric created it. Potions and wands follow the
formulas exactly. Staffs follow the formulas closely, and other items
require at least some DM judgment calls. Use good sense when
assigning prices, using the items in this book as examples.
pqqqqrs
pqqqqrs
increase its effectiveness, or quicken a spell to allow it to be used
as a free action, placing it within an item at the higher metamagic
level. See Chapter 5: Feats in the Player’s Handbook for more on
metamagic feats.
Magic supplies for items are always half of the base price in gp
and 1/25 of the base price in XP. For many items, the market price
equals the base price. For example, a cloak of elvenkind has a market
price (and base price) of 2,500 gp. Making one costs 1,250 gp in
raw materials plus 100 XP.
Armor, shields, weapons, and items with a value independent of
their magically enhanced properties add their item cost to the
market price. The item cost does not influence the base price
(which determines the cost of magic supplies and the experience
point cost), but it does increase the final market price.
In addition, some items cast or replicate spells with costly
material components or with XP components. For these items,
the market price equals the base price plus an extra price for the
spell component costs. Each XP in the component costs adds 5 gp
to the market price. The cost to create these items is the magic
supplies cost and the base XP cost (both determined by the base
price) plus the costs for the components. For example, a ring of
three wishes has a market price of 97,950 gp, which includes 75,000
gp for the extra 15,000 XP that the creator must expend to forge
the ring. The ring’s base price is only 22,950 gp (the market price
minus the extra cost for the XP expenditure). Descriptions of
these items include an entry that gives the total cost of creating
the item. (You don’t have to calculate creation costs for these
items. It’s done for you.)
The creator also needs a fairly quiet, comfortable, and well-lit
place in which to work. Any place suitable for preparing spells
(see Preparing Wizard Spells, page 177 of the Player’s Handbook)
is suitable for making items. Creating an item requires one day
per 1,000 gp in the item’s base price, with a minimum of at least
one day. Potions are an exception to this rule; they always take
just one day to brew. The character must spend the gold and XP
at the beginning of the construction process.
The caster works for 8 hours each day. He cannot rush the
process by working longer each day. But the days need not be con-
secutive, and the caster can use the rest of his time as he sees fit. A
character who takes a break from item creation to adventure
should keep track of how many days of work remain on that item.
A character can work on only one item at a time. If a character
starts work on a new item, all materials used and XP spent on the
under-construction item are wasted.
The secrets of creating artifacts are long lost.
MASTERWORK ITEMS
As detailed on pages 122 and 126 of the Player’s Handbook, mas-
terwork items are extraordinarily well-made items. They are
more expensive, but they benefit the user with improved qual-
ity. They are not magical in any way. However, only masterwork
items may be enhanced to become magic armor and weapons.
(Items that are not weapons or armor may or may not be mas-
terwork items.)
SPECIAL MATERIALS
In addition to magic items created with spells, some substances
have innate special properties. While only a few such materials are
presented here, other special materials may exist in a given cam-
paign. If you make a suit of armor or weapon out of more than one
special material, you get the benefit of only the most prevalent
material. For example, full plate made of both adamantine and
mithral will either provide damage reduction or lower weight, not
both. However, you can build a double weapon with each head
made of a different special material. A dire flail, for example, could
have an alchemical silver head for fighting lycanthropes and a
cold iron head for fighting fey.
Adamantine: Found only in meteorites and the rarest of veins in
magical areas, this ultrahard metal adds to the quality of a weapon or
suit of armor. Weapons fashioned from adamantine have a natural
ability to bypass hardness when sundering weapons or attacking
objects, ignoring hardness less than 20. Armor made from adaman-
tine grants its wearer damage reduction of 1/– if it’s light armor, 2/–
if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so
costly that weapons and armor made from it are always of master-
work quality; the masterwork cost is included in the prices given
below. Thus, adamantine weapons and ammunition have a +1
enhancement bonus on attack rolls, and the armor check penalty of
adamantine armor is lessened by 1 compared to ordinary armor of its
type. Items without metal parts cannot be made from adamantine.
An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can
be fashioned from adamantine. Weapons, armor and shields nor-
mally made of steel that are made of adamantine have one-third
more hit points than normal; for instance, an adamantine great-
sword has 13 hit points instead of the normal 10 for steel. Adaman-
tine has 40 hit points per inch of thickness and hardness 20.
Type of Adamantine Item Item Cost Modifier
Ammunition +60 gp
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp
Darkwood: This rare magic wood is as hard as normal wood
but very light. Any wooden or mostly wooden item (such as a bow,
an arrow, or a spear) made from darkwood is considered a master-
work item and weighs only half as much as a normal wooden item
of that type. Items not normally made of wood or only partially of
wood (such as a battleaxe or a mace) either cannot be made from
darkwood or do not gain any special benefit from being made of
darkwood. The armor check penalty of a darkwood shield is less-
ened by 2 compared to an ordinary shield of its type. To determine
the price of a darkwood item, use the original weight but add 10 gp
per pound to the price of a masterwork version of that item.
Darkwood has 10 hit points per inch of thickness and hard-
ness 5.
Dragonhide: Armorsmiths can work with the hides of dragons
to produce armor or shields of masterwork quality. One dragon
CHAPTER 7:
MAGIC ITEMS
BEHIND THE CURTAIN:
SPECIAL WEAPONS MATERIALS
Each of the special materials described in this section has a definite
game effect. Some creatures, such as fey, have damage reduction
based on their creature type or core concept. Some are resistant to all
but a special type of damage, such as that dealt by evil-aligned
weapons or bludgeoning weapons. Others are vulnerable to weapons
of a particular material. Fey tend to be susceptible to cold iron.
Combating golems is best done with adamantine weapons.
Characters may choose to carry several different types of weapons,
depending upon the campaign and types of creatures they most
commonly encounter. Some may use silversheen, described on page
266, designed to temporarily add the property of alchemical silver to a
weapon. Its cost was carefully considered so as not to let silversheen
overshadow weapons actually containing alchemical silver. You’ll also
notice that cold ironsheen is not mentioned. This is intentional. Cold
iron’s core attribute is its resistance to magic. Making a magic item
that mimics this attribute undermines its concept.
pqqqqrs
pqqqqrs
produces enough hide for a single suit of masterwork hide armor
for a creature one size category smaller than the dragon. By select-
ing only choice scales and bits of hide, an armorsmith can produce
one suit of masterwork banded mail for a creature two sizes
smaller, one suit of masterwork half-plate for a creature three sizes
smaller, or one masterwork breastplate or suit of full plate for a
creature four sizes smaller. In each case, enough hide is available
to produce a small or large masterwork shield in addition to the
armor, provided that the dragon is Large or larger.
Because dragonhide armor isn’t made of metal, druids can wear
it without penalty.
Dragonhide armor costs double what masterwork armor of that
type ordinarily costs, but it takes no longer to make than ordinary
armor of that type.
Dragonhide has 10 hit points per inch of thickness and hard-
ness 10.
Iron, Cold: This iron mined deep underground, known for its
effectiveness against fey creatures, is forged at a lower tempera-
ture to preserve its delicate properties. Weapons made of cold iron
cost twice as much to make as their normal counterparts. Also, any
magical enhancements cost an additional 2,000 gp. For example, a
+2 longsword made of cold iron would cost 10,330 gp, because the
price doubles for the longsword itself (15 gp to 30 gp), the +2
enhancement bonus costs 8,000 gp, and enhancing cold iron costs
an additional 2,000 gp. (The price includes 300 gp for the master-
work component.)
Items without metal parts cannot be made from cold iron. An
arrow could be made of cold iron, but a quarterstaff could not.
A double weapon that has only half of it made of cold iron
increases its cost by 50%. A two-bladed sword with one end of cold
iron and the other end steel would cost 150 gp.
Cold iron has 30 hit points per inch of thickness and hardness 10.
Mithral: Mithral is a very rare silvery, glistening metal that is
lighter than iron but just as hard. When worked like steel, it be-
comes a wonderful material from which to create armor and is
occasionally used for other items as well. Most mithral armors are
one category lighter than normal for purposes of movement and
other limitations (for example, whether a barbarian can use her
fast movement ability while wearing the armor or not). Heavy
armors are treated as medium, and medium armors are treated as
light, but light armors are still treated as light. Spell failure
chances for armors and shields made from mithral are decreased
by 10%, maximum Dexterity bonus is increased by 2, and armor
check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same
item made from other metals. In the case of weapons, this lighter
weight does not change a weapon’s size category or the ease with
which it can be wielded (whether it is light, one-handed, or two-
handed). Items not primarily of metal are not meaningfully af-
fected by being partially made of mithral. (A longsword can be a
mithral weapon, while a scythe cannot be.)
Weapons or armors fashioned from mithral are always master-
work items as well; the masterwork cost is included in the prices
given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
Type of Mithral Item Item Cost Modifier
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Other items +500 gp/lb.
Silver, Alchemical: A complex process involving metallurgy
and alchemy can bond silver to a weapon made of steel so that it
bypasses the damage reduction of creatures such as lycanthropes.
CHAPTER 7:
MAGIC ITEMS
Table 7–32: Summary of Magic Item Creation Costs
——— Spell Component Costs ——— Magic
Magic Item Feat Item Cost Material
2
XP
3
Supplies Cost Base Price
4
Armor Craft Magic Masterwork armor Cost × 50 × 50 (usually none) 1/2 the value Value on
Arms and Armor (usually none) ×5 gp on Table 7–2 Table 7–2
Shield Craft Magic Masterwork shield × 50 (usually none) × 50 (usually none) 1/2 the value Value on
Arms and Armor ×5 gp on Table 7–2 Table 7–2
Weapon Craft Magic Masterwork weapon × 50 (usually none) × 50 (usually none) 1/2 the value Value on
Arms and Armor ×5 gp on Table 7–9 Table 7–9
Potion Brew Potion — Cost (usually none) Cost (usually none) 1/2 the value Value on
on Table 7–2 Table 7–2
Ring Forge Ring —- × 50 × 50 ×5 gp Special, see Special, see
Table 7–33 Table 7–33
Rod Craft Rod
1
× 50 (often none) × 50 (often none) Special, see Special, see
Table 7–33 Table 7–33
Scroll Scribe Scroll — Cost (usually none) Cost (usually none) 1/2 the value Value on
on Table 7–2 Table 7–2
Staff Craft Staff Masterwork × 50/(# of charges × 50 ×5 gp/(# of See page 287 See page 287
quarterstaff (300 gp) used to activate spell) charges used to activate spell)
Wand Craft Wand — × 50 × 50 ×5 gp 1/2 ×375 ×375 ×
level of spell ×level of spell ×
level of caster level of caster
Wondrous Item Craft Wondrous
5
× 50 (usually none) × 50 (usually none) Special, see Special, see
Item ×5 gp Table 7–33 Table 7–33
1 Rods usable as weapons, such as a rod of flailing, must include the masterwork weapon cost.
2 This cost is only for spells activated by the item that have material or XP components. Having a spell with a costly component as a prerequisite
does not automatically incur this cost. For instance, goggles of minute seeing uses true seeing as a prerequisite, but the goggles don’t actually
activate a use of the spell.
3 If purchasing a staff, the buyer pays 5 ×the XP value in gold pieces.
4 A character creating an item pays 1/25 the base price in experience points.
5 Some items have additional value, such as the mattock of the titans. This additional value comes from an item cost such as that for the mattock’s
masterwork warhammer.
An item’s market price is the sum of the item cost, spell component costs, and the base price.
On a successful attack with a silvered weapon, the wielder takes
a –1 penalty on the damage roll (with the usual minimum of 1
point of damage). The alchemical silvering process can’t be applied
to nonmetal items, and it doesn’t work on rare metals such as
adamantine, cold iron, and mithral.
Alchemical silver has 10 hit points per inch of thickness and
hardness 8.
Type of Alchemical Silver Item Item Cost Modifier
Ammunition +2 gp
Light weapon +20 gp
One-handed weapon, or one head of a double weapon +90 gp
Two-handed weapon, or both heads of a double weapon +180 gp
CREATING MAGIC ARMOR
To create magic armor, a character needs a heat source and some
iron, wood, or leatherworking tools. He also needs a supply of
materials, the most obvious being the armor or the pieces of the
armor to be assembled. Armor to be made into magic armor must
be masterwork armor, and the masterwork cost is added to the
base price to determine final market value. Additional magic sup-
plies costs for the materials are subsumed in the cost for creating
the magic armor—half the base price presented on the tables in
this chapter.
Creating magic armor has a special prerequisite: The creator’s
caster level must be at least three times the enhancement bonus of
the armor. Thus, a 6th-level creator can make a +2 breastplate, a 9th-
level creator can create the same breastplate and make it +3, and a
15th-level caster can make it +5. If an item has both an enhance-
ment bonus and a special ability (such as cold resistance), the
higher of the two caster level requirements must be met.
Magic armor or a magic shield must have at least a +1 enhance-
ment bonus to have any of the abilities listed on Table 7–5: Armor
Special Abilities and Table 7–6: Shield Special Abilities. A charac-
ter can’t create, for example, simply shadow chainmail. In order to
have a special ability, the chainmail needs first to have an enhance-
ment bonus of at least +1.
If spells are involved in the prerequisites for making the armor, the
creator must have prepared the spells to be cast (or must know the
spells, in the case of a sorcerer or bard), must provide any material
components or focuses the spells require, and must pay any XP costs
required for the spells.The act of working on the armor triggers the
prepared spells, making them unavailable for casting during each day
of the armor’s creation. (That is, those spell slots are expended from
his currently prepared spells, just as if they had been cast.)
Creating some armor may entail other prerequisites beyond or
other than spellcasting. See the individual descriptions on pages
217–221 for details.
Crafting magic armor requires one day for each 1,000 gp value
of the base price. A suit of +1 chainmail has an item cost of 300 gp
and a base price of 1,000 gp. It takes one day to craft.
Item Creation Feat Required: Craft Magic Arms and Armor.
CREATING MAGIC WEAPONS
To create a magic weapon, a character needs a heat source and
some iron, wood, or leatherworking tools. She also needs a supply
of materials, the most obvious being the weapon or the pieces of
the weapon to be assembled. Only a masterwork weapon can
CHAPTER 7:
MAGIC ITEMS
Table 7–33: Estimating Magic Item Gold Piece Values
Effect Base Price Example
Ability bonus (enhancement) Bonus squared ×1,000 gp Gloves of Dexterity +2
Armor bonus (enhancement) Bonus squared ×1,000 gp +1 chainmail
Bonus spell Spell level squared ×1,000 gp Pearl of power
AC bonus (deflection) Bonus squared ×2,000 gp Ring of protection +3
AC bonus (other)
1
Bonus squared ×2,500 gp Ioun stone, dusty rose prism
Natural armor bonus (enhancement) Bonus squared ×2,000 gp Amulet of natural armor +1
Save bonus (resistance) Bonus squared ×1,000 gp Cloak of resistance +5
Save bonus (other)
1
Bonus squared ×2,000 gp Stone of good luck
Skill bonus (competence) Bonus squared ×100 gp Cloak of elvenkind
Spell resistance 10,000 gp per point over SR 12; SR 13 minimum Mantle of spell resistance
Weapon bonus (enhancement) Bonus squared ×2,000 gp +1 longsword
Spell Effect Base Price Example
Single use, spell completion Spell level ×caster level ×25 gp Scroll of haste
Single use, use-activated Spell level ×caster level ×50 gp Potion of cure light wounds
50 charges, spell trigger Spell level ×caster level ×750 gp Wand of fireball
Command word Spell level ×caster level ×1,800 gp Cape of the mountebank
Use-activated or continuous Spell level ×caster level ×2,000 gp
2
Lantern of revealing
Special Base Price Adjustment Example
Charges per day Divide by (5 divided by charges per day) Boots of teleportation
Uncustomary space limitation
3
Multiply entire cost by 1.5 Helm of teleportation
No space limitation
4
Multiply entire cost by 2 Ioun stone
Multiple different abilities Multiply higher item cost by 2 Helm of brilliance
Charged (50 charges) 1/2 unlimited use base price Ring of the ram
Component Extra Cost Example
Armor, shield, or weapon Add cost of masterwork item +1 composite longbow
Spell has material component cost Add directly into price of item per charge
5
Wand of stoneskin
Spell has XP cost Add 5 gp per 1 XP per charge
5
Ring of three wishes
Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
1 Such as a luck, insight, sacred, or profane bonus.
2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1
minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater,
divide the cost in half.
3 See the sidebar on Body Slot Affinities, page 288.
4 See Magic Items on the Body, page 214. Basically, an item that does not take up one of the spaces on a body costs double.
5 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.
become a magic weapon, and the masterwork cost cost is added to
the total cost to determine final market value. Additional magic
supplies costs for the materials are subsumed in the cost for creat-
ing the magic weapon—half the base price given on Table 7–9:
Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The cre-
ator’s caster level must be at least three times the enhancement
bonus of the weapon. Thus, a 6th-level creator can make a +2 long-
sword, a 9th-level creator can create the same sword and make it +3,
and a 15th-level caster can make it +5. If an item has both an
enhancement bonus and a special ability (such as ghost touch),
the higher of the two caster level requirements must be met.
A magic weapon must have at least a +1 enhancement bonus to
have any of the abilities listed on Table 7–14 or Table 7–15. A char-
acter can’t create, for example, simply a keen rapier. A keen rapier
needs an enhancement bonus of at least +1.
If spells are involved in the prerequisites for making the weap-
on, the creator must have prepared the spells to be cast (or must
know the spells, in the case of a sorcerer or bard) but need not pro-
vide any material components or focuses the spells require, nor are
any XP costs inherent in a prerequisite spell incurred in the cre-
ation of the item. The act of working on the weapon triggers the
prepared spells, making them unavailable for casting during each
day of the weapon’s creation. (That is, those spell slots are expended
from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon
glows or not as a side-effect of the magic imbued within it. This
decision does not affect the price or the creation time, but once
the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating
two weapons when determining cost, time, XP, and special abili-
ties. For example, a dire flail could have a +1 flaming head and a +3
disruption head.
Creating some weapons may entail other prerequisites beyond
or other than spellcasting. See the individual descriptions on
pages 223–229 for details.
Crafting a magic weapon requires one day for each 1,000 gp
value of the base price. A +2 longsword has an item cost of 315 gp
and a base price of 8,000 gp. It takes eight days to craft.
Item Creation Feat Required: Craft Magic Arms and Armor.
CREATING POTIONS
The creator of a potion needs a level working surface and at least a
few containers in which to mix liquids, as well as a source of heat
to boil the brew. In addition, he needs ingredients. The costs for
materials and ingredients are subsumed in the cost for brewing
the potion—25 gp ×the level of the spell ×the level of the caster.
All ingredients and materials used to brew a potion must be fresh
and unused. The character must pay the full cost for brewing each
potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target;
therefore, spells such as shield other cannot be stored in potion
form. Spells with a range of personal cannot be made into potions,
so spells such as shield never exist in potion form.
The creator must have prepared the spell to be placed in the po-
tion (or must know the spell, in the case of a sorcerer or bard) and
must provide any material component or focus the spell requires.
If casting the spell would reduce the caster’s XP total, he pays the
XP cost upon beginning the brew in addition to the XP cost for
making the potion itself. Material components are consumed
when he begins working, but a focus is not. (A focus used in brew-
ing a potion can be reused.) The act of brewing triggers the pre-
pared spell, making it unavailable for casting until the character
has rested and regained spells. (That is, that spell slot is expended
from his currently prepared spells, just as if it had been cast.)
Brewing a potion requires one day.
Item Creation Feat Required: Brew Potion.
Potion Base Prices (By Brewer’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr*
025 gp 25 gp 25 gp —
1st 50 gp 50 gp 100 gp 100 gp
2nd 300 gp 400 gp 400 gp 400 gp
3rd 750 gp 900 gp 1,050 gp 750 gp
* Caster level is half class level.
Prices assume that the potion was made at the minimum caster level.
Base Cost to Brew a Potion (By Brewer’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr*
012 gp 5 sp 12 gp 5 sp 12 gp 5 sp —
+1 XP +1 XP +1 XP
1st 25 gp 25 gp 50 gp 50 gp
+2 XP +2 XP +4 XP +4 XP
2nd 150 gp 200 gp 200 gp 200 gp
+12 XP +16 XP +16 XP +16 XP
3rd 375 gp 450 gp 525 gp 375 gp
+30 XP +36 XP +42 XP +30 XP
* Caster level is half class level.
Costs assume that the creator makes the potion at the minimum
caster level.
CREATING RINGS
To create a magic ring, a character needs a heat source. He also
needs a supply of materials, the most obvious being a ring or the
pieces of the ring to be assembled. The cost for the materials is sub-
sumed in the cost for creating the ring. Ring costs are difficult to
formularize. Refer to Table 7–33 on page 285 and use the ring
prices in this chapter as a guideline. Creating a ring generally costs
half the ring’s market price.
Rings that duplicate spells with costly material or XP compo-
nents add in the value of 50 ×the spell’s component cost. Having a
spell with a costly component as a prerequisite does not automati-
cally incur this cost. The act of working on the ring triggers the
prepared spells, making them unavailable for casting during each
day of the ring’s creation. (That is, those spell slots are expended
from his currently prepared spells, just as if they had been cast.)
Creating some rings may entail other prerequisites beyond or
other than spellcasting. See the individual descriptions on pages
230–233 for details.
Forging a ring requires one day for each 1,000 gp of the base
price.
Item Creation Feat Required: Forge Ring.
CREATING RODS
To create a magic rod, a character needs a supply of materials, the
most obvious being a rod or the pieces of the rod to be assembled.
The cost for the materials is subsumed in the cost for creating the
rod. Rod costs are difficult to formularize. Refer to Table 7–33 on
page 285 and use the rod prices in this chapter as a guideline. Cre-
ating a rod costs half the market value listed.
If spells are involved in the prerequisites for making the rod,
the creator must have prepared the spells to be cast (or must know
the spells, in the case of a sorcerer or bard) but need not provide
any material components or focuses the spells require, nor are any
XP costs inherent in a prerequisite spell incurred in the creation of
the item. The act of working on the rod triggers the prepared
spells, making them unavailable for casting during each day of the
rod’s creation. (That is, those spell slots are expended from his cur-
rently prepared spells, just as if they had been cast.)
Creating some rods may entail other prerequisites beyond or
other than spellcasting. See the individual descriptions on pages
234–237 for details.
Crafting a rod requires one day for each 1,000 gp of the base
price.
Item Creation Feat Required: Craft Rod.
CHAPTER 7:
MAGIC ITEMS
CREATING SCROLLS
To create a scroll, a character needs a supply of choice writing
materials, the cost of which is subsumed in the cost for scribing
the scroll—12.5 gp ×the level of the spell ×the level of the caster.
All writing implements and materials used to scribe a scroll must
be fresh and unused. A character must pay the full cost for scrib-
ing each spell scroll no matter how many times she previously has
scribed the same spell.
The creator must have prepared the spell to be scribed (or must
know the spell, in the case of a sorcerer or bard) and must provide
any material component or focus the spell requires. If casting the
spell would reduce the caster’s XP total, she pays the cost upon
beginning the scroll in addition to the XP cost for making the
scroll itself. Likewise, a material component is consumed when
she begins writing, but a focus is not. (A focus used in scribing a
scroll can be reused.) The act of writing triggers the prepared spell,
making it unavailable for casting until the character has rested and
regained spells. (That is, that spell slot is expended from her cur-
rently prepared spells, just as if it had been cast.)
Scribing a scroll requires one day per each 1,000 gp of the base
price.
Item Creation Feat Required: Scribe Scroll.
Scroll Base Prices (By Scriber’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr*
012 gp 5 sp 12 gp 5 sp 12 gp 5 sp —
1st 25 gp 25 gp 50 gp 50 gp
2nd 150 gp 200 gp 200 gp 200 gp
3rd 375 gp 450 gp 525 gp 375 gp
4th 700 gp 800 gp 1,000 gp 700 gp
5th 1,125 gp 1,250 gp 1,625 gp —
6th 1,650 gp 1,800 gp 2,400 gp —
7th 2,275 gp 2,450 gp — —
8th 3,000 gp 3,200 gp — —
9th 3,825 gp 4,050 gp — —
* Caster level is half class level.
Prices assume that the scroll was made at the minimum caster level.
Base Magic Supplies and XP Cost to Scribe a Scroll
(By Scriber’s Class)
Spell
Level Clr, Drd, Wiz Sor Brd Pal, Rgr*
06 gp 2 sp 5 cp 6 gp 2 sp 5 cp 6 gp 2 sp 5 cp —
+1 XP +1 XP +1 XP
1st 12 gp 5 sp 12 gp 5 sp 25 gp 25 gp
+1 XP +1 XP +2 XP +2 XP
2nd 75 gp 100 gp 100 gp 100 gp
+6 XP +8 XP +8 XP +8 XP
3rd 187 gp 5 sp 225 gp 262 gp 5 sp 187 gp 5 sp
+15 XP +18 XP +21 XP +15 XP
4th 350 gp 400 gp 500 gp 350 gp
+28 XP +32 XP +40 XP +28 XP
5th 562 gp 5 sp 625 gp 812 gp 5 sp —
+45 XP +50 XP +65 XP
6th 826 gp 900 gp 1,200 gp —
+66 XP +72 XP +96 XP
7th 1,135 gp 5 sp 1,225 gp — —
+91 XP +98 XP
8th 1,500 gp 1,600 gp — —
+120 XP +128 XP
9th 1,912 gp 5 sp 2, 025 gp — —
+153 XP +162 XP
* Caster level is half class level.
Costs assume that the creator makes the scroll at the minimum
caster level.
CREATING STAFFS
To create a magic staff, a character needs a supply of materials, the
most obvious being a staff or the pieces of the staff to be assem-
bled. The cost for the materials is subsumed in the cost for creat-
ing the staff—375 gp ×the level of the highest-level spell ×the
level of the caster, plus 75% of the value of the next most costly
ability (281.25 gp ×the level of the spell ×the level of the caster),
plus one-half of the value of any other abilities (187.5 gp ×the
level of the spell ×the level of the caster). Staffs are always fully
charged (50 charges) when created.
If desired, a spell can be placed into the staff at only half the
normal cost, but then activating that particular spell costs 2
charges from the staff. The caster level of all spells in a staff must
be the same, and no staff can have a caster level of less than 8th,
even if all the spells in the staff are low-level spells.
The creator must have prepared the spells to be stored (or must
know the spell, in the case of a sorcerer or bard) and must provide
any focus the spells require as well as material and XP component
costs sufficient to activate the spell a maximum number of times
(50 divided by the number of charges one use of the spell
expends). This is in addition to the XP cost for making the staff
itself. Material components are consumed when he begins work-
ing, but focuses are not. (A focus used in creating a staff can be
reused.) The act of working on the staff triggers the prepared
spells, making them unavailable for casting during each day of the
staff’s creation. (That is, those spell slots are expended from his
currently prepared spells, just as if they had been cast.)
Creating a few staffs may entail other prerequisites beyond
spellcasting. See the individual descriptions on pages 243–245 for
details.
Crafting a staff requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Craft Staff.
CREATING WANDS
To create a magic wand, a character needs a small supply of mate-
rials, the most obvious being a baton or the pieces of the wand to
be assembled. The cost for the materials is subsumed in the cost
for creating the wand—375 gp ×the level of the spell ×the level
of the caster. Wands are always fully charged (50 charges) when
created.
Wand Base Prices (By Crafter’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr*
0375 gp 375 gp 375 gp —
1st 750 gp 750 gp 1,500 gp 1,500 gp
2nd 4,500 gp 6,000 gp 6,000 gp 6,000 gp
3rd 11,250 gp 13,500 gp 15,750 gp 11,250 gp
4th 21,000 gp 24,000 gp 30,000 gp 21,000 gp
* Caster level is half class level.
Prices assume that the wand was made at the minimum caster level.
Base Magic Supplies and XP Cost to Craft a Wand
(By Crafter’s Class)
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr*
0187 gp 5 sp 187 gp 5 sp 187 gp 5 sp —
+15 XP +15 XP +15 XP
1st 375 gp 375 gp 750 gp 750 gp
+30 XP +30 XP +60 XP +60 XP
2nd 2,250 gp 3,000 gp 3,000 gp 3,000 gp
+180 XP +240 XP +240 XP +240 XP
3rd 5,625 gp 6,750 gp 7,875 gp 5,625 gp
+450 XP +540 XP +630 XP +450 XP
4th 10,500 gp 12,000 gp 15,000 gp 10,500 gp
+840 XP +960 XP +1,200 XP +840 XP
* Caster level is half class level.
Costs assume that the creator makes the wand at the minimum
caster level.
CHAPTER 7:
MAGIC ITEMS
The creator must have prepared the spell to be stored (or must
know the spell, in the case of a sorcerer or bard) and must provide
any focuses the spell requires. Fifty of each needed material com-
ponent are required, one for each charge. If casting the spell
would reduce the caster’s XP total, she pays the cost (multiplied by
50) upon beginning the wand in addition to the XP cost for
making the wand itself. Likewise, material components are con-
sumed when she begins working, but focuses are not. (A focus
used in creating a wand can be reused.) The act of working on the
wand triggers the prepared spell, making it unavailable for casting
during each day devoted to the wand’s creation. (That is, that spell
slot is expended from her currently prepared spells, just as if it had
been cast.)
Crafting a wand requires one day per each 1,000 gp of the base
price. A wand of stoneskin and a wand of charm monster each take
twenty-one days to create.
Item Creation Feat Required: Craft Wand.
CREATING WONDROUS ITEMS
To create a wondrous item, a character usually needs some sort of
equipment or tools to work on the item. She also needs a supply of
materials, the most obvious being the item itself or the pieces of
the item to be assembled. The cost for the materials is subsumed in
the cost for creating the item. Wondrous item costs are difficult to
formularize. Refer to Table 7–33 on page 285 and use the item
prices in this chapter as a guideline. Creating an item costs half
the market value listed.
If spells are involved in the prerequisites for making the item,
the creator must have prepared the spells to be cast (or must know
the spells, in the case of a sorcerer or bard) but need not provide
any material components or focuses the spells require, nor are any
XP costs inherent in a prerequisite spell incurred in the creation of
the item. The act of working on the item triggers the prepared
spells, making them unavailable for casting during each day of the
item’s creation. (That is, those spell slots are expended from his
currently prepared spells, just as if they had been cast.)
Creating some items may entail other prerequisites beyond or
other than spellcasting. See the individual descriptions beginning
on page 246 for details.
Crafting a wondrous item requires one day for each 1,000 gp of
the base price.
Item Creation Feat Required: Craft Wondrous Item.
INTELLIGENT ITEM CREATION
To create an intelligent item, a character must have a caster level of
15th or higher. Time and creation cost are based on the normal item
creation rules, with the market price values on Table 7–30: Item
Intelligence, Wisdom, Charisma, and Capabilities (page 269)
treated as additions to time, gp cost, and XP cost. The item’s align-
ment is the same as its creator’s. Determine other features randomly,
following the guidelines in the relevant sections of this chapter.
ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no
restrictions. The cost to do this is the same as if the item was not
magical. Thus, a +1 longsword can be made into a +2 vorpal long-
sword, with the cost to create it being equal to that of a +2 vorpal
sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s
body (see Magic Items on the Body, page 214), the cost of adding
any additional ability to that item increases by 50%. For example, if
a character adds the power to confer invisibility to her ring of protec-
tion +2, the cost of adding this ability is the same as for creating a
ring of invisibility multiplied by 1.5.
CHAPTER 7:
MAGIC ITEMS
BEHIND THE CURTAIN:
BODY SLOT AFFINITIES
A character who already has winged boots wants the haste effect pro-
vided by boots of speed. The player asks, “Can I make a hat of speed
instead?” What’s your answer?
The question comes up with some frequency because some parts of
the body can accommodate many more kinds of magic items than
others. Almost every character gets a magic cloak of some kind early in
her career, even if it’s a simple cloak of resistance +1. But magic vests
are few in number, and almost all the magic robes are too expensive for
low-level characters. Characters who have “empty” spaces on their
bodies are naturally eager to fill them with useful items that would ordi-
narily go in spots where they already have magic.
Some magic items strain credulity if they’re placed in an unusual
location on the body. It’s much easier to imagine gauntlets of ogre power
than goggles of ogre power. Other changes seem straightforward
enough; for instance, a cloak of blending makes just as much sense as
a robe of blending.
Each location on the body, or body slot, has one or more affinities:
a word or phrase that describes the general function or nature of magic
items designed for that body slot. Body slot affinities are deliberately
broad, abstract categorizations, because a hard-and-fast rule can’t
cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on
which magic items you’ll allow in which body slots. And when you
design your own magic items, the affinities give you some guidance for
what form a particular item should take.
Some body slots have different affinities for different specific
items. Gloves and gauntlets occupy the same body slot, for
example, but have the affinities of quickness and destructive power
respectively.
Body Slot Affinity
Headband, helmet Mental improvement, ranged attacks
Hat Interaction
Phylactery Morale, alignment
Eye lenses, goggles Vision
Cloak, cape, mantle Transformation, protection
Amulet, brooch, medallion, Protection, discernment
necklace, periapt, scarab
Robe Multiple effects
Shirt Physical improvement
Vest, vestment Class ability improvement
Bracers Combat
Bracelets Allies
Gloves Quickness
Gauntlets Destructive power
Belt Physical improvement
Boots Movement
Wondrous items that don’t match the affinity for a particular body
slot should cost 50% more than wondrous items that match the
affinity. Compare the boots of teleportation with the helm of teleporta-
tion. Unless you are intentionally aiming for a truly oddball game,
avoid patently absurd combinations such as eyeglasses of giant
Strength at any price.
pqqqqrs
pqqqqrs
his chapter has three parts: Special Abilities, Condition
Summary, and The Environment. Throughout the game,
you’ll find references to special abilities of all kinds—rays
of energy, life-numbing touches, and the ability to become
insubstantial, to name a few. This section identifies the most
significant abilities and provides details on how to use them
and what they look like.
Following this section you can find a comprehensive sum-
mary of character conditions, such as panicked, paralyzed, and
helpless. If a character falls victim to any sort of debilitation or
strange effect, refer to that condition’s listing for how to handle
the situation.
Finally, perils of the environment such as drowning, and the
effects of heat and cold are covered in the closing section.
SPECIAL ABILITIES
A special ability is either extraordinary, spell-like, or supernatural
in nature.
Extraordinary Abilities (Ex): Extraordinary abilities are non-
magical. They are, however, not something that just anyone can
do or even learn to do without extensive training (which, in game
terms, means to take a new character class). A monk’s ability to
evade attacks and a barbarian’s uncanny dodge are extraordinary
abilities. Effects or areas that negate or disrupt magic have no
effect on extraordinary abilities.
Spell-Like Abilities (Sp): Spell-like abilities, as the name
implies, are spells and magical abilities that are very much like
spells. Spell-like abilities are subject to spell resistance and dispel
magic. They do not function in areas where magic is suppressed or
negated (such as an antimagic field).
Supernatural Abilities (Su): Supernatural abilities are
magical but not spell-like. This far-reaching category
includes the basilisk’s petrifying stare, the monk’s ki strike,
and the ghoul’s paralytic touch. Supernatural abilities are
not subject to spell resistance and do not function in areas
where magic is suppressed or negated (such as an
antimagic field). A supernatural ability’s effect cannot be
dispelled and is not subject to counterspells.
See Table 8–1, on the next page, for a summary of the
types of special abilities.
ABILITY SCORE LOSS
An undead shadow touches Tordek, and his axe immedi-
ately feels heavier in his hand. A giant wasp stings
Mialee, and her normally graceful movements become
halting and stiff.
Various attacks cause ability score loss, either ability
damage or ability drain. Points lost to ability damage
return at the rate of 1 point per day (or double that if
the character gets complete bed rest) to each dam-
aged ability, and the spells lesser restoration and restora-
tion offset ability damage as well. Ability drain, how-
ever, is permanent, though restoration can restore
even those lost ability score points.
While any loss is debilitating, losing all points in
an ability score can be devastating.
•Strength 0 means that the character cannot move at
all. He lies helpless on the ground.
•Dexterity 0 means that the character cannot move
at all. He stands motionless, rigid, and helpless.
•Constitution 0 means that the character is dead.
Illus. by A. Swekel
•Intelligence 0 means that the character cannot think and is
unconscious in a comalike stupor, helpless.
•Wisdom 0 means that the character is withdrawn into a deep
sleep filled with nightmares, helpless.
•Charisma 0 means that the character is withdrawn into a cata-
tonic, comalike stupor, helpless.
Keeping track of negative ability score points is never neces-
sary. A character’s ability score can’t drop below 0.
Having a score of 0 in an ability is different from having no abil-
ity score whatsoever. A wraith has no Strength score, not a
Strength score of 0. A clay golem has no Intelligence, not an Intel-
ligence score of 0. The wraith can move, it just can’t act physically
on other objects. The golem is not in a stupor or helpless, but it has
no thoughts or memory.
Some spells or abilities impose an effective ability score reduc-
tion, which is different from ability score loss. Any such reduction
disappears at the end of the spell’s or ability’s duration, and the
ability score immediately returns to its former value.
If a character’s Constitution score drops, then he loses 1 hit
point per Hit Die for every point by which his Constitution mod-
ifier drops. For example, at 7th level, Tordek is hit by poison that
causes his Constitution to drop from 16 to 13. His Constitution
modifier falls from +3 to +1, so he loses 14 hit points (2 per level).
A minute later, the poison deals another 8 points of Constitution
damage, dropping his score to 5 and his modifier to –3. He loses
another 28 hit points—for a total of 42 hit points lost because of
an overall 6-point drop in his Constitution modifier.
A hit point score can’t be reduced by Constitution damage or
drain to less than 1 hit point per Hit Die. At 7th level, Mialee has
22 hit points when fully healed. Even if her Constitution score
drops to 5 or lower, she will still have at least 7 hit points (less any
damage she may take).
The ability that some creatures have to drain ability scores (such
as shadows draining Strength or lamias draining Wisdom) is a
supernatural one, requiring some sort of attack. Such creatures do
not drain abilities from enemies when the enemies strike them,
even with unarmed attacks or natural weapons.
ANTIMAGIC
The beholder opens its large central eye, and suddenly Lidda (who
had been invisible) becomes visible, and Tordek (who had been
flying) drops unceremoniously to the floor. The adventurers’
magic weapons are now no better than masterwork versions, and
their layers of magical protections are gone. The fire giant working
with the beholder hefts his axe, grins, and charges.
An antimagic field spell or the main eye ray of a beholder cancels
magic altogether. This spell-like effect is extremely powerful—the
ultimate defense against magic. An antimagic effect has the fol-
lowing powers and characteristics.
•No supernatural ability, spell-like ability, or spell works in an
area of antimagic (but extraordinary abilities still work).
•Antimagic does not dispel magic; it suppresses it. Once a magi-
cal effect is no longer affected by the antimagic (the antimagic
fades, the center of the effect moves away, and so on), the magic
returns. Spells that still have part of their duration left begin
functioning again, magic items are once again useful, and so
forth.
•Spell areas that include both an antimagic area and a normal
area, but are not centered in the antimagic area, still function in
the normal area. If the spell’s center is in the antimagic area,
then the spell is suppressed.
•Golems and other constructs, elementals, outsiders, and corpo-
real undead, still function in an antimagic area (though the
antimagic area suppresses their spellcasting and their supernat-
ural and spell-like abilities normally). If such creatures are
summoned or conjured, however, see below.
•Summoned or conjured creatures of any type, as well as incor-
poreal undead, wink out if they enter the area of an antimagic
effect. They reappear in the same spot once the field goes away.
•Magic items with continuous effects, such as a bag of holding, do
not function in the area of an antimagic effect, but their effects
are not canceled (so the contents of the bag are unavailable, but
neither spill out nor disappear forever).
•Two antimagic areas in the same place do not cancel each other
out, nor do they stack.
•Wall of force, prismatic wall, and prismatic sphere are not affected by
antimagic. Break enchantment, dispel magic, and greater dispel
magic spells do not dispel antimagic. Mordenkainen’s disjunction
has a 1% chance per caster level of destroying an antimagic field.
If the antimagic field survives the disjunction, no items within it
are disjoined.
BLINDSIGHT AND BLINDSENSE
Some creatures have blindsight, the extraordinary ability to use a
nonvisual sense (or a combination of such senses) to operate effec-
tively without vision. Such sense may include sensitivity to vibra-
tions, acute scent, keen hearing, or echolocation. This ability makes
invisibility and concealment (even magical darkness) irrelevant to
the creature (though it still can’t see ethereal creatures). This ability
operates out to a range specified in the creature description.
•Blindsight never allows a creature to distinguish color or visual
contrast. A creature cannot read with blindsight.
•Blindsight does not subject a creature to gaze attacks (even
though darkvision does).
•Blinding attacks do not penalize creatures using blindsight.
•Deafening attacks thwart blindsight if it relies on hearing (as a
bat’s echolocation ability does).
•Blindsight works underwater but not in a vacuum.
•Blindsight negates displacement and blur effects.
CHAPTER 8:
GLOSSARY
Table 8–1: Special Ability Types
Extraordinary Spell-Like Supernatural
Dispel No Yes Yes
Spell resistance No Yes No
Antimagic field No Yes Yes
Attack of opportunity No Yes No
Dispel: Can dispel magic and similar spells dispel the effects of abilities
of that type?
Spell Resistance: Does spell resistance protect a creature from these
abilities?
Antimagic Field: Does an antimagic field or similar magic suppress the
ability?
Attack of Opportunity: Does using the ability provoke attacks of
opportunity the way that casting a spell does?
VARIANT: SEPARATE ABILITY LOSS
Some players don’t like keeping track of ability scores that go down
because they find it hard to recalculate their statistics based on their
new ability modifiers. These players may find it easier to track ability
loss separately, sort of the way nonlethal damage works. In this variant,
for each 2 points of ability damage, the character takes a –1 penalty on
checks related to that ability. If the ability loss equals or exceeds the
ability score, then the character suffers the effect of having a 0 score in
that ability. Ability damage goes away at the rate of 1 point per day.
This variant leads to very nearly the same results as standard ability
loss does.
pqqqqrs
pqqqqrs
Blindsense: Other creatures have blindsense, a lesser ability
that lets the creature notice things it cannot see, but without the
precision of blindsight. The creature with blindsense usually does
not need to make Spot or Listen checks to notice and locate crea-
tures within range of its blindsense ability, provided that it has
line of effect to that creature. Any opponent the creature cannot
see has total concealment (50% miss chance) against the creature
with blindsense, and the blindsensing creature still has the
normal miss chance when attacking foes that have concealment.
Visibility still affects the movement of a creature with blindsense.
A creature with blindsense is still denied its Dexterity bonus to
Armor Class against attacks from creatures it cannot see.
BREATH WEAPON
While dragon fire is the classic example, a breath weapon may also
be a cloud of poisonous gas, a bolt of lightning, or a stream of acid.
The creature is actually expelling something from its mouth
(rather than conjuring it by means of a spell or some other magical
effect). Most creatures with breath weapons are limited to a
number of uses per day or by a minimum length of time that must
pass between uses. Such creatures are usually smart enough to
save their breath weapon until they really need it.
•Using a breath weapon is typically a standard action.
•No attack roll is necessary. The breath simply fills its stated area.
•Any character caught in the area must make the appropriate
saving throw or suffer the breath weapon’s full effect. In many
cases, a character who succeeds on his saving throw still takes
half damage or some other reduced effect.
•Breath weapons are supernatural abilities except where noted.
•Creatures are immune to their own breath weapons.
•Creatures unable to breathe can still use breath weapons. (The
term is something of a misnomer.)
CHARM AND COMPULSION
As the strange, wolflike creature loped toward Tordek, he realized
that it was a good friend that meant him no harm. But why was
Mialee casting a fireball at it? He needed to stop her from doing
that again. Later, things got even worse when Lidda didn’t know
that the noble she was chatting up was actually a vampire. After
one look into his eyes, she heard his voice in her mind, giving her
orders that she obeyed without hesitation. She felt like a mere
observer, trapped behind her own eyes, watching as “she” sought
out her companions and invited them to a private party at the
noble’s estate.
Many abilities and spells can cloud the minds of characters and
monsters, leaving them unable to tell friend from foe—or worse
yet, deceiving them into thinking that their former friends are
now their worst enemies. Two general types of enchantments af-
fect characters and creatures: charms and compulsions.
Charming another creature gives the charming character the
ability to befriend and suggest courses of actions to his minion,
but the servitude is not absolute or mindless. Charms of this type
include the various charm spells. Essentially, a charmed character
retains free will but makes choices according to a skewed view of
the world.
•A charmed creature doesn’t gain any magical ability to under-
stand his new friend’s language.
•A charmed character retains his original alignment and alle-
giances, generally with the exception that he now regards the
charming creature as a dear friend and will give great weight to
his suggestions and directions.
•A charmed character fights his former allies only if they threaten
his new friend, and even then he uses the least lethal means at
his disposal as long as these tactics show any possibility of
success (just as he would in a fight between two actual friends).
•A charmed character is entitled to an opposed Charisma check
against his master in order to resist instructions or commands
that would make him do something he wouldn’t normally do
even for a close friend. If he succeeds, he decides not to go
along with that order but remains charmed.
•A charmed character never obeys a command that is obviously
suicidal or grievously harmful to her.
•If the charming creature commands his minion to do some-
thing that the influenced character would be violently opposed
to, the subject may attempt a new saving throw to break free of
the influence altogether.
•A charmed character who is openly attacked by the creature who
charmed him or by that creature’s apparent allies is automatically
freed of the spell or effect.
Compulsion is a different matter altogether. A compulsion
overrides the subject’s free will in some way or simply
changes the way the subject’s mind works. A charm makes the
subject a friend of the caster; a compulsion makes the subject
obey the caster.
Regardless of whether a character is charmed or compelled, he
won’t volunteer information or tactics that his master doesn’t ask
for. If a 1st-level wizard happens to have a staff of fire, the vampire
that is compelling him doesn’t know that the wand is there and
can’t tell the wizard to give him the staff or use the staff on his
former friends. The vampire, however, can say, “Hand over your
most powerful magic item.”
COLD IMMUNITY
A creature with cold immunity, such as a frost giant, never takes cold
damage. It has vulnerability to fire, which means it takes half again as
much (+50%) damage as normal from fire, regardless of whether a
saving throw is allowed, or if the save is a success or failure.
DAMAGE REDUCTION
The arrow sticks into the vampire, but she just pulls it out and
laughs as the wound instantly heals. “You’ll need to do better than
that,” she hisses.
Some magic creatures have the supernatural ability to instantly
heal damage from weapons or to ignore blows altogether as
though they were invulnerable.
The numerical part of a creature’s damage reduction is the
amount of hit points the creature ignores from normal attacks.
Thus, a creature with a damage reduction number of 5 struck for 8
points of damage ignores 5 points and takes only 3.
Usually, a certain type of weapon can overcome this reduction.
This information is separated from the damage reduction number
by a slash. For example, a werewolf’s damage reduction is
10/silver, meaning the werewolf ignores the first 10 points of
damage from every normal attack unless the weapon is made with
alchemical silver. Other kinds of damage reduction are overcome
by magic weapons (any weapon with a +1 or higher enhancement
bonus, not counting the enhancement from masterwork quality),
certain types of weapons (such as slashing or bludgeoning), and
weapons imbued with an alignment (such as that granted by the
holy special ability or the align weapon spell). If a dash follows the
slash (as with the damage reduction that is a class feature of the
barbarian), then the damage reduction is effective against any
attack that does not ignore damage reduction.
Ammunition fired from a projectile weapon with an enhance-
ment bonus of +1 or higher is treated as a magic weapon for the
purpose of overcoming damage reduction. For example, a sling
stone hurled from a +1 sling is treated as a magic weapon. Similarly,
ammunition fired from a projectile weapon with an alignment
(such as a +1 holy longbow or a crossbow under the effect of the
align weapon spell) gains the alignment of that projectile weapon
(in addition to any alignment it may already have). For example, a
+1 unholy arrow fired from a +2 anarchic shortbow would be both
evil-aligned and chaos-aligned (the former from its own unholy
special ability, the latter from the shortbow).
CHAPTER 8:
GLOSSARY
Whenever damage reduction completely negates the damage
from an attack, it also negates most special effects that accompany
the attack, such as injury type poison, a monk’s stunning, and
injury type disease. Damage reduction does not negate touch
attacks, energy damage dealt along with an attack (such as fire
damage from a fire elemental), or energy drains. Nor does it affect
poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target’s damage reduc-
tion do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even nonmagical
fire) ignore damage reduction.
Sometimes damage reduction is instant healing. A sword slash
across a demon’s hide slices it open, but the open wound seals as
fast as it’s made. Sometimes damage reduction represents the
creature’s tough hide or body, such as with a gargoyle or iron
golem. In either case, characters can see that conventional attacks
don’t work.
If a creature has damage reduction from more than one source,
the two forms of damage reduction do not stack. Instead, the crea-
ture gets the benefit of the best damage reduction in a given situa-
tion. For example, a werebear with damage reduction 10/silver
receives a righteous might spell and gains damage reduction 5/evil.
If the werebear is attacked with a weapon that is neither silver nor
evil, it takes 10 fewer points of damage from each attack. Damage
from a silver weapon that is not evil is reduced by 5 points per
attack (since it bypasses the DR 10/silver but not the DR 5/evil),
and damage from an evil weapon that is not silver is reduced by 10
points per attack (since it bypasses the DR 5/evil but not the DR
10/silver). Only a weapon that is both silver and evil (such as a sil-
vered unholy weapon) deals full damage to the creature.
DARKVISION
Darkvision is the extraordinary ability to see with no light source
at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be dis-
cerned). It does not allow characters to see anything that they
could not see otherwise—invisible objects are still invisible, and
illusions are still visible as what they seem to be. Likewise, dark-
vision subjects a creature to gaze attacks normally.
The presence of light does not spoil darkvision. If a character
has darkvision with a 60-foot range, and he stands within a 20-foot
radius of light, the character can see normally in the light, and 40
feet beyond the light because of his darkvision.
DEATH ATTACKS
Lidda, scouting ahead of her party, meets the eyes of the figure she
discovers in the shadows. It’s one of the awful undead creatures
known as bodaks. She feels a sudden vertigo, as her spark of life
itself is attacked by the bodak’s supernatural power.
The bodak’s abyssal eyes can kill with a glance. The dreaded
power word kill spell can slay without even allowing the victim a
saving throw. A single arrow of slaying can fell a dragon. Even a
fighter with 100 hit points can be killed by a single death attack.
In most cases, a death attack allows the victim a Fortitude save
to avoid the affect, but if the save fails, the character dies
instantly.
•Raise dead doesn’t work on someone killed by a death attack.
•Death attacks slay instantly. A victim cannot be made stable and
thereby kept alive.
•In case it matters, a dead character, no matter how she died, has
–10 hit points.
•The spell death ward protects a character against these attacks.
DISEASE
When a character is injured by a contaminated attack (such as a
mummy’s slam attack, which can transmit mummy rot),
touches an item smeared with diseased matter, or consumes dis-
ease-tainted food or drink, he must make an immediate Forti-
tude saving throw. If he succeeds, the disease has no effect—his
immune system fought off the infection. If he fails, he takes
damage after an incubation period. Once per day afterward, he
must make a successful Fortitude saving throw to avoid
repeated damage. Two successful saving throws in a row indi-
cate that he has fought off the disease and recovers, taking no
more damage.
You can roll these Fortitude saving throws for the player so that
he doesn’t know whether the disease has taken hold.
Disease Descriptions
Diseases have various symptoms and are spread through a number
of vectors. The characteristics of several typical diseases are sum-
marized on Table 8–2: Diseases and defined below.
Disease: Diseases whose names are printed in italic in the table
are supernatural in nature. The others are extraordinary.
Infection: The disease’s method of delivery—ingested, inhaled,
via injury, or contact. Keep in mind that some injury diseases may
be transmitted by as small an injury as a flea bite and that most
inhaled diseases can also be ingested (and vice versa).
DC: The Difficulty Class for the Fortitude saving throws to pre-
vent infection (if the character has been infected), to prevent each
instance of repeated damage, and to recover from the disease.
Incubation Period: The time before damage begins.
Damage: The ability damage the character takes after incubation
and each day afterward.
Types of Diseases: Typical diseases include the following:
Blinding Sickness: Spread in tainted water.
Cackle Fever: Symptoms include high fever, disorientation, and
frequent bouts of hideous laughter. Also known as “the shrieks.”
Demon Fever: Night hags spread it. Can cause permanent ability
drain.
Devil Chills: Barbazu and pit fiends spread it. It takes three, not
two, successful saves in a row to recover from devil chills.
Filth Fever: Dire rats and otyughs spread it. Those injured while
in filthy surroundings might also catch it.
Mindfire: Feels like your brain is burning. Causes stupor.
Mummy Rot: Spread by mummies. Successful saving throws do
not allow the character to recover (though they do prevent
damage normally).
Red Ache: Skin turns red, bloated, and warm to the touch.
The Shakes: Causes involuntary twitches, tremors, and fits.
Slimy Doom: Victim turns into infectious goo from the inside
out. Can cause permanent ability drain.
Table 8–2: Diseases
Disease Infection DC Incubation Damage
Blinding sickness Ingested 16 1d3 days 1d4 Str
1
Cackle fever Inhaled 16 1 day 1d6 Wis
Demon fever Injury 18 1 day 1d6 Con
2
Devil chills
3
Injury 14 1d4 days 1d4 Str
Filth fever Injury 12 1d3 days 1d3 Dex,
1d3 Con
Mindfire Inhaled 12 1 day 1d4 Int
Mummy rot
4
Contact 20 1 day 1d6 Con
Red ache Injury 15 1d3 days 1d6 Str
Shakes Contact 13 1 day 1d8 Dex
Slimy doom Contact 14 1 day 1d4 Con
2
1 Each time the victim takes 2 or more damage from the disease, he
must make another Fortitude save or be permanently blinded.
2 When damaged, character must succeed on another saving throw
or 1 point of damage is permanent drain instead.
3 The victim must make three successful Fortitude saving throws in a
row to recover from devil chills.
4 Successful saves do not allow the character to recover. Only magical
healing can save the character.
CHAPTER 8:
GLOSSARY
Healing a Disease
Use of the Heal skill can help a diseased character. Every time a
diseased character makes a saving throw against disease effects,
the healer makes a check. The diseased character can use the
healer’s result in place of his saving throw if the Heal check result
is higher. The diseased character must be in the healer’s care and
must have spent the previous 8 hours resting.
Characters recover points lost to ability score damage at a rate of
1 per day per ability damaged, and this rule applies even while a dis-
ease is in progress. That means that a character with a minor disease
might be able to withstand it without accumulating any damage.
ENERGY DRAIN AND NEGATIVE LEVELS
An undead wight bashes an adventurer, and she feels cold and
weak, while the wight moves with greater vigor than before. When
the wight strikes her again, she grows weaker, as if her life force
were slipping away. Her friends see her face drain of color and her
flesh shrivel slightly. With the third strike, the adventurer falls to
the ground, a desiccated husk. A fellow adventurer, also struck by
the wight, survives the encounter. Over the next day his spirit ral-
lies, and he throws off the hungry force that clawed at his very soul.
Some horrible creatures, especially undead monsters, possess a
fearsome supernatural ability to drain levels from those they
strike in combat. The creature making an energy drain attack
draws a portion of its victim’s life force from her.
Most energy drain attacks require a successful melee attack
roll—mere physical contact is not enough. Monks, for instance,
can pound such creatures with their fists without risking their
life energy.
Each successful energy drain attack bestows one or more nega-
tive levels on the opponent. A creature takes the following penal-
ties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die
roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she
had cast her highest-level, currently available spell. (If she has
more than one spell at her highest level, she chooses which she
loses.) In addition, when she next prepares spells or regains spell
slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a
spell, such as restoration. After 24 hours, the afflicted creature must
attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s
Cha modifier). (The DC is provided in the attacker’s description.)
If the saving throw succeeds, the negative level goes away with no
harm to the creature. The afflicted creature makes a separate
saving throw for each negative level it has gained. If the save fails,
the negative level goes away, but the creature’s level is also reduced
by one (see Level Loss, page 296).
A character with negative levels at least equal to her current
level, or drained below 1st level, is instantly slain. Depending on
the creature that killed her, she may rise the next night as a mon-
ster of that kind. If not, she rises as a wight.
A creature gains 5 temporary hit points for each negative level
it bestows (though not if the negative level is caused by a spell or
similar effect).
ETHEREALNESS
Out of nowhere, a spider the size of a horse appears and bites
Mialee. Lidda wheels to stab it, but it’s gone. The adventurers
know the phase spider is somewhere nearby, lurking on the Ethe-
real Plane, watching them and waiting.
Phase spiders and certain other creatures can exist on the Ethe-
real Plane (see page 151). While on the Ethereal Plane, a creature is
called ethereal. Unlike incorporeal creatures, ethereal creatures
are not present on the Material Plane.
Ethereal creatures are invisible, inaudible, insubstantial, and
scentless to creatures on the Material Plane. Even most magical at-
tacks have no effect on them. See invisibility and true seeing reveal
ethereal creatures.
An ethereal creature can see and hear into the Material Plane in
a 60-foot radius, though material objects still block sight and
sound. (An ethereal creature can’t see through a material wall, for
instance.) An ethereal creature inside an object on the Material
Plane cannot see. Things on the Material Plane, however, look
gray, indistinct, and ghostly. An ethereal creature can’t affect the
Material Plane, not even magically. An ethereal creature, however,
interacts with other ethereal creatures and objects the way mate-
rial creatures interact with material creatures and objects.
Even if a creature on the Material Plane can see an ethereal crea-
ture (for instance, with see invisibility), the ethereal creature is on
another plane. Only force effects (such as magic missile) can affect
the ethereal creatures. If, on the other hand, both creatures are
ethereal, they can affect each other normally.
A force effect originating on the Material Plane extends onto
the Ethereal Plane, so that a wall of force blocks an ethereal creature,
and a magic missile can strike one (provided the spellcaster can see
the ethereal target). Gaze effects and abjurations also extend from
the Material Plane to the Ethereal Plane. None of these effects
extend from the Ethereal Plane to the Material Plane.
Ethereal creatures move in any direction (including up or
down) at will. They do not need to walk on the ground, and mate-
rial objects don’t block them (though they can’t see while their
eyes are within solid material).
Ghosts have a power called manifestation that allows them to
appear on the Material Plane as incorporeal creatures. Still, they
are on the Ethereal Plane, and another ethereal creature can inter-
act normally with a manifesting ghost.
Ethereal creatures pass through and operate in water as easily
as air.
Ethereal creatures do not fall or take falling damage.
EVASION AND IMPROVED EVASION
These extraordinary abilities allow the target of an area attack to
leap or twist out of the way. Rogues and monks have evasion and
improved evasion as class features, but certain other creatures
have these abilities, too.
If subjected to an attack that allows a Reflex save for half dam-
age, a character with evasion takes no damage on a successful save.
As with a Reflex save for any creature, a character must have
room to move in order to evade. A bound character or one squeez-
ing through an area (crawling through a 2-1/2-foot-wide shaft, for
example) cannot use evasion.
As with a Reflex save for any creature, evasion is a reflexive abil-
ity. The character need not know that the attack is coming to use
evasion.
Rogues and monks cannot use evasion in medium or heavy
armor. Some creatures with the evasion ability as an innate quality
do not have this limitation.
Improved evasion is like evasion, except that even on a failed
saving throw the character takes only half damage.
FAST HEALING
A creature with fast healing has the extraordinary ability to regain
hit points at an exceptional rate. Except for what is noted here, fast
healing is like natural healing (see page 146 of the Player’s Hand-
book).
At the beginning of each of the creature’s turns, it heals a certain
number of hit points (defined in its description).
Unlike regeneration (page 298), fast healing does not allow a
creature to regrow or reattach lost body parts.
CHAPTER 8:
GLOSSARY
A creature that has taken both nonlethal and lethal damage
heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation,
thirst, or suffocation.
Fast healing does not increase the number of hit points
regained when a creature polymorphs.
FEAR
A young adult green dragon charges the adventurers. Tordek feels
a twinge of fear but grits his teeth and ignores it. Lidda doesn’t
stand up as well to the charge. She holds her ground, but fear takes
the edge off her skill. The cohort who had recently joined them,
however, drops her sword and flees recklessly, her screams fading
in the distance.
Spells, magic items, and certain monsters can affect characters
with fear. In most cases, the character makes a Will saving throw
to resist this effect, and a failed roll means that the character is
shaken, frightened, or panicked.
Shaken: Characters who are shaken take a –2 penalty on attack
rolls, saving throws, skill checks, and ability checks.
Frightened: Characters who are frightened are shaken, and in
addition they flee from the source of their fear as quickly as they
can. They can choose the path of their flight. Other than that stip-
ulation, once they are out of sight (or hearing) of the source of
their fear, they can act as they want. However, if the duration of
their fear continues, characters can be forced to flee once more if
the source of their fear presents itself again. Characters unable to
flee can fight (though they are still shaken).
Panicked: Characters who are panicked are shaken, and they
run away from the source of their fear as quickly as they can.
Other than running away from the source, their path is random.
They flee from all other dangers that confront them rather than
facing those dangers. Panicked characters cower if they are pre-
vented from fleeing.
Becoming Even More Fearful: Fear effects are cumulative. A
shaken character who is made shaken again becomes frightened,
and a shaken character who is made frightened becomes panicked
instead. A frightened character who is made shaken or frightened
becomes panicked instead.
FIRE IMMUNITY
A creature with fire immunity, such as a fire giant, never takes fire
damage. It has vulnerability to cold, which means it takes half
again as much (+50%) damage as normal from cold, regardless of
whether a saving throw is allowed, or if the save is a success or
failure.
GASEOUS FORM
Some creatures have the supernatural or spell-like ability to take
the form of a cloud of vapor or gas.
Creatures in gaseous form can’t run but can fly. A gaseous crea-
ture can move about and do the things that a cloud of gas can con-
ceivably do, such as flow through the crack under a door. It can’t,
however, pass through solid matter.
Gaseous creatures can’t attack physically or cast spells with
verbal, somatic, material, or focus components. They lose their
supernatural abilities (except for the supernatural ability to
assume gaseous form, of course).
Creatures in gaseous form have damage reduction 10/magic.
Spells, spell-like abilities, and supernatural abilities affect them
normally. Creatures in gaseous form lose all benefit of material
armor (including natural armor), though size, Dexterity, deflec-
tion bonuses, and armor bonuses from force armor (for example,
from the mage armor spell) still apply.
Gaseous creatures do not need to breathe and are immune to
attacks involving breathing (troglodyte stench, poison gas, and
the like).
Gaseous creatures can’t enter water or other liquid. They are not
ethereal or incorporeal. They are affected by winds or other forms
of moving air to the extent that the wind pushes them in the direc-
tion the wind is moving. However, even the strongest wind can’t
disperse or damage a creature in gaseous form.
Discerning a creature in gaseous form from natural mist requires
a DC 15 Spot check. Creatures in gaseous form attempting to hide
in an area with mist, smoke, or other gas gain a +20 bonus.
GAZE ATTACKS
The medusa looks around, throwing dangerous glances every-
where, and focusing its eyes on specific victims. Lidda closes her
eyes and tries to aim her arrows by ear. Jozan averts his eyes but
tries to watch the creature with peripheral vision so he knows
where to project his searing light spell. Tordek trusts fate and looks
the thing in the eye as he swings his mighty axe. Magic washes
through him, and he shrugs it off. Jozan, however, accidentally
catches the thing’s eye, and he’s not strong enough to resist. His
body hardens and turns to stone.
While the medusa’s gaze is well known, gaze attacks can also
charm, curse, or even kill. Gaze attacks not produced by a spell are
supernatural.
Each character within range of a gaze attack must attempt a
saving throw (which can be a Fortitude or Will save) each round at
the beginning of his turn.
An opponent can avert his eyes from the creature’s face, looking
at the creature’s body, watching its shadow, or tracking the crea-
ture in a reflective surface. Each round, the opponent has a 50%
chance of not having to make a saving throw. The creature with
the gaze attack gains concealment relative to the opponent.
An opponent can shut his eyes, turn his back on the creature, or
wear a blindfold. In these cases, the opponent does not need to
make a saving throw. The creature with the gaze attack gains total
concealment relative to the opponent.
A creature with a gaze attack can actively attempt to use its gaze
as an attack action. The creature simply chooses a target within
range, and that opponent must attempt a saving throw. If the
target has chosen to defend against the gaze as discussed above,
the opponent gets a chance to avoid the saving throw (either 50%
chance for averting eyes or 100% chance for shutting eyes). It is
possible for an opponent to save against a creature’s gaze twice
during the same round, once before its own action and once
during the creature’s action.
Looking at the creature’s image (such as in a mirror or as part of
an illusion) does not subject the viewer to a gaze attack.
A creature is immune to its own gaze attack.
If visibility is limited (by dim lighting, a fog, or the like) so that
it results in concealment, there is a percentage chance equal to the
normal miss chance for that degree of concealment that a charac-
ter won’t need to make a saving throw in a given round. This
chance is not cumulative with the chance for averting your eyes,
but is rolled separately.
Invisible creatures cannot use gaze attacks.
Characters using darkvision in complete darkness are affected
by a gaze attack normally.
Unless specified otherwise, a creature with a gaze attack can
control its gaze attack and “turn it off” when so desired.
INCORPOREALITY
Lidda spots a translucent face poking forth from a wall, but it’s
gone by the time she alerts her companions. The party starts to
back out of the ruined throne room they’re exploring, when
suddenly several ghostly figures fly out of the walls toward
them. Tordek raises his magic shield to fend off a spectre’s
attack, but the incorporeal hand passes through the shield and
through his magic plate armor. It touches his heart, which sud-
denly grows cold.
CHAPTER 8:
GLOSSARY
Spectres, wraiths, and a few other creatures lack physical
bodies. Such creatures are insubstantial and can’t be touched by
nonmagical matter or energy. Likewise, they cannot manipulate
objects or exert physical force on objects. However, incorporeal
beings have a tangible presence that sometimes seems like a phys-
ical attack (such as the touch of a spectre) against a corporeal crea-
ture. Incorporeal creatures are present on the same plane as the
characters, and characters have some chance to affect them.
Incorporeal creatures can be harmed only by other incorporeal
creatures, by magic weapons, or by spells, spell-like effects, or
supernatural effects. They are immune to all nonmagical attack
forms. They are not burned by normal fires, affected by natural
cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal
creature has a 50% chance to ignore any damage from a corporeal
source—except for a force effect, such as magic missile, or damage
dealt by a ghost touch weapon.
Incorporeal creatures are immune to critical hits, extra damage
from being favored enemies, and from sneak attacks. They move
in any direction (including up or down) at will. They do not need
to walk on the ground. They can pass through solid objects at will,
although they cannot see when their eyes are within solid matter.
Incorporeal creatures hiding inside solid objects get a +2 cir-
cumstance bonus on Listen checks, because solid objects carry
sound well. Pinpointing an opponent from inside a solid object
uses the same rules as pinpointing invisible opponents (see Invis-
ibility, below).
Incorporeal creatures are inaudible unless they decide to make
noise.
The physical attacks of incorporeal creatures ignore material
armor, even magic armor, unless it is made of force (such as mage
armor or bracers of armor) or has the ghost touch ability.
Incorporeal creatures pass through and operate in water as
easily as they do in air.
Incorporeal creatures cannot fall or take falling damage.
Corporeal creatures cannot trip or grapple incorporeal crea-
tures.
Incorporeal creatures have no weight and do not set off traps
that are triggered by weight.
Incorporeal creatures do not leave footprints, have no scent,
and make no noise unless they manifest, and even then they only
make noise intentionally.
INVISIBILITY
An invisible quasit is spying on the adventurers when Lidda gets a
strange feeling. “There’s something here,” she whispers, and sig-
nals for silence as she tries to locate it by ear.
The ability to move about unseen is wonderful, but it’s not fool-
proof. While they can’t be seen, invisible creatures can be heard,
smelled, or felt.
Invisibility makes a creature undetectable by vision, including
darkvision.
Invisibility does not, by itself, make a creature immune to criti-
cal hits, but it does make the creature immune to extra damage
from being a ranger’s favored enemy and from sneak attacks.
A creature can generally notice the presence of an active invis-
ible creature within 30 feet with a DC 20 Spot check. The observer
gains a hunch that “something’s there” but can’t see it or target it
accurately with an attack. A creature who is holding still is very
hard to notice (DC 30). An inanimate object, an unliving creature
holding still, or a completely immobile creature is even harder to
spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an
invisible creature’s location with a Spot check, and even if a char-
acter succeeds on such a check, the invisible creature still benefits
from total concealment (50% miss chance).
A creature can use hearing to find an invisible creature. A
character can make a Listen check for this purpose as a free
action each round. A Listen check result at least equal to the
invisible creature’s Move Silently check result reveals its pres-
ence. (A creature with no ranks in Move Silently makes a Move
Silently check as a Dexterity check to which an armor check
penalty applies.) A successful check lets a character hear an
invisible creature “over there somewhere.” It’s practically impos-
sible to pinpoint the location of an invisible creature. A Listen
check that beats the DC by 20 pinpoints the invisible creature’s
location.
Listen Check DCs to Detect Invisible Creatures
Invisible Creature Is . . . DC
In combat or speaking 0
Moving at half speed Move Silently check result
Moving at full speed Move Silently check result –4
Running or charging Move Silently check result –20
Some distance away +1 per 10 feet
Behind an obstacle (door) +5
Behind an obstacle (stone wall) +15
A creature can grope about to find an invisible creature. A charac-
ter can make a touch attack with his hands or a weapon into two
adjacent 5-foot squares using a standard action. If an invisible
target is in the designated area, there is a 50% miss chance on the
touch attack. If successful, the groping character deals no damage
but has successfully pinpointed the invisible creature’s current
location. (If the invisible creature moves, its location, obviously, is
once again unknown.)
If an invisible creature strikes a character, the character struck
still knows the location of the creature that struck him (until, of
course, the invisible creature moves). The only exception is if the
invisible creature has a reach greater than 5 feet. In this case, the
struck character knows the general location of the creature but
has not pinpointed the exact location.
If a character tries to attack an invisible creature whose loca-
tion he has pinpointed, he attacks normally, but the invisible
creature still benefits from full concealment (and thus a 50%
miss chance). At your option, a particularly large and slow crea-
ture might get a smaller miss chance. If a wizard projects a disin-
tegrate ray into the center of an invisible Huge black pudding,
you could reduce or ignore the miss chance; it’s pretty hard to
miss something that big.
If a character tries to attack an invisible creature whose loca-
tion he has not pinpointed, have the player choose the space
where the character will direct the attack. If the invisible crea-
ture is there, conduct the attack normally. If the enemy’s not
there, roll the miss chance as if it were there, don’t let the player
see the result, and tell him that the character has missed. That
way the player doesn’t know whether the attack missed because
the enemy’s not there or because you successfully rolled the miss
chance.
If an invisible character picks up a visible object, the object
remains visible. One could coat an invisible object with flour to at
least keep track of its position (until the flour fell off or blew
away). An invisible creature can pick up a small visible item and
hide it on his person (tucked in a pocket or behind a cloak) and
render it effectively invisible.
Invisible creatures leave tracks. They can be tracked normally.
Footprints in sand, mud, or other soft surfaces can give enemies
clues to an invisible creature’s location.
An invisible creature in the water displaces water, revealing its
location. The invisible creature, however, is still hard to see and
benefits from concealment.
A creature with the scent ability (page 298) can detect an invis-
ible creature as it would a visible one.
A creature with the Blind-Fight feat has a better chance to hit an
invisible creature. Roll the miss chance twice, and he misses only
CHAPTER 8:
GLOSSARY
if both rolls indicate a miss. (Alternatively, make one 25% miss
chance roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise interact
with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invis-
ible object with a light spell (or similar spell) cast upon it.
Ethereal creatures are invisible. Since ethereal creatures are not
materially present, Spot checks, Listen checks, Scent, Blind-Fight,
and blindsight don’t help locate them. Incorporeal creatures are
often invisible. Scent, Blind-Fight, and blindsight don’t help crea-
tures find or attack invisible, incorporeal creatures, but Spot
checks and possibly Listen checks can help.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart detect spells.
Since some creatures can detect or even see invisible creatures,
it is helpful to be able to hide even when invisible.
LEVEL LOSS
A character who loses a level instantly loses one Hit Die. The char-
acter’s base attack bonus, base saving throw bonuses, and special
class abilities are now reduced to the new, lower level. A 2nd-level
rogue, for example, normally has the evasion ability, but when she
is drained to 1st level, she loses that ability. Likewise, the character
loses any ability score gain, skill ranks, and any feat associated
with the level (if applicable). If the exact ability score or skill ranks
increased from a level now lost is unknown (or the player has for-
gotten), lose 1 point from the highest ability score or ranks from
the highest-ranked skills. If a familiar or companion creature
(such as a paladin’s mount) has abilities tied to a character who has
lost a level, the creature’s abilities are adjusted to fit the character’s
new level.
The victim’s experience point total is immediately set to the
midpoint of the previous level. For example, a character drained
from 2nd to 1st level would drop to 500 experience points.
LOW-LIGHT VISION
Characters with low-light vision have eyes that are so sensitive to
light that they can see twice as far as normal in dim light. Thus, if
a group of adventurers passes down a dark passage with a torch
illuminating a 20-foot radius, an elf with low-light vision can see
everything within 40 feet of the torch. Low-light vision is color
vision. A spellcaster with low-light vision can read a scroll as long
as even the tiniest candle flame is next to her as a source of light.
Characters with low-light vision can see outdoors on a moonlit
night as well as they can during the day.
PARALYSIS
A cleric of Hextor brandishes his unholy symbol at Tordek, ges-
tures with it, and speaks unintelligible words. Suddenly Tordek
feels his body freeze up, and he can’t will his limbs to obey. He
stands rigid and helpless. He hears a fight raging around him and
sees whatever passes in front of his eyes, but he can’t turn to see
how his friends are faring. The sound of his own breath and the
beating of his heart fill his ears. Then he hears someone behind
him, and all he can do is hope it’s a friend.
Some monsters and spells have the supernatural or spell-like
ability to paralyze their victims, immobilizing them through mag-
ical means. (Paralysis from toxins is discussed in the Poison sec-
tion below.)
A paralyzed character cannot move, speak, or take any physical
action. He is rooted to the spot, frozen and helpless. Not even
friends can move his limbs. He may take purely mental actions,
such as casting a spell with no components.
A winged creature flying in the air at the time that it becomes
paralyzed cannot flap its wings and falls. A swimmer can’t swim
and may drown.
POISON
When a character takes damage from an attack with a poisoned
weapon, touches an item smeared with contact poison, consumes
poisoned food or drink, or is otherwise poisoned, he must make a
Fortitude saving throw. If he fails, he takes the poison’s initial
damage (usually ability damage). Even if he succeeds, he typically
faces more damage 1 minute later, which he can also avoid with a
successful Fortitude saving throw.
One dose of poison smeared on a weapon or some other object
affects just a single target. A poisoned weapon or object retains its
venom until the weapon scores a hit or the object is touched (un-
less the poison is wiped off before a target comes in contact with
it). Any poison smeared on an object or exposed to the elements in
any way—if the vial containing it is left unstoppered, for in-
stance—remains potent until it is touched or used.
Although supernatural and spell-like poisons are possible, poi-
sonous effects are almost always extraordinary.
Poisons can be divided into four basic types according to the
method by which their effect is delivered, as follows.
Contact: Merely touching this type of poison necessitates a
saving throw. It can be actively delivered via a weapon or a touch
attack. Even if a creature has sufficient damage reduction to avoid
taking any damage from the attack, the poison can still affect it. A
chest or other object can be smeared with contact poison as part of
a trap.
Ingested: Ingested poisons are virtually impossible to utilize in
a combat situation. A poisoner could administer a potion to an un-
conscious creature or attempt to dupe someone into drinking or
eating something poisoned. Assassins and other characters tend to
use ingested poisons outside of combat.
Inhaled: Inhaled poisons are usually contained in fragile vials
or eggshells. They can be thrown as a ranged attack with a range
increment of 10 feet. When it strikes a hard surface (or is struck
hard), the container releases its poison. One dose spreads to fill the
volume of a 10-foot cube. Each creature within the area must make
a saving throw. (Holding one’s breath is ineffective against inhaled
poisons; they affect the nasal membranes, tear ducts, and other
parts of the body.)
Injury: This poison must be delivered through a wound. If a
creature has sufficient damage reduction to avoid taking any dam-
age from the attack, the poison does not affect it. Traps that cause
damage from weapons, needles, and the like sometimes contain
injury poisons.
The characteristics of poisons are summarized on Table 8–3:
Poisons. Terms on the table are defined below.
Type: The poison’s method of delivery (contact, ingested,
inhaled, or via an injury) and the Fortitude save DC to avoid the
poison’s damage.
Initial Damage: The damage the character takes immediately
upon failing his saving throw against this poison. Ability damage
is temporary unless marked with an asterisk (*), in which case the
loss is a permanent drain. Paralysis lasts for 2d6 minutes.
Secondary Damage: The amount of damage the character takes 1
minute after exposure as a result of the poisoning, if he fails a
second saving throw. Unconsciousness lasts for 1d3 hours. Ability
damage marked with an asterisk is permanent drain instead of
temporary damage.
Price: The cost of one dose (one vial) of the poison. It is not pos-
sible to use or apply poison in any quantity smaller than one dose.
The purchase and possession of poison is always illegal, and even
in big cities it can be obtained only from specialized, less than rep-
utable sources.
Perils of Using Poison
A character has a 5% chance of exposing himself to a poison when-
ever he applies it to a weapon or otherwise readies it for use. Addi-
tionally, a character who rolls a natural 1 on an attack roll with a
CHAPTER 8:
GLOSSARY
poisoned weapon must make a DC 15 Reflex save or accidentally
poison himself with the weapon.
Poison Immunities
Wyverns, medusas, and other creatures with natural poison
attacks are immune to their own poison. Nonliving creatures
(constructs and undead) and creatures without metabolisms (such
as elementals) are always immune to poison. Oozes, plants, and
certain kinds of outsiders (such as tanar’ri) are also immune to
poison, although conceivably special poisons could be concocted
specifically to harm them.
POLYMORPH
Lidda thought that the captain of the guard was acting a little
strangely, but she put it down to stress. When she turned away,
however, she heard a strange squishing sound behind her. She
spun around to see that the man had turned into a 10-foot-tall blue-
skinned monster, complete with a greatsword—an ogre mage.
Magic can cause creatures and characters to change their
shapes—sometimes against their will, but usually to gain an
advantage. Polymorphed creatures retain their own minds but
have new physical forms.
The polymorph spell (see page 263 of the Player’s Handbook)
defines the general polymorph effect.
Creatures that polymorph themselves with an ability (not a
spell) do not suffer disorientation (as described in polymorph).
Since creatures do not change types, a slaying or bane weapon
designed to kill or harm creatures of a specific type affects those
creatures even if they are polymorphed. Likewise, a creature poly-
morphed into the form of a creature of a different type is not sub-
ject to slaying and bane effects directed at that type of creature.
A ranger’s favored enemy bonus is based on knowing what the
foe is, so if a creature that is a ranger’s favored enemy polymorphs
into another form, the ranger is denied his bonus.
A dwarf’s bonus for fighting giants is based on shape and size,
so he does not gain a bonus against a giant polymorphed into
something else, but does gain the bonus against any creature poly-
morphed into a giant.
PSIONICS
Telepathy, mental combat and psychic powers—psionics is a
catchall word that describes special mental abilities possessed by
various creatures. These are spell-like abilities that a creature gen-
erates from the power of its mind alone—no other outside magi-
cal force or ritual is needed. The most well known of the psionic
creatures is the dreaded mind flayer, which blasts its prey’s mind
and then devours the brain of the prey while it lies stunned. Each
psionic creature’s description in the Monster Manual contains
details on its psionic abilities.
Psionic attacks almost always allow Will saving throws to resist
them. However, not all psionic attacks are mental attacks. Some
psionic abilities allow the psionic creature to reshape its own body,
CHAPTER 8:
GLOSSARY
Table 8–3: Poisons
Poison Type Initial Damage Secondary Damage Price
Carrion crawler brain juice Contact DC 13 Paralysis 0 200 gp
Nitharit Contact DC 13 0 3d6 Con 650 gp
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con 300 gp
Malyss root paste Contact DC 16 1 Dex 2d4 Dex 500 gp
Terinav root Contact DC 16 1d6 Dex 2d6 Dex 750 gp
Black lotus extract Contact DC 20 3d6 Con 3d6 Con 4,500 gp
Dragon bile Contact DC 26 3d6 Str 0 1,500 gp
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int 180 gp
Arsenic Ingested DC 13 1 Con 1d8 Con 120 gp
Id moss Ingested DC 14 1d4 Int 2d6 Int 125 gp
Oil of taggit Ingested DC 15 0 Unconsciousness 90 gp
Lich dust Ingested DC 17 2d6 Str 1d6 Str 250 gp
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha* 1,000 gp
Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis 1,500 gp
Burnt othur fumes Inhaled DC 18 1 Con* 3d6 Con 2,100 gp
Black adder venom Injury DC 11 1d6 Con 1d6 Con 120 gp
Small centipede poison Injury DC 11 1d2 Dex 1d2 Dex 90 gp
Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp
Drow poison Injury DC 13 Unconsciousness Unconsciousness for 2d4 hours 75gp
Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp
Blue whinnis Injury DC 14 1 Con Unconsciousness 120 gp
Medium spider venom Injury DC 14 1d4 Str 1d4 Str 150 gp
Shadow essence Injury DC 17 1 Str* 2d6 Str 250 gp
Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp
Large scorpion venom Injury DC 18 1d6 Str 1d6 Str 200 gp
Giant wasp poison Injury DC 18 1d6 Dex 1d6 Dex 210 gp
Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp
Purple worm poison Injury DC 24 1d6 Str 2d6 Str 700 gp
*Permanent drain, not temporary damage.
VARIANT: NONMAGICAL PSIONICS
Under this variant rule, psionic powers aren’t magical at all, but a
different sort of extraordinary power altogether. Antimagic fields have
no power over psionics (and likewise, most psionic abilities cannot
interfere with magic). A creature’s special immunities or resistances to
magic do not protect it from psionic abilities.
The danger of this variant is that, without the traditional checks that
exist for magic, psionic abilities quickly threaten to become over-
whelmingly powerful. Since conventional magical defenses don’t work,
psionic defenses need to be added to the treasure tables and spells.
pqqqqrs
pqqqqrs
heal its wounds, or teleport great distances. Some psionic crea-
tures can see into the future, the past, and the present (in far-off
locales) as well as read the minds of others.
RAYS
A thin, green beam leaps from one of the beholder’s eyes and
streaks across the chamber at Mialee. She twists to avoid it (as she
would move to avoid an arrow or a sword), but the beam flies true
and connects. Green energy encompasses her in a flash, trying to
disintegrate her. Her face contorts as she struggles to resist the
spell. In an instant, the green energy is gone, and Mialee is safe.
The beholder then projects a second eye beam at her.
All ray attacks, whether from a ray of enfeeblement spell or a
beholder’s eye ray, require the attacker to make a successful ranged
touch attack against the target. Rays have varying ranges, which
are simple maximums. A ray’s attack roll never takes a range
penalty. Even if a ray hits, it usually allows the target to make a
saving throw (Fortitude or Will). Rays never allow a Reflex saving
throw, but if a character’s Dexterity bonus to AC is high, it might
be hard to hit her with the ray in the first place.
REGENERATION
Creatures with this extraordinary ability recover from wounds
quickly and can even regrow or reattach severed body parts.
Damage dealt to the creature is treated as nonlethal damage,
and the creature automatically cures itself of nonlethal damage at
a fixed rate (for example, 5 points per round for a troll).
Certain attack forms, typically fire and acid, deal damage to the
creature normally; that sort of damage doesn’t convert to non-
lethal damage and so doesn’t go away. The creature’s description
includes the details.
Creatures with regeneration can regrow lost portions of their
bodies and can reattach severed limbs or body parts. Severed parts
die if they are not reattached.
Regeneration does not restore hit points lost from starvation,
thirst, or suffocation.
Attack forms that don’t deal hit point damage (for example,
implosion and most poisons) ignore regeneration.
An attack that can cause instant death, such as a coup de grace,
massive damage, or an assassin’s death attack, only threatens the
creature with death if it is delivered by weapons that deal it lethal
damage.
RESISTANCE TO ENERGY
A creature with resistance to energy has the ability (usually extraor-
dinary) to ignore some damage of a certain type (such as cold, elec-
tricity, or fire) each round, but it does not have total immunity.
Each resistance ability is defined by what energy type it resists
and how many points of damage are resisted. For example, a janni
has resistance to fire 10. A janni can ignore the first 10 points of
fire damage it takes each attack. It doesn’t matter whether the
damage has a mundane or magical source.
When resistance completely negates the damage from an
energy attack, the attack does not disrupt a spell.
This resistance does not stack with the resistance that a spell,
such as endure elements, might provide.
SCENT
This extraordinary ability lets a creature detect approaching ene-
mies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense
of smell, generally within 30 feet. If the opponent is upwind, the
range is 60 feet. If it is downwind, the range is 15 feet. Strong
scents, such as smoke or rotting garbage, can be detected at twice
the ranges noted above. Overpowering scents, such as skunk musk
or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its spe-
cific location. Noting the direction of the scent is a move action. If
it moves within 5 feet of the scent’s source, the creature can pin-
point that source.
A creature with the Track feat and the scent ability can follow
tracks by smell, making a Wisdom check to find or follow a track.
The typical DC for a fresh trail is 10. The DC increases or decreases
depending on how strong the quarry’s odor is, the number of crea-
tures, and the age of the trail. For each hour that the trail is cold,
the DC increases by 2. The ability otherwise follows the rules for
the Track feat (see page 101 of the Player’s Handbook). Creatures
tracking by scent ignore the effects of surface conditions and poor
visibility.
Creatures with the scent ability can identify familiar odors just
as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing
creatures. Water-breathing creatures such as sharks, however, have
the scent ability and can use it in the water easily.
False, powerful odors can easily mask other scents. The pres-
ence of such an odor completely spoils the ability to properly
detect or identify creatures, and the base Survival DC to track
becomes 20 rather than 10.
SPELL RESISTANCE
Spell resistance is the extraordinary ability to avoid being affected
by spells. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must
make a caster level check (1d20 + caster level) at least equal to the
creature’s spell resistance. (The defender’s spell resistance is like an
Armor Class against magical attacks.) If the caster fails the check,
the spell doesn’t affect the creature. The possessor does not have to
do anything special to use spell resistance. The creature need not
even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance.
Extraordinary and supernatural abilities (including enhancement
bonuses on magic weapons) are not. For example, the fear effect
from a rod of lordly might is subject to spell resistance because it is a
spell-like effect. The rod’s combat bonuses (such as the +2 bonus
from the rod’s mace form) are not. A creature can have some abili-
ties that are subject to spell resistance and some that are not. For
example, an androsphinx’s divine spells are subject to spell resist-
ance, but its roar is not. (The roar is a supernatural ability.) A
cleric’s spells are subject to spell resistance, but his use of positive
or negative energy is not. Even some spells ignore spell resistance;
see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is
a standard action that does not provoke an attack of opportunity.
Once a creature lowers its resistance, it remains down until the
creature’s next turn. At the beginning of the creature’s next turn,
the creature’s spell resistance automatically returns unless the
creature intentionally keeps it down (also a standard action that
does not provoke an attack of opportunity).
A creature’s spell resistance never interferes with its own spells,
items, or abilities.
A creature with spell resistance cannot impart this power to
others by touching them or standing in their midst. Only the
rarest of creatures and a few magic items have the ability to bestow
spell resistance upon another.
Spell resistance does not stack. It overlaps. If a cleric wearing +1
chainmail that grants him spell resistance 15 casts holy aura, which
grants spell resistance 25 against evil spells and spells cast by evil
creatures, he has spell resistance 25 against the aforementioned
spells and spell resistance 15 against other spells and spell-like
abilities.
When Spell Resistance Applies
Each spell described in the Player’s Handbook includes an entry
that indicates whether spell resistance applies to the spell. In
CHAPTER 8:
GLOSSARY
general, whether spell resistance applies depends on what the
spell does:
Targeted Spells: Spell resistance applies if the spell is targeted
at the creature. Some individually targeted spells, such as magic
missile when cast by a 3rd-level caster, can be directed at several
creatures simultaneously. In such cases, a creature’s spell resist-
ance applies only to the portion of the spell actually targeted at
that creature. If several different resistant creatures are subjected
to such a spell, each checks its spell resistance separately.
Area Spells: Spell resistance applies if the resistant creature is
within the spell’s area. It protects the resistant creature without
affecting the spell itself.
Effect Spells: Most effect spells summon or create something
and are not subject to spell resistance. For instance, summon mon-
ster I summons a monster that can attack a creature with spell
resistance normally. Sometimes, however, spell resistance applies
to effect spells, usually to those that act upon a creature more or
less directly, such as web.
Spell resistance can protect a creature from a spell that’s already
been cast. Check spell resistance when the creature is first affected
by the spell. For example, if an ogre mage flies within 10 feet of a
wall of fire, the caster must make a caster level check against the
ogre mage’s spell resistance of 18. If the caster fails, the wall does
not damage the ogre mage.
Check spell resistance only once for any particular casting of a
spell or use of a spell-like ability. If spell resistance fails the first
time, it fails each time the creature encounters that same casting
of the spell. Likewise, if the spell resistance succeeds the first time,
it always succeeds. For example, a succubus encounters Jozan’s
blade barrier spell. If the cleric makes a successful roll to overcome
the spell resistance of the succubus, the creature takes damage
from the spell. If the succubus survives and enters that particular
blade barrier a second time, the creature will be damaged again. No
second roll is needed. If the creature has voluntarily lowered its
spell resistance and is then subjected to a spell, the creature still
has a single chance to resist that spell later, when its spell resist-
ance is up.
Spell resistance has no effect unless the energy created or
released by the spell actually goes to work on the resistant crea-
ture’s mind or body. If the spell acts on anything else (the air, the
ground, the room’s light), and the creature is affected as a conse-
quence, no roll is required. Creatures can be harmed by a spell
without being directly affected. For example, a daylight spell
harms a dark elf because drow have light blindness. Daylight, how-
ever, usually is cast on the area containing the drow, making it
bright, not on the drow itself, so the effect is indirect. Spell resist-
ance would only apply if someone tried to cast daylight on an
object the drow was holding.
Spell resistance does not apply if an effect fools the creature’s
senses or reveals something about the creature, such as minor illu-
sion or detect thoughts does.
Magic actually has to be working for spell resistance to apply.
Spells that have instantaneous durations but lasting results aren’t
subject to spell resistance unless the resistant creature is exposed
to the spell the instant it is cast. For example, a creature with spell
resistance can’t undo a wall of stone that has already been cast.
When in doubt about whether a spell’s effect is direct or indi-
rect, consider the spell’s school:
Abjuration: The target creature must be harmed, changed, or
restricted in some manner for spell resistance to apply. Perception
changes, such as nondetection, aren’t subject to spell resistance.
Abjurations that block or negate attacks are not subject to an
attacker’s spell resistance—it is the protected creature that is
affected by the spell (becoming immune or resistant to the attack).
Conjuration: These spells are usually not subject to spell resist-
ance unless the spell conjures some form of energy, such as Melf ’s acid
arrow or power word stun. Spells that summon creatures or produce
effects that function like creatures are not subject to spell resistance.
Divination: These spells do not affect creatures directly and
are not subject to spell resistance, even though what they reveal
about a creature might be very damaging.
Enchantment: Since enchantment spells affect creatures’
minds, they are typically subject to spell resistance.
Evocation: If an evocation spell deals damage to the creature, it
has a direct effect. If the spell damages something else, it has an
indirect effect. For example, a lightning bolt cast at a resistant crea-
ture is subject to spell resistance (which would protect only the
creature but would not affect the spell itself ). If the lightning bolt is
cast at a chamber’s ceiling, bringing down a rain of debris, it is not
subject to spell resistance.
Illusion: These spells are almost never subject to spell resist-
ance. Illusions that entail a direct attack, such as phantasmal killer
or shadow evocation, are exceptions.
Necromancy: Most of these spells alter the target creature’s life
force and are subject to spell resistance. Unusual necromancy
spells, such as spectral hand, don’t affect other creatures directly and
are not subject to spell resistance.
Transmutation: These spells are subject to spell resistance if
they transform the target creature. Transmutation spells are not
subject to spell resistance if they are targeted on a point in space
instead of on a creature. Transmute rock to mud and entangle change
a creature’s surroundings, not the creature itself, and are not subject
to spell resistance. Some transmutations make objects harmful (or
more harmful), such as magic stone. Even these spells are not gener-
ally subject to spell resistance because they affect the objects, not
the creatures against which the objects are used. Spell resistance
works against magic stone only if the creature with spell resistance is
holding the stones when the cleric casts magic stone on them.
Successful Spell Resistance
Spell resistance prevents a spell or a spell-like ability from affect-
ing or harming the resistant creature, but it never removes a mag-
ical effect from another creature or negates a spell’s effect on
another creature. Spell resistance prevents a spell from disrupting
another spell.
Against an ongoing spell that has already been cast, a failed
check against spell resistance allows the resistant creature to
ignore any effect the spell might have. The magic continues to
affect others normally.
TREMORSENSE
A creature with tremorsense automatically senses the location of
anything that is in contact with the ground and within range
(such as 60 feet for the thoqqua).
If no straight path exists through the ground from the creature
to those that it’s sensing, then the range defines the maximum dis-
tance of the shortest indirect path. It must itself be in contact with
the ground, and the creatures must be moving.
As long as the other creatures are taking physical actions,
including casting spells with somatic components, they’re consid-
ered moving; they don’t have to move from place to place for a
creature with tremorsense to detect them.
TURN RESISTANCE
By virtue of superior strength of will or just plain unholy power,
some creatures (usually undead) are less easily affected by clerics
or paladins (see Turn or Rebuke Undead, page 159 of the Player’s
Handbook).
Turn resistance is an extraordinary ability.
When resolving a turn, rebuke, command, or bolster attempt,
added the appropriate bonus to the creature’s Hit Dice total. For
example, a shadow has +2 turn resistance and 3 HD. Attempts to
turn, rebuke, command, or bolster it treat the shadow as though it
has 5 HD, though it is a 3 HD creature for any other purpose.
CHAPTER 8:
GLOSSARY
CONDITION SUMMARY
This section describes the adverse conditions that weaken, slow,
or even kill characters. If more than one condition affects a char-
acter, apply them all. If certain effects can’t combine, apply the
most severe effect. For example, a character who is dazed and con-
fused takes no actions whatsoever (dazed is more severe than con-
fused). The confused character might want to attack a random char-
acter, but he can’t because he’s dazed.
Ability Damaged: The character has temporarily lost 1 or
more ability score points. Lost points return at a rate of 1 per day
unless noted otherwise by the condition dealing the damage. A
character with Strength 0 falls to the ground and is helpless. A
character with Dexterity 0 is paralyzed. A character with Constitu-
tion 0 is dead. A character with Intelligence, Wisdom, or
Charisma 0 is unconscious. (See Ability Score Loss under Special
Abilities earlier in this chapter.)
Ability damage is different from penalties to ability scores,
which go away when the conditions causing them (fatigue, entan-
glement, and so on) go away.
Ability Drained: The character has permanently lost 1 or more
ability score points. The character can regain these points only
through magical means. A character with Strength 0 falls to the
ground and is helpless. A character with Dexterity 0 is paralyzed.
A character with Constitution 0 is dead. A character with Intelli-
gence, Wisdom, or Charisma 0 is unconscious. (See Ability Score
Loss under Special Abilities earlier in this chapter.)
Blinded: The character cannot see. He takes a –2 penalty to
Armor Class, loses his Dexterity bonus to AC (if any), moves at
half speed, and takes a –4 penalty on Search checks and on most
Strength- and Dexterity-based skill checks. All checks and activi-
ties that rely on vision (such as reading and Spot checks) automat-
ically fail. All opponents are considered to have total concealment
(50% miss chance) to the blinded character.
Characters who remain blinded for a long time grow accus-
tomed to these drawbacks and can overcome some of them (DM’s
discretion).
Blown Away: Depending on its size, a creature can be blown
away by winds of high velocity (see Table 3–24, page 95). A creature
on the ground that is blown away is knocked down and rolls 1d4×10
feet, taking 1d4 points of nonlethal damage per 10 feet. A flying
creature that is blown away is blown back 2d6×10 feet and takes 2d6
points of nonlethal damage due to battering and buffering.
Checked: Prevented from achieving forward motion by an
applied force, such as wind. Checked creatures on the ground
merely stop. Checked flying creatures move back a distance speci-
fied in the description of the effect.
Confused: A confused character’s actions are determined by rolling
d% at the beginning of his turn: 01–10, attack caster with melee or
ranged weapons (or close with caster if attacking is not possible);
11–20, act normally; 21–50, do nothing but babble incoherently;
51–70, flee away from caster at top possible speed; 71–100, attack
nearest creature (for this purpose, a familiar counts as part of the
subject’s self ). A confused character who can’t carry out the indicated
action does nothing but babble incoherently. Attackers are not at
any special advantage when attacking a confused character. Any con-
fused character who is attacked automatically attacks its attackers
on its next turn, as long as it is still confused when its turn comes. A
confused character does not make attacks of opportunity against any
creature that it is not already devoted to attacking (either because
of its most recent action or because it has just been attacked).
Cowering: The character is frozen in fear and can take no
actions. A cowering character takes a –2 penalty to Armor Class
and loses her Dexterity bonus (if any).
Dazed: The creature is unable to act normally. A dazed creature
can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.
Dazzled: The creature is unable to see well because of overstimu-
lation of the eyes. A dazzled creature takes a –1 penalty on attack rolls,
Search checks, and Spot checks.
Dead: The character’s hit points are reduced to –10, his Consti-
tution drops to 0, or he is killed outright by a spell or effect. The
character’s soul leaves his body. Dead characters cannot benefit
from normal or magical healing, but they can be restored to life via
magic. A dead body decays normally unless magically preserved,
but magic that restores a dead character to life also restores the
body either to full health or to its condition at the time of death
(depending on the spell or device).
Either way, resurrected characters need not worry about rigor
mortis, decomposition, and other conditions that affect dead bodies.
Deafened: A deafened character cannot hear. She takes a –4
penalty on initiative checks, automatically fails Listen checks, and
has a 20% chance of spell failure when casting spells with verbal
components.
Characters who remain deafened for a long time grow accus-
tomed to these drawbacks and can overcome some of them (DM’s
discretion).
Disabled: A character with 0 hit points, or one who has nega-
tive hit points but has become stable and conscious, is disabled. A
disabled character may take a single move action or standard
action each round (but not both, nor can she take full-round
actions). She moves at half speed. Taking move actions doesn’t risk
further injury, but performing any standard action (or any other
action the DM deems strenuous, including some free actions such
as casting a quickened spell) deals 1 point of damage after the com-
pletion of the act. Unless the action increased the disabled charac-
ter’s hit points, she is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points
naturally if she is being helped. Otherwise, each day she has a 10%
chance to start recovering hit points naturally (starting with that
day); otherwise, she loses 1 hit point. Once an unaided character
starts recovering hit points naturally, she is no longer in danger of
losing hit points (even if her current hit points are negative).
Dying: A dying character is unconscious and near death. She
has –1 to –9 current hit points. A dying character can take no
actions and is unconscious. At the end of each round (starting
with the round in which the character dropped below 0 hit
points), the character rolls d% to see whether she becomes
stable. She has a 10% chance to become stable. If she does not,
she loses 1 hit point. If a dying character reaches –10 hit points,
she is dead.
Energy Drained: The character gains one or more negative
levels, which might permanently drain the character’s levels.
If the subject has at least as many negative levels as Hit Dice, he
dies. Each negative level gives a creature the following penalties:
–1 penalty on attack rolls, saving throws, skill checks, ability
checks; loss of 5 hit points; and –1 to effective level (for determin-
ing the power, duration, DC, and other details of spells or special
abilities). In addition, a spellcaster loses one spell or spell slot from
the highest spell level castable.
Entangled: The character is ensnared. Being entangled impedes
movement, but does not entirely prevent it unless the bonds are
anchored to an immobile object or tethered by an opposing force.
An entangled creature moves at half speed, cannot run or charge,
and takes a –2 penalty on all attack rolls and a –4 penalty to Dexter-
ity. An entangled character who attempts to cast a spell must make a
Concentration check (DC 15 + the spell’s level) or lose the spell.
Exhausted: An exhausted character moves at half speed and
takes a –6 penalty to Strength and Dexterity. After 1 hour of com-
plete rest, an exhausted character becomes fatigued. A fatigued
character becomes exhausted by doing something else that would
normally cause fatigue.
Fascinated: A fascinated creature is entranced by a supernatu-
ral or spell effect. The creature stands or sits quietly, taking no
CHAPTER 8:
GLOSSARY
actions other than to pay attention to the fascinating effect, for as
long as the effect lasts. It takes a –4 penalty on skill checks made as
reactions, such as Listen and Spot checks. Any potential threat,
such as a hostile creature approaching, allows the fascinated crea-
ture a new saving throw against the fascinating effect. Any obvi-
ous threat, such as someone drawing a weapon, casting a spell, or
aiming a ranged weapon at the fascinated creature, automatically
breaks the effect. A fascinated creature’s ally may shake it free of
the spell as a standard action.
Fatigued: A fatigued character can neither run nor charge and
takes a –2 penalty to Strength and Dexterity. Doing anything that
would normally cause fatigue causes the fatigued character to
become exhausted. After 8 hours of complete rest, fatigued char-
acters are no longer fatigued.
Flat-Footed: A character who has not yet acted during a
combat is flat-footed, not yet reacting normally to the situation. A
flat-footed character loses his Dexterity bonus to AC (if any) and
cannot make attacks of opportunity.
Frightened: A frightened creature flees from the source of its
fear as best it can. If unable to flee, it may fight. A frightened crea-
ture takes a –2 penalty on all attack rolls, saving throws, skill
checks, and ability checks. A frightened creature can use special
abilities, including spells, to flee; indeed, the creature must use
such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if
possible. Panicked is a more extreme state of fear.
Grappling: Engaged in wrestling or some other form of hand-
to-hand struggle with one or more attackers. A grappling charac-
ter can undertake only a limited number of actions. He does not
threaten any squares, and loses his Dexterity bonus to AC (if any)
against opponents he isn’t grappling.
Helpless: A helpless character is paralyzed, held, bound,
sleeping, unconscious, or otherwise completely at an opponent’s
mercy. A helpless target is treated as having a Dexterity of 0 (–5
modifier). Melee attacks against a helpless target get a +4 bonus
(equivalent to attacking a prone target). Ranged attacks gets no
special bonus against helpless targets. Rogues can sneak attack
helpless targets.
As a full-round action, an enemy can use a melee weapon to
deliver a coup de grace to a helpless foe. An enemy can also use a
bow or crossbow, provided he is adjacent to the target. The attacker
automatically hits and scores a critical hit. (A rogue also gets her
sneak attack damage bonus against a helpless foe when delivering
a coup de grace.) If the defender survives, he must make a Forti-
tude save (DC 10 + damage dealt) or die.
Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical
damage, nor do they need to make Fortitude saves to avoid being
killed by a coup de grace.
Incorporeal: Having no physical body. Incorporeal creatures
are immune to all nonmagical attack forms. They can be harmed
only by other incorporeal creatures, +1 or better magic weapons,
spells, spell-like effects, or supernatural effects. (See Incorporeal-
ity under Special Abilities, earlier in this chapter.)
Invisible: Visually undetectable. An invisible creature gains a
+2 bonus on attack rolls against sighted opponents, and ignores its
opponents’ Dexterity bonuses to AC (if any). (See Invisibility,
under Special Abilities, earlier in this chapter.)
Knocked Down: Depending on their size, creatures can be
knocked down by winds of high velocity (see Table 3–24: Wind
Effects, page 95). Creatures on the ground are knocked prone by
the force of the wind. Flying creatures are instead blown back
1d6×10 feet.
Nauseated: Experiencing stomach distress. Nauseated crea-
tures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character
can take is a single move action per turn.
Panicked: A panicked creature must drop anything it holds
and flee at top speed from the source of its fear, as well as any other
dangers it encounters, along a random path. It can’t take any other
actions. In addition, the creature takes a –2 penalty on all saving
throws, skill checks, and ability checks. If cornered, a panicked
creature cowers and does not attack, typically using the total
defense action in combat. A panicked creature can use special abil-
ities, including spells, to flee; indeed, the creature must use such
means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
Paralyzed: A paralyzed character is frozen in place and unable
to move or act, such as by the hold person spell. A paralyzed charac-
ter has effective Dexterity and Strength scores of 0 and is helpless,
but can take purely mental actions. A winged creature flying in
the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer can’t swim and may drown. A crea-
ture can move through a space occupied by a paralyzed creature—
ally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Petrified: A petrified character has been turned to stone and is
considered unconscious. If a petrified character cracks or breaks,
but the broken pieces are joined with the body as he returns to
flesh, he is unharmed. If the character’s petrified body is incom-
plete when it returns to flesh, the body is likewise incomplete and
the DM must assign some amount of permanent hit point loss
and/or debilitation.
Pinned: Held immobile (but not helpless) in a grapple.
Prone: The character is on the ground. An attacker who is
prone has a –4 penalty on melee attack rolls and cannot use a
ranged weapon (except for a crossbow). A defender who is prone
gains a +4 bonus to Armor Class against ranged attacks, but takes a
–4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack
of opportunity.
Shaken: A shaken character takes a –2 penalty on attack rolls,
saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked.
Sickened: The character takes a –2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks, and ability
checks.
Stable: A character who was dying but who has stopped losing
hit points and still has negative hit points is stable. The character
is no longer dying, but is still unconscious. If the character has
become stable because of aid from another character (such as a
Heal check or magical healing), then the character no longer loses
hit points. He has a 10% chance each hour of becoming conscious
and disabled (even though his hit points are still negative).
If the character became stable on his own and hasn’t had help,
he is still at risk of losing hit points. Each hour, he has a 10%
chance of becoming conscious and disabled. Otherwise he loses 1
hit point.
Staggered: A character whose nonlethal damage exactly equals
his current hit points is staggered. A staggered character may take
a single move action or standard action each round (but not both,
nor can she take full-round actions).
A character whose current hit points exceed his nonlethal
damage is no longer staggered; a character whose nonlethal
damage exceeds his hit points becomes unconscious.
Stunned: A stunned creature drops everything held, can’t take
actions, takes a –2 penalty to AC, and loses his Dexterity bonus to
AC (if any).
Turned: Affected by a turn undead attempt. Turned undead
flee for 10 rounds (1 minute) by the best and fastest means avail-
able to them. If they cannot flee, they cower.
Unconscious: Knocked out and helpless. Unconsciousness
can result from having current hit points between –1 and –9, or
from nonlethal damage in excess of current hit points.
CHAPTER 8:
GLOSSARY
THE ENVIRONMENT
Characters crossing the burning desert face heatstroke and dehy-
dration. Plunging into the murky depths raises the risk of drown-
ing and even decompression. Adventurers spend a lot of time in
the most dismal, dangerous, and generally unpleasant places imag-
inable. If the monsters and the villains don’t kill them, the envi-
ronment itself might. This section details hazards the player char-
acters face from the physical world around them. Some of these
hazards are specific to certain environments (the perils of severe
heat almost never apply in an area of cold mountains, for
instance), while others are threats that could come into play in any
environment (such as acid effects or starvation and thirst).
Environmental hazards specific to one kind of terrain (such as
an avalanche, which occurs in the mountains) are described in
Chapter 3: Adventures. Environmental hazards common to more
than one setting are detailed below.
ACID EFFECTS
Corrosive acids deals 1d6 points of damage per round of exposure
except in the case of total immersion (such as into a vat of acid),
which deals 10d6 points of damage per round. An attack with acid,
such as from a hurled vial or a monster’s spittle, counts as a round
of exposure.
The fumes from most acids are inhaled poisons. Those who
come close enough to a large body of acid to dunk a creature in it
must make a DC 13 Fortitude save or take 1 point of Constitution
damage. All such characters must make a second save 1 minute
later or take another 1d4 points of Constitution damage.
Creatures immune to acid’s caustic properties might still drown
in it if they are totally immersed (see Drowning, page 304).
COLD DANGERS
The prickly fingers of icy death have robbed many an adventurer
of her life. Prolonged exposure to cold temperatures and harsh
weather can wear down a character who isn’t protected against the
climate. Hypothermia, frostbite, and exhaustion can quickly kill
in bad weather. The best defense against cold and exposure is to
get under cover and keep warm.
Cold and exposure deal nonlethal damage to the victim. This
nonlethal damage cannot be recovered until the character gets out
of the cold and warms up again. Once a character is rendered
unconscious through the accumulation of nonlethal damage, the
cold and exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F) must
make a Fortitude save each hour (DC 15, + 1 per previous check)
or take 1d6 points of nonlethal damage. A character who has the
Survival skill may receive a bonus on this saving throw and may
be able to apply this bonus to other characters as well (see the skill
description, page 83 of the Player’s Handbook).
In conditions of severe cold or exposure (below 0° F), an unpro-
tected character must make a Fortitude save once every 10 minutes
(DC 15, +1 per previous check), taking 1d6 points of nonlethal dam-
age on each failed save. A character who has the Survival skill may
receive a bonus on this saving throw and may be able to apply this
bonus to other characters as well (see the skill description, page 83
of the Player’s Handbook). Characters wearing winter clothing only
need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or expo-
sure is beset by frostbite or hypothermia (treat her as fatigued; see
page 301). These penalties end when the character recovers the
nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage
per minute (no save). In addition, a character must make a Forti-
tude save (DC 15, +1 per previous check) or take 1d4 points of
nonlethal damage. Those wearing metal armor or coming into
contact with very cold metal are affected as if by a chill metal spell.
Ice Effects
Characters walking on ice must spend 2 squares of movement to
enter a square covered by ice, and the DC for Balance and Tumble
checks increases by +5. Characters in prolonged contact with ice
may run the risk of taking damage from severe cold (see above).
DARKNESS
The adventurers are exploring a cavern passageway when a whis-
pered spell in the shadows extinguishes Jozan’s daylight spell,
plunging the chamber into complete darkness. The soft jingle of
mail and rasp of swords drawn from scabbards announces a drow
attack.
Darkvision allows many characters and monsters to see per-
fectly well without any light at all, but characters with normal
vision (or low-light vision, for that matter) can be rendered com-
pletely blind by putting out the lights. Torches or lanterns can be
blown out by sudden gusts of subterranean wind, magical light
sources can be dispelled or countered, or magical traps might
create fields of impenetrable darkness.
In many cases, some characters or monsters might be able to
see, while others are blinded. For purposes of the following points,
a blinded creature is one who simply can’t see through the sur-
rounding darkness.
—Creatures blinded by darkness lose the ability to deal extra
damage due to precision (for example, a ranger’s favored enemy or
a sneak attack).
—Blinded creatures are hampered in their movement, and pay
2 squares of movement per square moved into (double normal
cost). Blinded creatures can’t run or charge.
—All opponents have total concealment from a blinded crea-
ture, so the blinded creature has a 50% miss chance in combat. A
blinded creature must first pinpoint the location of an opponent
in order to attack the right square; if the blinded creature launches
an attack without pinpointing its foe, it attacks a random square
within its reach. For ranged attacks or spells against a foe whose
location is not pinpointed, roll to determine which adjacent
square the blinded creature is facing; its attack is directed at the
closest target that lies in that direction.
—A blinded creature loses its Dexterity adjustment to AC and
takes a –2 penalty to AC.
—A blinded creature takes a –4 penalty on Search checks and
most Strength- and Dexterity-based skill checks, including any
with an armor check penalty. A creature blinded by darkness auto-
matically fails any skill check relying on vision.
—Creatures blinded by darkness cannot use gaze attacks and
are immune to gaze attacks.
A creature blinded by darkness can make a Listen check as a free
action each round in order to locate foes (DC equal to opponents’
Move Silently checks). A successful check lets a blinded character
hear an unseen creature “over there somewhere.” It’s almost
impossible to pinpoint the location of an unseen creature. A
Listen check that beats the DC by 20 reveals the unseen creature’s
square (but the unseen creature still has total concealment from
the blinded creature).
—A blinded creature can grope about to find unseen creatures.
A character can make a touch attack with his hands or a weapon
into two adjacent squares using a standard action. If an unseen
target is in the designated square, there is a 50% miss chance on
the touch attack. If successful, the groping character deals no
damage but has pinpointed the unseen creature’s current location.
(If the unseen creature moves, its location is once again
unknown.)
—If a blinded creature is struck by an unseen foe, the blinded
character pinpoints the location of the creature that struck him
(until the unseen creature moves, of course). The only exception is
if the unseen creature has a reach greater than 5 feet (in which
CHAPTER 8:
GLOSSARY
case the blinded character knows the location of the unseen oppo-
nent, but has not pinpointed him) or uses a ranged attack (in
which case, the blinded character knows the general direction of
the foe, but not his location).
—A creature with the scent ability automatically pinpoints
unseen creatures within 5 feet of its location.
FALLING
One of the most common hazards to adventurers is a fall from
some great height.
Falling Damage: The basic rule is simple: 1d6 points of
damage per 10 feet fallen, to a maximum of 20d6.
If a character deliberately jumps instead of merely slipping or
falling, the damage is the same but the first 1d6 is nonlethal dam-
age. A DC 15 Jump check or DC 15 Tumble check allows the char-
acter to avoid any damage from the first 10 feet fallen and converts
any damage from the second 10 feet to nonlethal damage. Thus, a
character who slips from a ledge 30 feet up takes 3d6 damage. If
the same character deliberately jumped, he takes 1d6 points of
nonlethal damage and 2d6 points of lethal damage. And if the
character leaps down with a successful Jump or Tumble check, he
takes only 1d6 points of nonlethal damage and 1d6 points of lethal
damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) also convert the
first 1d6 of damage to nonlethal damage. This reduction is cumu-
lative with reduced damage due to deliberate jumps and the Jump
skill.
Falling into Water: Falls into water are handled somewhat
differently. If the water is at least 10 feet deep, the first 20 feet of
falling do no damage. The next 20 feet do nonlethal damage (1d3
per 10-foot increment). Beyond that, falling damage is lethal
damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on
a successful DC 15 Swim check or DC 15 Tumble check, so long as
the water is at least 10 feet deep for every 30 feet fallen. However,
the DC of the check increases by 5 for every 50 feet of the dive.
FALLING OBJECTS
Just as characters take damage when they fall more than 10 feet, so
too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their
weight and the distance they have fallen.
Table 8–4: Damage from Falling Objects
Object Weight Falling Distance
200–101 lb. 20 ft.
100–51 lb. 30 ft.
50–31 lb. 40 ft.
30–11 lb. 50 ft.
10–6 lb. 60 ft.
5–1 lb. 70 ft.
For each 200 pounds of an object’s weight, the object deals 1d6
points of damage, provided it falls at least 10 feet. Distance also
comes into play, adding an additional 1d6 points of damage for
every 10-foot increment it falls beyond the first (to a maximum of
20d6 points of damage).
Objects smaller than 200 pounds also deal damage when
dropped, but they must fall farther to deal the same damage. Use
Table 8–4: Damage from Falling Objects to see how far an object of
a given weight must drop to deal 1d6 points of damage.
Example: A magic flying ship tilts to one side and drops a 400-
pound stone statue (a petrified comrade) overboard. The statue
deals 2d6 points of damage to anything it strikes by virtue of its
weight alone. If the ship were 100 feet in the air at the time, the
falling statue would deal an additional 9d6 points of damage, for a
total of 11d6.
For each additional increment an object falls, it deals an addi-
tional 1d6 points of damage. For example, since a 30-pound metal
sphere must fall 50 feet to deal damage (1d6 points of damage),
such a sphere that fell 150 feet would deal 3d6 points of damage.
Objects weighing less than 1 pound do not deal damage to those
they land upon, no matter how far they have fallen.
HEAT DANGERS
The hot desert sun can be as deadly an enemy as a hostile tribe of
orcs. Prolonged exposure to hot temperatures can quickly wear
down a character, and heatstroke can be deadly.
Heat deals nonlethal damage that cannot be recovered until the
character gets cooled off (reaches shade, survives until nightfall,
gets doused in water, is targeted by endure elements, and so forth).
Once rendered unconscious through the accumulation of non-
lethal damage, the character begins to take lethal damage at the
same rate.
A character in very hot conditions (above 90° F) must make a
Fortitude saving throw each hour (DC 15, +1 for each previous
check) or take 1d4 points of nonlethal damage. Characters wear-
ing heavy clothing or armor of any sort take a –4 penalty on their
saves. A character with the Survival skill may receive a bonus on
this saving throw and may be able to apply this bonus to other
characters as well (see the skill description, page 83 of the Player’s
Handbook). Characters reduced to unconsciousness begin taking
lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude
save once every 10 minutes (DC 15, +1 for each previous check) or
take 1d4 points of nonlethal damage. Characters wearing heavy
clothing or armor of any sort take a –4 penalty on their saves. A
character with the Survival skill may receive a bonus on this
saving throw and may be able to apply this bonus to other charac-
ters as well. Characters reduced to unconsciousness begin taking
lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat expo-
sure now suffers from heatstroke and is fatigued (see page 301).
These penalties end when the character recovers the nonlethal
damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water,
lava) deals lethal damage. Breathing air in these temperatures
deals 1d6 points of damage per minute (no save). In addition, a
character must make a Fortitude save every 5 minutes (DC 15, +1
per previous check) or take 1d4 points of nonlethal damage.
Those wearing heavy clothing or any sort of armor take a –4
penalty on their saves. In addition, those wearing metal armor or
coming into contact with very hot metal are affected as if by a
heat metal spell.
Boiling water deals 1d6 points of scalding damage, unless the
character is fully immersed, in which case it deals 10d6 points of
damage per round of exposure.
Catching on Fire
Characters exposed to burning oil, bonfires, and noninstanta-
neous magic fires such as a wall of fire might find their clothes,
hair, or equipment on fire. Spells such as fireball or flame strike don’t
normally set a character on fire, since the heat and flame from
these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex
save to avoid this fate. If a character’s clothes or hair catch fire, he
CHAPTER 8:
GLOSSARY
VARIANT: LESS LETHAL FALLS
Generous DMs who feel that falling is too lethal can make the first 1d6
of falling damage always nonlethal damage, no matter what the
circumstances.
pqqrs
pqqrs
takes 1d6 points of damage immediately. In each subsequent
round, the burning character must make another Reflex saving
throw. Failure means he takes another 1d6 points of damage that
round. Success means that the fire has gone out. (That is, once he
succeeds on his saving throw, he’s no longer on fire.)
A character on fire may automatically extinguish the flames
by jumping into enough water to douse himself. If no body of
water is at hand, rolling on the ground or smothering the fire
with cloaks or the like permits the character another save with a
+4 bonus.
Those unlucky enough to have their clothes or equipment
catch fire must make DC 15 Reflex saves for each item. Flammable
items that fail take the same amount of damage as the character.
Lava Effects
Lava or magma deals 2d6 points of damage per round of exposure,
except in the case of total immersion (such as when a character
falls into the crater of an active volcano), which deals 20d6 points
of damage per round.
Damage from magma continues for 1d3 rounds after exposure
ceases, but this additional damage is only half of that dealt during
actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to lava
or magma. However, a creature immune to fire might still drown
if completely immersed in lava (see Drowning, below).
SMOKE EFFECTS
A character who breathes heavy smoke must make a Fortitude
save each round (DC 15, +1 per previous check) or spend that
round choking and coughing. A character who chokes for 2 con-
secutive rounds takes 1d6 points of nonlethal damage.
Smoke obscures vision, giving concealment (20% miss chance)
to characters within it.
STARVATION AND THIRST
Characters might find themselves without food or water and with
no means to obtain them. In normal climates, Medium characters
need at least a gallon of fluids and about a pound of decent food
per day to avoid starvation. (Small characters need half as much.)
In very hot climates, characters need two or three times as much
water to avoid dehydration.
A character can go without water for 1 day plus a number of
hours equal to his Constitution score. After this time, the charac-
ter must make a Constitution check each hour (DC 10, +1 for each
previous check) or take 1d6 points of nonlethal damage.
A character can go without food for 3 days, in growing discom-
fort. After this time, the character must make a Constitution
check each day (DC 10, +1 for each previous check) or take 1d6
points of nonlethal damage.
Characters who have taken nonlethal damage from lack of food
or water are fatigued (see page 84). Nonlethal damage from thirst
or starvation cannot be recovered until the character gets food or
water, as needed—not even magic that restores hit points (such as
cure light wounds) heals this damage.
SUFFOCATION
A character who has no air to breathe can hold her breath for 2
rounds per point of Constitution. After this period of time, the
character must make a DC 10 Constitution check in order to con-
tinue holding her breath. The save must be repeated each round,
with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she
begins to suffocate. In the first round, she falls unconscious (0 hit
points). In the following round, she drops to –1 hit points and is
dying. In the third round, she suffocates.
Slow Suffocation: A Medium character can breathe easily for
6 hours in a sealed chamber measuring 10 feet on a side. After that
time, the character takes 1d6 points of nonlethal damage every 15
minutes. Each additional Medium character or significant fire
source (a torch, for example) proportionally reduces the time the
air will last.
For example, two people can last for 3 hours, after which they
each take 1d6 points of nonlethal damage per 15 minutes. If they
have a torch (equivalent to another Medium character in terms of
the air it uses), the air runs out in only 2 hours.
Small characters consume half as much air as Medium charac-
ters. A larger volume of air, of course, lasts for a longer time. So, for
instance, if two humans and a gnome are in a sealed chamber
measuring 20 feet by 20 feet by 10 feet, and they have a torch, the
air will last almost 7 hours (6 hours/3.5 people and torches ×4 10-
ft. cubes = 6.86 hours).
WATER DANGERS
Historically, waterways were one of the most important modes of
travel and communication within and between countries. On the
other hand, characters on foot will find that lakes, rivers, and
streams often block their travels in the wilderness. What’s more,
underground streams, cisterns, sewers, and moats are all part of
the dungeon environment.
Water presents adventurers with five general problems. First,
it’s an obstacle that can block their movement. Second, characters
in the water face the danger of drowning or losing gear. Third, a
character caught in fast-moving water can be swept away from the
rest of his party and battered or killed by rapids and waterfalls.
Fourth, really deep water deals damage from the great pressure it
exerts. Finally, exposure to cold water can be dangerous, afflicting
characters with hypothermia.
The skills most commonly used in dealing with water as an
obstacle are Swim and Profession (sailor). Unfortunately, not
every character who gets into the water has these skills.
Any character can wade in relatively calm water that isn’t over
his head, no check required (hence the importance of fords). Sim-
ilarly, swimming in calm water only requires skill checks with a
DC of 10. Trained swimmers can just take 10. (Remember, how-
ever, that armor or heavy gear makes any attempt at swimming
much more difficult. See the Swim skill description, page 84 of the
Player’s Handbook.)
By contrast, fast-moving water is much more dangerous. On a
successful DC 15 Swim check or a DC 15 Strength check, it deals
1d3 points of nonlethal damage per round (1d6 points of lethal
damage if flowing over rocks and cascades). On a failed check, the
character must make another check that round to avoid going
under.
Very deep water is not only generally pitch black, posing a nav-
igational hazard, but worse, it deals water pressure damage of 1d6
points per minute for every 100 feet the character is below the sur-
face. A successful Fortitude save (DC 15, +1 for each previous
check) means the diver takes no damage in that minute.
Very cold water deals 1d6 points of nonlethal damage from
hypothermia per minute of exposure.
Drowning
Any character can hold her breath for a number of rounds equal
to twice her Constitution score. After this period of time, the
character must make a DC 10 Constitution check every round
in order to continue holding her breath. Each round, the DC
increases by 1.
When the character finally fails her Constitution check, she
begins to drown. In the first round, she falls unconscious (0 hp).
In the following round, she drops to –1 hit points and is dying. In
the third round, she drowns.
It is possible to drown in substances other than water, such as
sand, quicksand, fine dust, and silos full of grain.
CHAPTER 8:
GLOSSARY
©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
Index
ability checks 33
ability score equivalencies 173
ability score generation 169
ability score loss 289
ability scores for monsters 172
Abyss, the 160
Acheron 163
acid effects 302
adamantine 283
adept (NPC class) 107
adjudicating (general) 6
adjudicating magic 34
advancing levels 197
adventure ideas 44
adventure structure 44
adventure writer’s checklist 46
adventure, sample 78
adventures, episodic or
continuing 56
event-based 47
site-based 46
urban 98
adventuring on other planes 147
aerial movement 20
alchemical silver 284
alignment, changing 134
of community power centers
138
of intelligent items 269
allies (of PCs) 104
altitude sickness 90
ammunition, magic 221
animal companions 205
animals (in dungeon) 76
(as enemies) 104
antimagic 290
appearance of magic items 212
aquatic terrain 92
Arborea 166
Arcadia 164
arcane archer 176
arcane trickster 177
archmage 178
area spells 28
aristocrat (NPC class) 108
armor, magic 211, 216–220
creating 285
sizes 213
art (treasure) 55
artifacts (magic items) 277–282
Asian culture 144
Asian weapons 144
assassin 180
Astral Plane 154
attack rolls 26
attitudes, NPC 128
aura (of magic item) 215
automatic hits and misses 25
avalanches 90
Baator 162
barbarian, epic 207
NPC 112
role in society 131
bard, epic 207
NPC 113
role in society 132
battle grid 4
Beastlands, the 165
berm (terrain feature) 91
between adventures 57
big and little creatures in combat
29
blackguard 181
blindsense 291
blindsight 290
blizzard 94
Boccob 143
body slot affinities 288
bogs (terrain feature) 88
bonus types 21
breath weapon 291
Bronze Age 144
brown mold 76
buildings 101
bypass (trap element) 68
Bytopia 164
campaign, establishing 129
maintaining 130
Carceri 161
caster level (of magic item) 215
catching on fire 303
cave entrance (terrain feature) 90
cave-ins and collapses 66
Celestia 164
Challenge Rating 36, 48
modifying 40
for noncombat encounters 40
for NPCs 37
of special cohorts 199
of traps 39, 75
chance to get lost 86
changing the rules 14
character death 41
character power levels 135
character wealth 135
characters, average 110
elite 110
high-level 135, 141
low-level 134
charges (of magic items) 214
charm and compulsion 291
chasm (terrain feature) 89
city buildings 101
city lights 101
city streets 100
clan (political system) 140
class benefits, gaining 198
class roles in society 131
classes, creating 175
modifying 174
prestige 176
cleric, epic 208
NPC 114
role in society 132
cliff (terrain feature) 89
climate/terrain types 136
clobbered 27
cohorts 104
attracting 106
special 199
coinage 139
coins (treasure) 55
cold dangers 302
cold immunity 291
cold iron 284
combat 21
underwater 92, 93
combat actions 25
command word items 213
commoner (NPC class) 108
community authorities 138
community NPCs 138
community power center 137
community racial
demographics 139
community wealth and
population 137
compulsion 291
condition summary 300–301
conscript, typical 133
Corellon Larethian 143
corridors (in dungeons) 63
corrupt weapon (blackguard
spell) 182
cosmology, creating 167
cost to create (for magic
items) 215
creating characters above 20th
level 209
creating magic items 282–288
creating PCs above 1st level 199
creature sizes 29
critical hits 26
critical misses 28
critical success or failure 34
crowds 100
cultural tendencies (by race) 141
cursed magic items 214, 272–277
D&D cosmology 150
damage 26
from falling 303
from falling objects 303
to magic items 214
massive 27
nonlethal 26
damage caps for spells 35
damage reduction 291
darkness 302
darkvision 292
darkwood 283
death (of a character) 41
death attacks 292
death and experience points 41
defense roll 25
degrees of failure 32
degrees of success 32
deities, creating new 143
delineating tasks 30
demiplanes 147
demographics 136
dense rubble (terrain feature) 90,
91
describing spell effects 34
desert terrain 91
detect magic and magic items 213
detect spells 60
detecting invisible creatures 295
difficult terrain 86
Difficulty Class 30, 34
Difficulty Class examples 31
Difficulty Class, modifying 30
disease 292
divinations, handling 34, 46
DM’s best friend 30
doors (in dungeons) 60
and detect spells 60
doses (of magic items) 214
downtime (for PCs) 198
dragon disciple 183
dragonhide 283
drowning 304
druid, epic 208
NPC 115
role in society 132
duelist 185
dungeon as adventure setting 57
dungeon animals 76
dungeon ecology 76
dungeon encounter tables 79–81
dungeon features 65
dungeon level 77
dungeon terrain 58
dungeons, miscellaneous
features of 63
random 77
types of 57
duststorm 94
dwarven defender 186
dwarves 141, 171
ecology (of a dungeon) 76
ecology (of a world) 136
economics 139
effective character level 199, 209
Ego (of intelligent item) 270
Ehlonna 143
eldritch knight 187
Elemental Plane of Air 155
Elemental Plane of Earth 155
Elemental Plane of Fire 156
Elemental Plane of Water 157
elite array 169
elite characters 110
elves 141
Elysium 165
encounter difficulty 49
Encounter Level 36, 48
modifying 39
multiple monsters and 48
encounter location 50
encounter rewards 50
encounter, starting 22
treasure per 51
encounters, design of 48
modifying difficulty 50
noncombat, Challenge
Rating for 40
random 78, 95, 101
single monster 49
urban 101
wilderness 95
encumbrance and armor 20
ending a session 18
enemies (of PCs) 103
energy drain 293
energy, resistance to 298
environment, the 302–304
epic characters 206
multiclass 207
epic feats 209
Erythnul 143
Ethereal Plane 151
etherealness 293
evasion and improved evasion
293
evasion and pursuit 20
example of play 8
experience awards (for PCs) 36
ad hoc 39
for cohorts 104
modifying 39
roleplaying 40
experience for monsters 172
experience, faster or slower 40
experience penalties 41
experience points 36
death and 41
expert (NPC class) 109
extraordinary abilities 289
failure, critical 34
fallen paladin 183
falling damage 303
falling objects 303
falling into water 303
Familiar Spell (epic feat) 209
familiars, improved 200
Huge or bigger masters 203
Tiny or smaller masters 203
fast healing 293
fear effects 294
fences (terrain feature) 92
feudalism (political system) 140
Fharlanghn 143
fiendish servant 183
fighter, epic 208
NPC 117
role in society 132
fire immunity 294
fire, catching on 303
fixed hit points (for PCs) 198
fleshing out NPCs 128
floods 93
floors (in dungeons) 60
flowing water (terrain feature) 92
fog 94
followers 105
forest fires 87
forest terrain 87
friends (of PCs) 104
fumbles 28
futuristic weapons 146
gaining class benefits 198
game balance 13
Garl Glittergold 143
gaseous form 294
gaze attacks 294
Gehenna 162
gems (treasure) 55
geography 136
getting lost 86
gnomes 141
goblins 141
gold dwarves 171
gold piece limit (of a community)
137
Great Smiting (epic feat) 209
Great Wheel, the 153
green slime 76
Gruumsh 143
guards and soldiers 99
guilds and organizations 132
Hades 161
hail 94
half-human elves 171
halflings 141
handling magic items 212
handling NPC actions 16
handling PC actions 15
healing disease 293
heat dangers 303
hedgerows (terrain feature) 88
Heironeous 143
Hextor 143
hierophant 188
high altitude 90
high-level characters 135, 141
highest-level locals 139
hills terrain 89
hirelings 105
hit points, fixed (for PCs) 198
horizon walker 189
hurricane 94
ice sheet (terrain feature) 91
identifying magic items 212
illumination (in dungeon) 67
Improved Elemental Wild Shape
(epic feat) 209
improved evasion 293
Improved Familiar (feat) 200
Improved Favored Enemy (epic
feat) 210
Improved Metamagic (epic feat)
210
Improved Sneak Attack (epic
feat) 210
Improved Spell Capacity (epic
feat) 210
Improved Stunning Fist (epic
feat) 210
incorporeality 294
initiative each round 22
Inner Planes 147
instant kill 28
intelligent magic items 214,
268–272
against characters 271
creating 288
interesting combats 17
invasion 133
invisibility 295
iron, cold 284
knights 133
Kord 143
landslides 90
languages and intelligent items
269
Lasting Inspiration (epic feat) 210
lava effects 304
law enforcement 98
Leadership (feat) 106
and mounts 200
learning new spells 198
learning skills and feats 197
legal issues 141
level adjustment 172, 200, 209
level loss 296
level, dungeon 77
levels, advancing 197
light rubble (terrain feature) 91
Limbo 158
limit on magic items worn 214
line of sight 21
locks (on doors) 61
loremaster 191
lost, effects of being 86
low-level characters 134
low-light vision 296
low tech 144
lower class 142
magic 142
bonuses from 21
restrictions on 142
magic items 211–288
activating 213
adding new abilities 288
appearance 212
aura 215
on the body 214
caster level 215
character-created 199
charges in 199, 214
cost to create 215
creating 282–288
creation costs 284
cursed 214
damaging 214
and detect magic 212, 213
doses 214
as gear 199
gold piece values 215
handling 212
identifying 212
intelligent 214
limit on items worn 214
limited use 199
market price 215
multiple uses 214
names 215
new 214
prerequisites 215
random generation 216
repairing 214
saving throws against 214
size and 213
as treasure 56, 212
using 213
weight 215
magic traps 67
magical compulsion 16
magocracy (political system) 140
making a new character 42
maneuverability 20
mapping 15, 46, 77
market price (for magic
items) 215
marsh terrain 88
massive damage 27
masterwork items 283
Material Plane 147
mechanical traps 67
repairing and resetting 68
Mechanus 163
metagame thinking 11
middle class 142
miniature figures 4, 15
mithral 284
modern era weapons 146
modifiers to checks 30
modifying Challenge Rating 40
modifying classes 174
modifying Encounter Level 39
modifying races 171
monarchy (political system) 140
moneychangers 140
monk, epic 208
NPC 118
role in society 132
monster PCs 172
monsters with classes 51
monsters with treasure 51
monsters, ability scores for 172
as army members 133
as epic characters 209
experience for 172
as races 172
roleplaying 104
tougher 50
wandering 77
Moradin 143
motivation (of PCs) 43
mountain terrain 89
mountain travel 90
mounted soldier, typical 133
mounts 204
intelligent 205
Leadership and 200, 205
unusual 204
movement and the grid 19
aerial 20
diagonal 19
in squares 20
squeezing through 29
in three dimensions 20
multiple charges or uses
(of magic items) 214
mundane items (treasure) 55
Negative Energy Plane 157
negative levels 293
Nerull 143
new character, making 42
new classes, creating 175
new combatants 23
new deities, creating 143
new magic items 214
new players 134
new races 171, 173
new spells, creating 35
learning 198
Nine Hells 162
noncombat encounters,
Challenge Rating for 40
nonstandard point buy 169
NPC actions 17
NPC adjustments by race or
kind 126
NPC attitudes 128
NPC classes 107
NPC gear value 127
NPC spellcasting 107
NPCs in the community 138
NPCs with treasure 55
NPCs, Challenge Ratings for 37
NPCs, fleshing out 128
NPCs, handling 16
NPCs, pregenerated 112–126
Obad-Hai 143
Olidammara 143
one hundred adventure ideas 44
one hundred traits 128
orcs 141
organizations 132
original spells 198
other rewards 56
Outer Planes 147
Outlands, the 166
Overwhelming Critical (epic
feat) 210
paladin, epic 208
fallen 183
mounts 200, 204
NPC 118
role in society 132
Pandemonium 159
paralysis 296
PCs above 1st level, creating 199
PCs as leaders 106
Pelor 143
phosphorescent fungus 76
pits and chasms 68, 89
plains terrain 91
planar traits 147, 168
Planar Turning (epic feat) 210
Plane of Shadow 152
player goals 134
players and die rolls 18
poison 296
immunities 297
politics 140
polymorph 297
poor visibility 86
Positive Energy Plane 157
potions and oils, magic 211, 229,
230
activation 229
creating 286
identifying 229
power center (of a community)
137
power components 36
precipitation 94
prerequisites (for creating
magic items) 215
prestige classes 176
designing 197
psionics 297
pursuit 20
quicksand (terrain feature) 88
races 170
modifying 170
monsters as 171
new 171, 173
rain 94
random dungeon encounters 78
tables 79–81
random dungeons 77
ranger, epic 208
NPC 121
role in society 132
rays (special attack) 298
ready (action) 25
Red Wizard 193
regeneration 298
religion 143
Renaissance weapons 144
republic (political system) 140
researching original spells 198
reset (trap element) 68
resistance to energy 298
rewards 36
other than treasure 56
rings, magic 211, 229–233
activation 229
creating 286
rock wall (terrain feature) 90
rods, magic 211, 233–237
creating 286
rogue, epic 208
NPC 123
role in society 132
roleplaying awards 40
roleplaying monsters 103
rolling dice 18
rooftops (urban) 101
rooms (in dungeons) 62
running a game session 10
St. Cuthbert 143
sample adventure 78
sand dunes (terrain feature) 91
sandstorms 91
save or check? 33
saving throws 33
against magic items 214
scale and squares 19
scent (special ability) 298
scree (terrain feature) 89
scrolls, magic 211, 237–243
activation 238
creating 287
mishaps 238
sewers (urban) 101
shadowdancer 194
shields, magic 211, 216–221
activation 217
creating 285
hardness and hit points 217
siege engines 99
silver, alchemical 284
simultaneous activity 24
size and magic items 213
skill and ability checks 30
skills and feats, learning 197
slaves 142
sleet 94
slimes, molds, and fungi 76
slope (terrain feature) 89
smoke effects 304
snow 94
snowstorm 94
social classes 142
softer critical hits 28
soldier, typical 133
sorcerer, epic 209
NPC 124
role in society 132
special abilities 289
special cohorts 199
special materials 283
special purpose (of intelligent
item) 270
speed, reduced 20
spell completion items 213
spell effects, describing 34
Spell Knowledge (epic feat) 210
spell-like abilities 289
spell lists, variant 175
spell resistance 298
spell roll 36
spell trigger items 213
spellcasters (in an army) 133
spellcasting, NPC 107
spells, creating new 35
damage caps 35
researching original 198
splash weapons 28
squeezing through 29
stacking bonuses 21
staffs, magic 211, 243–245
activation 243
creating 287
standard point buy 169
standard scale 19
standing in tight quarters 30
starting an encounter 22
starvation 304
statistics blocks 85
stealth and detection in desert 91
in forest 87
in hills 89
in marsh 88
in mountains 90
in plains 92
underwater 93
Stone Age 144
storms 94
story awards 40
streets, city 100
strike team 133
structure (of an adventure) 44
style of play 7
subraces 170
success, critical 34
success, degrees of 32
suffocation 304
summoning individual
monsters 37
supernatural abilities 289
supply and demand 140
surprise round 23
table rules 11
taking 10 33
tasks, delineating 30
taxes and tithes 140
technology 144
technology level, advancing 144
teleporters 66
terrain types 87–92
Terrifying Rage (epic feat) 210
thaumaturgist 196
theocracy (political system) 141
thirst 304
thunderstorm 94
tornado 94
tougher monsters 50
towns, generating 137
training (for PCs) 197
transitive planes 147
LIST OF SIDEBARS
Why a Revision?...................................................................................................4
The Purpose of Sidebars ....................................................................................4
Equipment for Running the Game ..............................................................14
Behind the Curtain: Stacking Bonuses.......................................................21
Variant: Roll Initiative Each Round.............................................................22
Variant: Sapient Mounts..................................................................................23
Variant: Striking the Cover instead of a Missed Target..........................24
Variant: Automatic Hits and Misses ............................................................25
Variant: Defense Roll........................................................................................25
Behind the Curtain: Critical Hits.................................................................26
Variant: Clobbered ............................................................................................27
Variant: Massive Damage Based on Size.....................................................27
Variant: Weapon Equivalencies.....................................................................27
Variant: Instant Kill ..........................................................................................28
Variant: Softer Critical Hits............................................................................28
Variant: Critical Misses (Fumbles) ...............................................................28
Variant: Skills with Different Abilities........................................................33
Variant: Critical Success or Failure...............................................................34
Variant: Saves with Different Abilities........................................................35
Variant: Spell Roll..............................................................................................36
Variant: Power Components...........................................................................36
Variant: Summoning Individual Monsters................................................37
Variant: Free-Form Experience .....................................................................39
Variant: Faster or Slower Experience ..........................................................40
Behind the Curtain: Experience Points......................................................41
Behind the Curtain: When a PC Falls Behind..........................................42
One Hundred Adventure Ideas.....................................................................44
Adventure Writer’s Checklist ........................................................................46
Behind the Curtain: Treasure Values ...........................................................54
Behind the Curtain: Why Dungeons?.........................................................58
Walls, Doors, and Detect Spells.......................................................................60
Behind the Curtain: Traps...............................................................................67
Variant: What Disabling a Device Means...................................................70
Variant: Upkeep ...............................................................................................130
Behind the Curtain: How Real Is Your Fantasy? ...................................136
Variant: No Sidebars for Variant Rules.....................................................171
Behind the Curtain: Why Mess around with Character Classes?....175
Behind the Curtain: A Limit to Attacks and Saves ...............................207
Behind the Curtain: Building an Epic Progression..............................210
Variant: New Magic Items............................................................................214
Behind the Curtain: Putting Cursed Items in Your Game .................274
Behind the Curtain: Magic Item Gold Piece Vaules ............................282
Behind the Curtain: Special Weapons Materials...................................283
Behind the Curtain: Body Slot Affinities.................................................288
Variant: Separate Ability Loss......................................................................290
Variant: Nonmagical Psionics......................................................................297
Variant: Less Lethal Falls...............................................................................303
traps 67–76, 82
Challenge Rating of 75
cost 75
designing 74
elements of 68
magic 67
mechanical 67
sample 70–74
treasure 51
building 53
for cohorts 105
custom 54
per encounter 51
magic items as 56, 212
monsters with 51
NPCs with 55
other 55
random 53
types of 55
wizards and 54
trees (terrain feature) 87
tremorsense 299
trench (terrain feature) 91
tribe (political system) 140
trigger (trap element) 68
turn resistance 299
undergrowth (terrain feature) 87
underwater combat 92, 93
upkeep 130
upper class 142
urban encounters 101
use activated items 213
Vecna 143
villains 104
walls (in dungeons) 59
and detect spells 60
walls and gates (urban) 99
wandering monsters 77
wands, magic 211, 245–246
activation 245
creating 287
war 133
warrior (NPC class) 109
water dangers 304
wealth by level 135
weapon size and damage 28
weapons, magic 211, 221–229
creating 285
and critical hits 222
hardness and hit points 222
light generation 221
for unusually sized creatures
223
weather 93
Wee Jas 143
weight (of magic items) 215
wilderness adventures 86
wilderness encounters, random
95–98
wind effects 95
windstorm 94
witch (variant spell list) 175
wizard, epic 209
NPC 124
role in society 132
wizards and treasure 54
wondrous items 211, 246–268
creating 288
world-building 135
yellow mold 76
Yondalla 143
Ysgard 148
List of Numbered Tables
Table 2–1: Maneuverability..........................20
Table 2–2: Increasing Weapon
Damage by Size ......................28
Table 2–3: Decreasing Weapon
Damage by Size ......................28
Table 2–4: Creature Sizes ..............................29
Table 2–5: Difficulty Class Examples........31
Table 2–6: Experience Point Awards
(Single Monster) ....................38
Table 3–1: Encounter Numbers..................49
Table 3–2: Encounter Difficulty ................49
Table 3–3: Treasure Values
per Encounter ........................51
Table 3–4: Average Treasure Results..........51
Table 3–5: Treasure..........................................52
Table 3–6: Gems ..............................................55
Table 3–7: Art Objects....................................55
Table 3–8: Mundane Items ..........................56
Table 3–9: Walls ..............................................60
Table 3–10: Doors............................................61
Table 3–11: Major Features and
Furnishings............................65
Table 3–12: Minor Features and
Furnishings............................66
Table 3–13: CR Modifiers for
Mechanical Traps ................74
Table 3–14: CR Modifiers for
Magic Traps............................75
Table 3–15: Cost Modifiers for
Mechanical Traps ................75
Table 3–16: Cost Modifiers for
Magic Device Traps ............75
Table 3–17: Random Door Types................78
Table 3–18: Random Room Contents ......78
Table 3–19: Random Traps CR 1–3 ............82
Table 3–20: Random Traps CR 4–6 ............82
Table 3–21: Random Traps CR 7–10..........82
Table 3–22: Combat Adjustments
Underwater ..........................92
Table 3–23: Random Weather......................94
Table 3–24: Wind Effects..............................95
Table 3–25: Wilderness Encounter Lists..96
Table 3–26: Siege Engines..........................100
Table 3–27: Buildings ..................................101
Table 3–28: Urban Encounters ................102
Table 4–1: Prices for Hireling
Services ..................................105
Table 4–2: The Adept....................................107
Table 4–3: The Aristocrat............................108
Table 4–4: The Commoner ........................109
Table 4–5: The Expert ..................................109
Table 4–6: The Warrior................................110
Table 4–7: Random NPC Alignment ......110
Table 4–8: Random NPC Class ................110
Table 4–9: Good NPC Race or Kind........111
Table 4–10: Neutral NPC Race
or Kind..................................111
Table 4–11: Evil NPC Race or Kind ........112
Table 4–12: NPC Barbarian........................113
Table 4–13: NPC Bard..................................114
Table 4–14: NPC Cleric ..............................115
Table 4–15: NPC Druid ..............................116
Table 4–16: NPC Fighter ............................117
Table 4–17: NPC Monk ..............................119
Table 4–18: NPC Paladin ............................120
Table 4–19: NPC Ranger ............................122
Table 4–20: NPC Rogue ..............................123
Table 4–21: NPC Sorcerer ..........................125
Table 4–22: NPC Wizard ............................126
Table 4–23: NPC Gear Value......................127
Table 4–24: One Hundred Traits ..............128
Table 5–1: Character Wealth by Level ....135
Table 5–2: Random Town Generation ....137
Table 5–3: Asian Weapons..........................145
Table 5–4: Renaissance Weapons ............145
Table 5–5: Modern Era Weapons ............146
Table 5–6: Futuristic Weapons..................146
Table 5–7: Random Planar
Destinations ..........................151
Table 6–1: The Arcane Archer ..................176
Table 6–2: The Arcane Trickster ..............178
Table 6–3: The Archmage ..........................179
Table 6–4: The Assassin ..............................180
Table 6–5: Assassin Spells Known ..........181
Table 6–6: The Blackguard ........................182
Table 6–7: The Dragon Disciple................184
Table 6–8: The Duelist ................................185
Table 6–9: The Dwarven Defender ..........187
Table 6–10: The Eldritch Knight..............187
Table 6–11: The Hierophant ......................189
Table 6–12: The Horizon Walker..............190
Table 6–13: The Loremaster ......................191
Table 6–14: The Mystic Theurge ..............193
Table 6–15: The Red Wizard......................193
Table 6–16: The Shadowdancer ................195
Table 6–17: The Thaumaturgist ................198
Table 6–18: Epic Save and
Epic Attack Bonuses ........206
Table 6–19: Epic Experience and
Level-Dependent
Benefits ................................206
Table 7–1: Random Magic Item
Generation ............................216
Table 7–2: Armor and Shields ..................216
Table 7–3: Random Armor Type ..............216
Table 7–4: Random Shield Type ..............216
Table 7–5: Armor Special Abilities ..........217
Table 7–6: Shield Special Abilities ..........218
Table 7–7: Specific Armors ........................220
Table 7–8: Specific Shields ........................221
Table 7–9: Weapons......................................222
Table 7–10: Weapon Type
Determination....................222
Table 7–11: Common Melee
Weapons ..............................222
Table 7–12: Uncommon Weapons ..........222
Table 7–13: Common Ranged
Weapons ..............................223
Table 7–14: Melee Weapon
Special Abilities ................223
Table 7–15: Ranged Weapon
Special Abilities ................223
Table 7–16: Specific Weapons..................227
Table 7–17: Potions and Oils ....................230
Table 7–18: Rings ..........................................231
Table 7–19: Rods............................................234
Table 7–20: Scroll Types..............................238
Table 7–21: Number of Spells
on a Scroll............................238
Table 7–22: Scroll Spell Levels..................238
Table 7–23: Arcane Spell Scrolls ..............239
Table 7–24: Divine Spell Scrolls ..............241
Table 7–25: Staffs ..........................................243
Table 7–26: Wands ........................................246
Table 7–27: Minor Wondrous Items ......247
Table 7–28: Medium Wondrous Items ..249
Table 7–29: Major Wondrous Items........251
Table 7–30: Item Intelligence,
Wisdom, Charisma,
and Capabilities..................269
Table 7–31: Specific Cursed Items ..........274
Table 7–32: Summary of Magic Item
Creation Costs....................284
Table 7–33: Estimating Magic Item
Gold Piece Values..............285
Table 8–1: Special Ability Types ..............290
Table 8–2: Diseases ......................................292
Table 8–3: Poisons ........................................297
Table 8–4: Damage from Falling
Objects ....................................303
1
BUILDING A CITY
A Web Enhancement for the
D
UNGEON
M
ASTER
's
Guide
v.3.5
CREDITS
Design: David Noonan, James Wyatt
Editing: Penny Williams
Typesetting: Nancy Walker
Design Manager : Ed Stark
Web Production: Julia Martin
Web Development: Mark A. Jindra
Graphic Design: Dawn Murin
Based on the original DUNGEONS & DRAGONS®game by E.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
©2003 Wizards of the Coast, Inc. All rights reserved.
Made in the U.S.A.
This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains
no Open Game Content.
No portion of this work may be reproduced in any form
without written permission. To learn more about the
Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
Visit the DUNGEONS & DRAGONS website at
www.wizards.com/dnd.
If you plan to run an extended adventure—or even a
whole campaign—in an urban environment, it’s impor-
tant to put some time and effort into describing the
details of your city. Chapter 5 of the DUNGEON MASTER’s
Guide for D&D v.3.5 provides a basic framework for
describing some key features of a city, such as its power
centers, assets, and highest-level nonplayer characters.
This web enhancement expands that basic system into
one that is more complex, but well worth the extra work
in terms of the payoff for running a city-based campaign.
The basic unit of this city construction system is the
district. A district is roughly equivalent to a modern city
block or a small neighborhood. On average, a district
represents about 500 people, though some districts (such
as tenements) have a higher population density than
others (such as noble estates). Because a district is so
large, this system is unsuitable for use with smaller set-
tlements. A district has its own population number, gp
limit, assets, important NPCs, and character, or “feel.”
It’s much easier for both the Dungeon Master and
the players to think about a metropolis made up of
eighty districts than to contemplate a teeming popula-
tion of 39,761 individuals. The city structure becomes
even easier to deal with if you assume that wards or
neighborhoods are just clusters of identical districts.
Thus, a metropolis might have a dozen wards: water-
front, noble’s villas, shantytowns, merchant’s quarter,
temple quarter, and so on.
As a starting point, use twenty districts for a small
city, forty for a large city, and eighty for a metropolis. If
you need to, you can always add more districts, but the
total population number you get by doing that may
bump your city up a size category. Types of districts are
given on Table 1–1: District Types.
DISTRICT DESCRIPTIONS
Each district’s description includes the following key
information.
Buildings: This entry details what sorts of buildings
might be found in the district. See Example Buildings
sidebar for businesses common to certain building types.
First Impression: This entry consists of a sen-
tence or two that describes the flavor or feel of the dis-
trict—that is, what sorts of sights, sounds, and smells
characters are likely to notice while casually passing
through it.
Social Class: This entry denotes the social class of
the residents (upper, middle, or lower).
2
Table 1–1: District Types
Low Population
Total
District Type Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Civic district 350 — 3 3 — 8 — 1 — 8 2 3 2 10 232 30 48
Civic district, ruined 350 — 2 4 — 8 — — — 8 2 4 4 4 249 25 40
Elf neighborhood 350 — 2 2 2 8 — — 2 7 1 4 2 4 241 30 45
Embassy district 350 — 3 4 — 9 1 1 1 9 2 4 2 50 230 14 20
Finance district 350 — 2 3 — 5 — 1 — 10 2 3 — 10 249 50 15
Fine shops 350 — — — 6 — — — 12 4 6 3 6 243 50 20
Lord’s keep 350 — 3 5 — 20 — — — — — — 20 197 30 75
Lord’s keep, vacant 350 — 3 3 — 10 — — — 8 — — — 4 257 25 40
Magic district 350 — 4 5 2 6 — — — 7 6 8 8 6 208 35 55
Noble estates 350 — 3 — — 17 — 3 — 5 — — — 40 207 30 45
Park district 350 — 2 3 2 6 1 1 2 7 1 3 4 5 258 25 30
University 350 — 5 6 1 6 2 1 — 6 3 6 5 10 239 30 30
Wealthy residential 350 — 2 3 — 8 — 1 — 7 2 4 2 15 226 30 50
Average Population
Total
District Type Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Average residential 450 1 3 4 1 9 1 1 1 9 2 4 4 4 341 25 40
Dwarf neighborhood 450 3 1 4 — 18 — 1 — 7 1 1 2 4 318 30 60
Garrison 450 1 2 4 — 14 1 2 1 6 2 3 1 8 230 25 150
Gnome neighborhood 450 — 2 3 1 10 — — 1 10 2 6 4 2 344 25 40
Guildhall district 450 — 3 — — 6 — — — 12 2 3 — 5 329 50 40
Guildhall district, former 450 — 5 — — 12 — — — 12 2 3 — 2 324 50 40
Halfling encampment 450 — 2 4 1 12 — — 1 16 2 1 4 2 340 25 40
Marketplace 450 1 4 3 — 9 1 1 1 12 1 3 6 — 338 30 40
Professionals 450 — 2 3 1 8 — 1 — 11 3 7 5 6 323 50 30
Shops 450 — 3 5 1 9 1 — — 11 2 4 5 — 359 35 15
Temple district 450 — 3 16 5 9 4 3 2 5 3 5 10 5 290 35 55
High Population
Total
District Type Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Adventurer’s quarter 550 5 9 12 5 25 2 2 3 25 4 8 10 2 338 40 60
Anglers’ wharf 550 — — 2 — 8 — — — 8 — — 6 — 490 16 20
Apartment homes 550 2 3 4 1 11 1 1 1 13 2 5 5 — 446 20 35
Caravan district 550 4 5 3 1 12 2 — 2 15 3 5 4 4 405 25 60
Goblinoid ghetto 550 5 — 3 — 10 — — — 8 — — 4 — 425 15 80
Inn district 550 2 8 3 1 9 1 1 2 16 2 6 5 5 439 30 20
Red light district 550 4 8 2 — 9 — — — 16 2 3 5 — 426 25 50
Shantytown 550 — — — — — — — — 4 — — 2 — 542 — 2
Slave quarter 550 2 — — — 12 — — — 8 — — — — 483 25 20
Slum 550 2 1 1 — 8 — — — 12 1 — 8 — 480 5 32
Tannery district 550 2 2 1 1 10 — — — 15 2 1 6 — 455 25 30
Tavern district 550 2 8 3 — 9 — — 1 16 2 3 4 — 437 25 40
Tenement district 550 3 3 4 1 11 — — 1 16 2 3 5 — 471 10 20
Theater district 550 — 7 — — 12 — — — 15 — — 4 — 442 30 40
Undercity 550 4 2 5 — 16 1 — 1 24 3 6 8 2 403 25 50
Warehouse district 550 — 2 — — 12 — — — 24 — — 5 — 437 20 50
Waterfront district 550 2 5 3 1 12 1 1 — 16 1 2 5 — 436 25 40
Special
Total
District Type Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Remnant neighborhood 45 — — 2 — 4 — — — 4 — 1 — — 15 4 15
Immigrant enclave 70 — — 7 — 6 — — 1 2 — 20 — — 15 4 15
Necropolis 100 — — 5 — 5 1 — — 5 1 2 2 — 66 8 5
Boat town 350 — — 1 1 8 — — — 8 — — 4 — 314 8 6
Coliseum/Arena 350 4 3 2 — 24 2 — 2 8 2 1 4 — 208 10 80
Prison district 350 3 1 1 — 18 — — — 12 — — 4 — 216 15 80
3
District Type: Some districts, such as a water-
front or shop district, represent neighborhoods that
have many similar types of buildings. Others, such as a
lord’s keep or a garrison, may feature single buildings
or complexes that occupy an entire district and house
large numbers of residents and staff.
Total Pop.: This figure represents the total popula-
tion of the district. The remaining columns (Bbn, Brd,
Clr, and so forth) show how many single-class charac-
ters of each character class (both PC and NPC classes)
dwell in the district. Temple districts have many cler-
ics, obviously, while most aristocrats are found in
upper-class districts.
LOW POPULATION DISTRICTS
The districts with the lowest populations tend to be
upper or middle class. They often feature fine landscap-
ing and ornate buildings.
Civic District
The day-to-day business of governing the city is carried
out from the offices in this district, which is usually
dominated by one massive government building.
Buildings: Council hall, bureaucratic offices,
monument/memorial, guardpost, temple (Heironeous,
Pelor, or St. Cuthbert), upscale lodging (4), upscale
food (6), exotic trades (10), upscale trades (15), average
trades (15), upscale services (15).
First Impression: Robed bureaucrats scurry
from appointment to appointment, and nobles travel
with their retinues. The main building is a stately struc-
ture with plenty of statuary and inscriptions.
Social Class: Upper class.
Civic District, Ruined
This district is like the one above, except that the rulers
of the city have abandoned the massive structure that
once dominated the area.
Buildings: Council hall (vacant), bureaucratic
offices (possibly vacant), monument/memorial, guard-
post, temple (Heironeous, Pelor, or St. Cuthbert), upscale
lodging (4), upscale food (6), exotic trades (10), upscale
trades (15), average trades (15), upscale services (15).
First Impression: The crumbling edifice that
dominates the streetscape once housed the power
center in this city. The surrounding businesses have
also fallen on hard times.
Social Class: Middle class.
Elf Neighborhood
This district, found only in cities dominated by nonelf
races, is where many elves choose to live.
Buildings: Temple (Corellon Larethian), druidic
site, upscale lodging, upscale food (4), exotic trades (3),
upscale trades (15), upscale services (5), upscale resi-
dences (30).
First Impression: The neighborhood has more
than its share of trees, bushes, and flowers. Even the
more modest homes feature flowering windowboxes.
Social Class: Upper class.
Embassy District
Usually found only in a capital city, an embassy district
houses ambassadors, diplomats, and their staffs.
Buildings: Embassies (7), diplomatic residences
(15), upscale lodging (9), upscale food (12), exotic
trades (5), upscale trades (10), upscale residences (10).
pqqqqrs
pqqqqrs
BUILD A CITY IN 5 MINUTES
Many PCs use cities simply as bases of operations
for adventuring. They may visit their home city
briefly between adventures, or occasionally even
during an extended mission. Accordingly, they rarely
see more than a few locations—their favorite inn,
the magic-item dealers on Tentacle Street, and Lord
Rhial’s citadel, for example.
If you’re pressed for time, it’s a good idea to pick a
few districts you like and assume that the rest of the
city is a mix of residential and commercial districts.
Here are the steps for building a city in about 5
minutes.
• Jot down what makes the city special in a sen-
tence or two. For example, Sumberton is a rainy
city where the trade guilds are at war with the
military commander in charge of the toll roads.
Forghul is a metropolis where rival thanes from
surrounding provinces engage in intrigues, unit-
ing only when giants attack from the north.
• Decide which places your characters are likely to
visit. Inns, magic shops, guilds, libraries,
temples, and government buildings are all logical
choices.
• Decide which districts feature those important
places and sketch out an intersection or two, plac-
ing buildings according to the guidelines below.
• Sketch an overall map of the city by drawing the
walls that surround it, placing the important dis-
tricts, and then dividing the rest of the city into a
dozen or so wards. Give each ward a name, such
as “Merchant’s Quarter,” or “Temple Ward.”
First Impression: Fancy buildings in wildly
clashing architectural styles dominate the street, each
trying to outdo the other in ostentatiousness. Most
such buildings feature coats of arms and flags identify-
ing the nations they represent.
Social Class: Upper class.
Finance District
Banks and merchant-houses tend to congregate here
because much of their business is with each other.
Buildings: Banks (2), moneychangers (7), temple
(Fharlanghn, upscale food (10), exotic trades (5),
upscale trades (25), upscale residences (20).
First Impression: The city watch is augmented
by private guards, making this a particularly well-pro-
tected district, day or night.
Social Class: Upper class.
Fine Shops
Shopping districts such as this one often feature store-
fronts of interest to adventurers. The city’s best armor-
ers, weaponsmiths, sages, and magic-dealers offer their
services here.
Buildings: Upscale lodging (4), upscale food (6),
exotic trades (10), upscale trades (30), upscale resi-
dences (20).
First Impression: The hubbub of commerce is
omnipresent here, but the high prices discourage the
crowds found in less tony shopping districts.
Social Class: Upper class.
Lord’s Keep
A fortress, usually the castle where the city’s ruler lives,
dominates this district.
Buildings: Manor house, servants’ quarters (2),
garrison post, chapel (Kord, Heironeous, or St. Cuth-
bert), average trades (15).
First Impression: Pennants in the city’s colors
flutter over the castle, and guards eye the street from
their watchtowers above. Soldiers drill in the courtyard
beyond the open drawbridge.
Social Class: Upper class.
Lord’s Keep, Vacant
This district is similar to the one above, except that no
one is living in the fortress. Perhaps the lord is on a cru-
sade, or maybe a more mysterious fate has befallen the
city’s ruler.
Buildings: Manor house, servants’ quarters (2),
garrison post, chapel (Heironeous, Kord, or St. Cuth-
bert), average trades (15).
First Impression: This once-proud castle is
beginning to show signs of neglect, though it is still an
imposing fortress.
Social Class: Middle class.
Magic District
Many cities segregate users of magic into their own ward
to protect the rest of the city from errant spellcasting. Such
an arrangement also helps the rulers and constabulary
keep an eye on some of the city’s most powerful residents.
Buildings: Magic item dealers (2), spellcasters for
hire (6), temple (Boccob), shrine, upscale food (5),
exotic trades (10), upscale trades (15), upscale services
(10), upscale residences (20).
First Impression: Continual flames illuminate
the streets, and entertaining, artistic illusions decorate
some of the buildings. The berobed citizens frequently
display flashy magic—typically glamers. Useful magic
items abound.
Social Class: Upper class.
Noble Estates
The wealthy, highborn residents of the city live in
splendor in the manors of this district.
Buildings: Estates (30).
First Impression: This district is quieter and
cleaner than the rest of the city. Servants scurry about
on their errands, and nobles travel by carriage to call on
their genteel counterparts.
Social Class: Upper class.
Park District
For those who love the outdoors, this district provides a
respite from the hustle and bustle of the city.
Buildings: Parks (1 large or 3 small), temple
(Corellon Larethian, Ehlonna, or Obad-Hai), druidic
site, upscale taverns (5), exotic trades (5), upscale trades
(8), upscale services (17), upscale residences (30).
First Impression: Clusters of trees, landscaped
flowerbeds, and lawns of trimmed grass dominate the
landscape. The air smells fresher here than it does else-
where in the city.
Social Class: Upper class.
University
The colleges in this district teach everything from
Knowledge and Profession skills to the secrets of
divine and arcane magic. Adventurers can find esoteric
lore and answers to obscure riddles here.
Buildings: University buildings, including
instruction and faculty offices) (4), library, temple
4
5
(Boccob or Pelor), shrine, upscale lodging (5), upscale
food (8), upscale literary trades (booksellers, stationers,
mapsellers, sealmakers, and the like) (10), upscale liter-
ary services (scribe, sage, translator, cartographer, and
the like) (10), dormitories (5), upscale residences (25).
First Impression: Young, well-dressed students
carrying armfuls of scrolls and books hustle to their
classes. Others sit or stand in circles, discussing the
day’s lessons.
Social Class: Upper class.
Wealthy Residential
These residences belong to successful merchants
and high-level bureaucrats in political or religious
organizations.
Buildings: Upscale residences (60), average resi-
dences (10).
First Impression: Well-appointed buildings
line the quiet streets of this district. Servants or guards
are posted at many of the front doors.
Social Class: Upper class.
AVERAGE POPULATION DISTRICTS
These districts are where the middle class and mer-
chants live and work.
Average Residential
Shopkeepers, artisans, and other skilled workers dwell
in these modest homes.
Buildings: Upscale residences (10), average resi-
dences (70), poor residences (10).
First Impression: Children play in the streets
of this district, and the younger ones are often chased
by older siblings. Neat rows of houses line the thor-
oughfares.
Social Class: Middle class.
Dwarf Neighborhood
Because clan and family are important to dwarven cul-
ture, many dwarves who live in cities dominated by other
races tend to congregate in their own neighborhoods.
Buildings: Temple (Moradin), average lodging
(2), upscale food, average food (9), poor food (2), exotic
trades (2), upscale trades (7), average trades (15), poor
trades (6), upscale services (5), average services (10),
poor services (5), upscale residences (5), average resi-
dences (45).
First Impression: All the structures in this
neighborhood are slightly smaller than normal because
they’re sized for dwarves. Stonework, much of it finely
carved, dominates the architecture.
Social Class: Middle class.
Garrison
This district is essentially a military encampment. The
soldiers who dwell here are charged with guarding the
city and the surrounding countryside.
Buildings: Garrison building, temple (Heiro-
neous, Kord, or St. Cuthbert), average lodging (4), poor
lodging, upscale food (2), average food (4), poor food
(3), upscale trades (4), average trades (8), poor trades (2),
average services (10), average residences (40), poor resi-
dences (10).
First Impression: Some soldiers march to and
fro in groups, while others stand at attention, and still
others drill for combat. Shouted commands and march-
ing songs fill the air.
Social Class: Middle class.
Gnome Neighborhood
Gnomes find comfort in buildings sized for them, so
this district features architecture that humans and
other Medium races would find cramped.
Buildings: Temple (Garl Glittergold), upscale
lodging (1), average lodging (4), upscale food (3), aver-
age food (5), exotic trades (2), upscale trades (4), average
trades (6), poor trades (3), upscale services (4), average
services (6), average residences (50).
First Impression: This neighborhood looks like
any average residential area, but on a smaller scale.
Social Class: Middle class.
Guildhall District
This district is home to organizations of skilled work-
ers, such as the mason’s guild, the cobbler’s guild, and
the jeweler’s guild. Depending on the city, more exotic
guilds devoted to sages, wizards, or mercenaries may
also have facilities here. Illicit guilds may exist for
thieves and assassins, but these rarely have publicly
known guildhalls.
Buildings: Guild halls (3), average lodging (5),
average food (10), upscale trades (5), average trades (15),
poor trades (4), upscale services (5), average services
(10), poor services (3), average residences (30).
First Impression: Each of the massive guild-
halls in this district is emblazoned with a symbol repre-
sentative of its craft, such as a massive hammer and
anvil for the blacksmith’s guild, and a welcoming sign
in every known tongue for the Scribe’s Union.
Social Class: Middle class.
6
Guildhall District, Former
For some reason, the guilds have moved out of this dis-
trict, but commercial interests still dominate its streets.
Buildings: Vacant guild halls (3), average lodging
(5), average food (10), upscale trades (5), average trades
(15), poor trades (4), upscale services (5), average serv-
ices (10), poor services (3), average residences (30).
First Impression: The guildhalls are boarded
up or in disrepair, but the shops and businesses that
surround them still thrive in the hustle and bustle of
commerce.
Social Class: Middle class.
Halfling Encampment
Halflings tend to be more nomadic than most other
races. Even when a group of them settles in a city, their
neighborhood looks more like a camp than a proper
district.
Buildings: Council hall, temple (Yondalla),
shrine, average lodging (4), average food (8), average
trades (15), average services (10), average residences
(50).
First Impression: This neighborhood looks like
it could vanish tomorrow, leaving behind nothing but
half-constructed buildings, smoldering campfires, and
vacant building foundations.
Social Class: Middle class.
Marketplace
Most of the residents from surrounding districts come
to this bazaar to buy everything from necessities (such
as clothing) to small luxuries (such as spices).
Buildings: Open-air market, temple (Fhar-
langhn), average lodging (2), average food (12), exotic
trades (3), upscale trades (12), average trades (35), poor
trades (10), upscale services (5), average services (15),
poor services (5).
First Impression: This district is awash in col-
orful signs and tents. The shouts of barkers rise above
the noise of shoppers, and a dozen scents—everything
from sweet perfumes to sizzling meats—fill the air.
Social Class: Middle class.
Professionals
This district is home to a variety of specialists the PCs
might want to hire or consult.
Buildings: Temple (any), shrine, average lodging
(3), upscale food (3), average food (7), exotic trades (2),
upscale trades (3), average trades (10), upscale services
(10), average services (20), upscale residences (10), aver-
age residences (20).
First Impression: This district features row
upon row of quiet shops and offices. Their signs adver-
tise everything from translation services to wilderness
guides to architectural design.
Social Class: Middle class.
Shops
A few businesses in this district cater to the well-to-do,
but most serve the city’s middle and lower classes. Such
a district is more common in a smaller city that doesn’t
have multiple shopping districts.
Buildings: Temple (any), shrine, average lodging
(3), average food (10), exotic trades (3), upscale trades
(12), average trades (35), poor trades (10), upscale serv-
ices (3), average services (10), poor services (2).
First Impression: Well-guarded nobles saunter
from shop to shop, seemingly oblivious to the more
ordinary citizens who rush by with their arms full of
packages.
Social Class: Middle class.
Temple District
The center of the city’s religious life, the temple district
is where established faiths vie for worshipers. PCs can
often find healing and other clerical magic here.
Buildings: Temples/shrines (any 6), upscale
lodging (1), average lodging (3), upscale food (3),
average food (7), exotic trades (5), upscale trades (5),
average trades (10), upscale services (10), average
services (25), upscale residences (5), average resi-
dences (20).
First Impression: Each temple’s architecture
reflects the faith of its builders. Periodically, the doors
of a temple open, and a throng of worshipers spills out
into the street.
Social Class: Middle class.
HIGH POPULATION DISTRICTS
These districts cater to the lower classes and to tran-
sients, such as adventurers. Prices are generally lower
in these areas.
Adventurer’s Quarter
This district has a little bit of everything, but it’s gener-
ally a pretty seedy place. No “respectable” resident
would think of coming here.
Buildings: Temples (Olidammara and any 3
others), average lodging (5), poor lodging (10), average
food (5), poor food (15), average trades (6), poor trades
(15), average services (5), poor services (15), average res-
idences (5), poor residences (20).
7
First Impression: This district is noticeably
more diverse than the surrounding neighborhoods.
Various humanoids wearing a wide variety of garb rub
shoulders and chat in the streets. The buildings look
somewhat rundown, but most are quite serviceable.
Social Class: Lower class.
Anglers’ Wharf
Those who fish for a living have a district of their own,
if for no other reason than to keep the stench away
from the rest of the city.
Buildings: Shrine (Obad-Hai or Pelor), poor lodg-
ing (5), poor food (10), average trades (2), poor trades
(12), average services (3), poor services (7), poor resi-
dences (60).
First Impression: The smell of fish hangs heav-
ily in the air here, mingled with the tang of saltwater
and sea air. Rough-looking sailors lurch from ship to
pier to tavern.
Social Class: Lower class.
Apartment Homes
This unremarkable district consists of nothing but
unremarkable residences. Thus, it is an excellent
hiding place for those who are skilled at blending in.
Buildings: Average residences (10), poor resi-
dences (55).
First Impression: Rows of apartment buildings
rise like the walls of a canyon on both sides of the
street. Day laborers and craftspeople scurry to and from
work, while the district’s more indolent residents relax
on the building steps.
Social Class: Lower class.
Caravan District
Districts such as this one are common in cities that rely
on overland caravans rather than sea transport for their
imports and exports. Merchants and other foreigners
are welcomed here but usually discouraged from
spending time in the rest of the city.
Buildings: Temple (Fharlanghn), average lodging
(5), poor lodging (15), average food (10), poor food (30),
average trades (9), poor trades (15), average services (9),
poor services (15).
First Impression: This district has fewer build-
ings than most, but animal pens, stables, and circles of
trade wagons squat on many vacant lots. The air is thick
with campfire smoke, and a dozen different languages
can be heard.
Social Class: Lower class.
Goblinoid Ghetto
If a city allows goblinoid residents at all, its other
inhabitants usually prefer to keep them at arm’s length.
The goblinoids who live here eke out a squalid exis-
tence, taking on jobs that no other city resident will
accept.
Buildings: Temple (Gruumsh or Maglubiyet),
poor lodging (1), poor food (8), poor trades (20), poor
services (10), poor residences (60).
First Impression: Goblins, hobgoblins, and
orcs move among the ramshackle buildings that line
the streets. The ghetto bustles with business—both
legal and illegal—despite the obvious poverty of its res-
idents.
Social Class: Lower class.
Inn District
Inns are scattered across most cities, but sometimes a
cluster of them dominates a neighborhood. Such a dis-
trict tends to be rundown simply because it has few
permanent residents to care about its upkeep, and the
transients who stay there spend most of their time in
other districts.
Buildings: Temples (any 2), average lodging (8),
poor lodging (25), average food (5), poor food (20), aver-
age trades (5), poor trades (15), average services (5),
poor services (15).
First Impression: Music and laughter wafts
from the open doors of half a dozen inns and common-
houses. Each offers the promise of food, drink, danc-
ing, or perhaps even more exotic diversions.
Social Class: Lower class.
Red-Light District
Notorious for the prostitution, narcotics, and other
black-market businesses that thrive here, a red-light
district tends to attract adventurers like flies.
Buildings: Temple (Olidammara), average lodg-
ing (2), poor lodging (17), average food (5), poor food
(20), poor trades (20), poor services (gambling halls,
houses of ill repute, pawnshops, and the like) (35).
First Impression: A visitor can hardly walk 30
feet in this rundown district without being proposi-
tioned for something illegal. Some passersby scurry
furtively past, while others beckon visitors toward
some illicit pleasure.
Social Class: Lower class.
Shantytown
Many of the structures in this district seem to be in
imminent danger of collapsing on their residents. The
poorest of the poor live here in decrepit buildings,
refugee colonies, and squatter camps.
Buildings: Poor residences (100).
First Impression: Lean-tos, smoky fires, and
makeshift hovels crowd in among the debris and
rubble of the dirty, destitute streets.
Social Class: Lower class.
Slave Quarter
Slaves merit slightly better huts than those who live in
a shantytown, if only because their masters care about
their welfare to some small degree. Districts such as
this are rare, since good-aligned societies find slavery
abhorrent.
Buildings: Overseer’s station, poor services (5),
poor residences (94).
First Impression: Whip-wielding masters lead
chained slaves in threadbare robes from place to place.
Few of the slaves are bold enough to meet the gaze of a
bystander.
Social Class: Lower class.
Slum
This district is clearly for the down-and-out. A slum
falls somewhere between poor apartments and a shan-
tytown on the scale of poverty and misery.
Buildings: Temple (Olidammara or Pelor), poor
lodging (1), poor food (3), poor trades (10), poor serv-
ices (5), poor residences (70).
First Impression: Home to the destitute, this
neighborhood features a mix of shanties, hovels, and
tenements in disrepair. Trash fills the streets and alleys,
and the stench of offal mixed with rotting flesh and
even less wholesome substances hangs heavy in the air.
Social Class: Lower class.
Tannery District
Tanneries—businesses that turn animal hides into
leather—are typically in lower-class neighborhoods
simply because they smell unbelievably bad. No one
who can afford to do otherwise lives near a tannery.
Buildings: Temple (any, especially poorer or
more obscure faiths), poor lodging (2), poor food (7),
poor trades (tanners, dyers, and other folk who practice
odiferous trades) (60), poor services (30).
First Impression: The acrid smell of tanning
hides would reveal the nature of this district even to a
blindfolded person. A cluster of small, dingy shops
caters to the unfortunate denizens of this nauseating
district.
Social Class: Lower class.
Tavern District
Adventurers spend a lot of time in taverns, and most
cities of any size feature at least one. Inns sandwiched
among the bars provide revelers with relatively safe
places in which to sleep off their intoxication.
Buildings: Temple (Fharlanghn or Olidammara),
average lodging (3), poor lodging (20), average food (6),
poor food (30), poor trades (10), poor services (10), poor
residences (20).
First Impression: By night, inebriated revelers
stumble forth into the crowded streets from literally
dozens of taverns. By day, this district is a virtual ghost
town, with only cleanup crews, delivery personnel, and
the occasional determined drunk to liven up the
streetscape.
Social Class: Lower class.
Tenement District
This district is similar to a slum, but without any
nearby businesses to support its poverty-stricken popu-
lace. This district must be placed close to one in which
even the desperately poor can acquire staples.
Buildings: Poor residences (60).
First Impression: Crammed together like so
many sardines, the poor residents of this district cluster
on stoops, in their rat-infested apartments, and in the
streets and alleys.
Social Class: Lower class.
Theater District
Theaters tend to spring up in lower-class neighbor-
hoods because rent is cheaper there. Drama patrons
rarely linger for long, although nearby pubs and shops
entice some to stay and celebrate a fine performance.
This district can serve as a musician’s quarter or a
dancehall district with only a name change.
Buildings: Theaters (4), temple (Olidammara),
poor lodging (10), poor food (20), poor trades (20), poor
services (30), poor residences (15).
First Impression: Each theater features a large
sign promising comedy, tragedy, and inspiration—often
all in the same play. Lines of people wait outside the box
offices, and periodically a large crowd emerges from a
theater, heatedly discussing the play that has just ended.
Social Class: Lower class.
Undercity
This district, typically situated underneath the city’s
streets, is a combination of a dungeon and a neighbor-
hood. The residents of the city may or may not be
aware of the undercity’s existence.
8
9
Buildings: Dungeons of at least 10 rooms (8),
temples (any 2 evil deities), poor lodging (5), poor food
(10), average trades (5), poor trades (15), average serv-
ices (5), poor services (20), poor residences (30).
First Impression: The air belowground is dank,
and the darkness is oppressive. It’s eerily quiet most of
the time, but the silence is punctured occasionally by a
scream or the clash of battle.
Social Class: Lower class.
Warehouse District
Adventurers who have business with shipping con-
cerns—or just larcenous intent—may find their way
into this district.
Buildings: Warehouses (30), poor trades (5), poor
services (10), poor residences (55).
First Impression: The massive warehouses that
give this district its name dominate the landscape. The
streets are devoid of life except for the occasional deliv-
ery wagon and the guards who stand watch at some
warehouse doors.
Social Class: Lower class.
Waterfront District
Visitors who arrive by ship often get their first taste of a
city in the waterfront district. Adventurers typically
feel right at home in this rough-and-tumble place.
Buildings: Other (5), temple (Obad-Hai or Oli-
dammara), poor lodging (5), poor food (9), poor trades
(25), poor services (35), poor residences (20).
First Impression: Most of the traffic here con-
sists of sailors in search of liquor or entertainment.
Bars, flophouses, and small shops—many of which
don’t bother to advertise the nature of their business—
line the street.
Social Class: Lower class.
SPECIAL DISTRICTS
Certain districts are special simply because their popula-
tion numbers are different (generally lower) than the
norm for their social class. For example, a necropolis may
be an important part of a city, but it just can’t hold more
than 100 living residents. Likewise, an immigrant enclave
rarely houses more than 1% of the city’s total population.
Remnant Neighborhood
This district is the last vestige of an older culture that has
been largely supplanted by the city’s current residents.
Buildings: Temple (any 1, especially to an
unusual deity), upscale trade, upscale residences (5),
vacant buildings (3).
First Impression: The architecture here looks
out of place, as do some of the residents. They eye visi-
tors strangely, evidently regarding them as interlopers
on their turf.
Social Class: Middle Class
Immigrant Enclave
This district houses well-heeled representatives of
another culture, such as wizards from a far-off land or
planetouched pioneers from another dimension.
Buildings: Temple (any 1, especially to an
unusual deity), magic item dealer, upscale trades (2),
exotic trade, upscale residences (5).
First Impression: This district doesn’t even feel
like it’s part of the same city. The architecture of the
buildings is dramatically different than in other dis-
tricts, and the residents’ garb marks them as a minority
elsewhere in the city. Here, however, they fit right in.
Social Class: Upper class.
Necropolis
This massive graveyard has few or no residents other
than the undead creatures that may lurk among the
tombstones and crypts.
Buildings: Mortuaries (2), mausoleums (16),
temple (Nerull or Wee Jas), shrine.
First Impression: This district is quiet and
orderly. Rows of tombstones and crypts stand silent
guard over the dead.
Social Class: Lower class.
Boat Town
This district is completely afloat. The residents live in
houseboats and do their shopping at other boats. Even
longtime residents of a boat town must relearn their
way around the neighborhood if they leave for a time,
since it constantly rearranges itself.
Buildings: Temple (Fharlanghn), average lodging
(1), poor food (3), poor trades (10), poor services (10),
poor residences (45).
First Impression: Boats of every size and shape
bob on the water, connected by a baffling web of piers,
gangplanks, and rope bridges.
Social Class: Lower class.
Coliseum/Arena District
A massive arena dominates this neighborhood. Its exis-
tence leaves little space for actual residents.
Buildings: Coliseum/arena/hippodrome, associ-
ated buildings (gladiators’ barracks, stables, and the
like) (3), temple (Heironeous, Kord, or Olidammara),
10
average lodging (5), average food (15), exotic trades (2),
average trades (13), poor trades (5), average services
(10), average residences (15).
First Impression: A crowd waits to be let into
the coliseum for the day’s events. Buskers hawk their
wares, and periodically a chant or cheer emerges from
particularly devoted fans in the crowd.
Social Class: Middle class.
Prison District
An immense, forbidding-looking fortress dominates
this district. Because inmates are typically kept in small
cells, a prison district often has a very high population.
Buildings: Prison building, guards’ barracks.
First Impression: Guards are everywhere in
this district. Most are standing watch, but occasionally
a small group of them escort a chained inmate to or
from the massive prison walls.
Social Class: Lower class.
SOCIAL CLASS AND
NEIGHBORHOODS
Most cities are made up primarily of lower-class districts,
simply because they have more lower-class residents
than any other sort. An average small city (twenty dis-
tricts) has two upper-class districts, six middle-class dis-
tricts, and twelve lower-class districts. In larger cities, the
upper class grows while the lower class shrinks in pro-
portion. A typical large city (forty districts) has six upper-
class, twelve middle-class, and twenty-two lower-class
pqqqqrs
EXAMPLE BUILDINGS
The following businesspeople and organizations
occupy the various building types noted in the
descriptions above.
Trades, Exotic: Alchemist, art dealer, calligrapher,
costumer, imported goods dealer, magic armor
dealer, magic item dealer (general), magic weapon
dealer, pet merchant, potion dealer, rare wood mer-
chant, scroll merchant, soap maker, spice merchant,
trapmaker, wand merchant.
Trades, Upscale: Antique dealer, bookbinder,
bookseller, candy maker, clockmaker, cosmetics
dealer, curio dealer, dice maker, distiller, fine
clothier, gemcutter, glassblower, glazier, gold-
smith, inkmaker, jeweler, mapseller, papermaker,
perfumer, pewterer, sculptor, sealmaker, silver-
smith, slave trader, toymaker, trinkets purveyor,
vintner, wiresmith. Also found here are average
trades performed at fine quality and increased
cost (masterwork).
Trades, Average: Armorer, baker, bazaar mer-
chant, blacksmith, bonecarver, bowyer, brewer,
butcher, carpenter, carpet maker, cartwright, chan-
dler, cheesemaker, cobbler, cooper, coppersmith,
dairy merchant, fletcher, florist, furniture maker,
furrier, grocer, haberdasher, hardware seller,
herbalist, joiner, lampmaker, locksmith, mason,
merchant, music dealer, outfitter, potter, provi-
sioner, religious items dealer, roofer, ropemaker,
saddler, sailmaker, seamstress, shipwright, stone-
cutter, tailor, tapestry maker, taxidermist, thatcher,
tilemaker, tinker, weaponsmith, weaver, wheel-
wright, whipmaker, wigmaker, woodworker. Also
found here are poor trades performed at fine qual-
ity and increased cost (masterwork), and upscale
trades at lower quality and lower cost (80% of
normal).
Trades, Poor: Bait & tackle dealer, basketweaver,
brickmaker, broom maker, candlemaker, charcoal
burner, dyer, firewood seller, fishmonger, fuller,
leatherworker, livestock handler, lumberer, miller,
netmaker, tanner. Also found here are average
trades performed at lower quality and lower cost
(80% of normal).
Services, Upscale: Animal trainer, apothecary,
architect, assassin, banker, barrister, bounty hunter,
cartographer, dentist, engraver, illuminator, kennel
master, masseur, mewskeeper, moneychanger, sage,
scribe, spellcaster for hire, tutor.
Services, Average: Auctioneer, barber, bookkeeper,
brothel owner, clerk, engineer, fortuneteller, freight
shipper, guide, healer, horse trainer, interpreter,
laundress, messenger, minstrel, navigator, painter,
physician, public bath owner, sharpener, stable
owner, tattooer, undertaker, veterinarian.
Services, Poor: Acrobat, actor, boater, buffoon,
building painter, burglar, carter, fence, gambling hall
owner, juggler, laborer, limner, linkboy, moneylender,
nursemaid, pawnshop, porter, ship painter, team-
ster, warehouse owner.
Lodging: Almshouse, boarding house, hostel, inn.
Food: Club, eatery, restaurant, tavern.
Temples and Shrines: Any deity, or sometimes a
group of allied or related deities. Most cities in civi-
lized lands have few obvious temples to evil deities,
but exceptions do exist.
pqqqqrs
11
districts, while an average metropolis (eighty districts)
has forty-two lower-class, twenty-four middle-class, and
fourteen upper-class districts.
One way to distinguish your city from others of sim-
ilar size is to adjust how many districts of each social
class are present. A particularly wealthy city might
have more upper- and middle-class districts and fewer
lower-class districts than normal, while a poor city
would have the opposite ratio. A city heavily engaged
in trade would have a larger middle class (and more
middle-class districts) than one that is mostly isolated
and self-sufficient.
Generally, districts appear adjacent to others of the
same social class, forming neighborhoods that share a
single social class. In some cases, a neighborhood may
include one or two districts whose social class is one step
higher or lower than that of the other districts nearby. A
neighborhood typically consists of five to eight districts,
and its total population ranges from 1,750 to 4,400. It is
rare, but not unknown, for upper-class and lower-class
districts or neighborhoods to appear side by side. When
such a situation does occur, some geographical or artifi-
cial feature, such as a small cliff, a river, or a wall, usually
separates them from each other.
COMMUNITY WEALTH
As a rule, the most expensive items are available only in
upper-class districts of a city. Districts with lower social
classes have lower gp limits, as shown on Table 1–2: GP
Limit By Social Class.
Table 1–2: GP Limit By Social Class
———————— GP Limit in ———————
Social Class Small City Large City Metropolis
Upper 15,000 40,000 100,000
Middle 6,000 16,000 40,000
Lower 1,500 4,000 10,000
Items priced below a city’s gp limit are usually available
immediately, though in some cases a would-be pur-
chaser might have to wait as much as a week to get a
particularly unusual item. Often, some of the more
expensive items available in a given city also require
waiting periods.
ABOUT THE AUTHORS
David Noonan, a game designer at Wizards of the
Coast, Inc. was one of the developers of the revised
DUNGEON MASTER’s Guide. His other work includes
Manual of the Planes, Stronghold Builder’s Guidebook, and
the forthcoming Unearthed Arcana.
James Wyatt is also a game designer at Wizards of
the Coast, Inc. Best known for designing Oriental
Adventures, James recently worked on the Fiend Folio,
the D&D Arms and Equipment Guide, and the forthcom-
ing Book of Exalted Deeds. He worked on D&D v.3.5 as a
designated kibitzer.
Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004
Dungeon Master's Guide v.3.5 Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D rules
sources, unless an official errata file says otherwise, the
primary source is correct. One example of a
primary/secondary source is text taking precedence over a
table entry. An individual spell description takes precedence
when the short description in the beginning of the spells
chapter disagrees.
Another example of primary vs. secondary sources involves
book and topic precedence. The Player’s Handbook, for
example, gives all the rules for playing the game, for PC
races, and the base class descriptions. If you find something
on one of those topics from the Dungeon Master’s Guide or
the Monster Manual that disagrees with the Player’s
Handbook, you should assume the Player’s Handbook is the
primary source. The Dungeon Master’s Guide is the primary
source for topics such as magic item descriptions, special
material construction rules, and so on. The Monster Manual
is the primary source for monster descriptions, templates, and
supernatural, extraordinary, and spell-like abilities.
Ogre CR
Dungeon Master’s Guide, page 38
Problem: Table at bottom right says ogres are CR 2 (without
class levels). Monster Manual says (correctly) that ogres are
CR 3.
Solution: CR numbers in the two ogre lines of the table need
changing—increment all of them by 1. Also, change “2” to
“3” in the note beneath the table.
Climb DCs
Dungeon Master’s Guide, page 60
Problem: Climb DCs on Table 3–9 differ from what’s given
in the text on page 59.
Solution: On Table 3–9, change the following Climb DCs:
Masonry 20
Superior masonry 25
Hewn stone 25
Unworked stone 15
Ram Damage
Dungeon Master’s Guide, page 100
Problem: Damage value for the ram given in the text
disagrees with Table 3–26.
Solution: Change table entry to 3d8.
NPC Fighter
Dungeon Master’s G uide, page 117
Problem: The 17th-level fighter has his Str enhanced by +2
(see top right of page), but the enhancement isn’t accounted
for in his gear.
Solution: Add “gauntlets of ogre power +2” to the 17th-
level Gear entry on Table 4–16. Add “gauntlets +2” to the
18th-level Gear entry on the table.
NPC Monk
Dungeon Master’s Guide, page 118
Problem: References to ki strike need fixing in three places.
Solution: In the sample 5th-level monk, change “ki strike
+1” to “ki strike (magic).” In the Ki Strike paragraph for the
5th-level monk, delete “lawful.” In the sample 15th-level
monk, change “ki strike +4” to “ki strike (lawful, magic).”
NPC Sorcerer
Dungeon Master’s Guide, page 125
Problem: The 14th-level sorcerer has his Dex enhanced by
+2 (see page 124), but the enhancement isn’t accounted for in
his gear.
Solution: Add “gloves of Dexterity +2” to the 14th-level
Gear entry on Table 4–21, and “gloves +2” to the Gear entry
at every higher level.
Epic Druid
Dungeon Master’s Guide, page 208
Problem: Druids no longer get multiple animal companions.
Solution: Replace the Animal Companion paragraph with the
following text:
Animal Companion: The epic druid’s animal companion
continues to increase in power. At every three levels higher
than 18th (21st, 24th, 27th, and so on), the companion gains
+2 bonus Hit Dice, its natural armor increases by 2, its
Strength and Dexterity modifiers increase by 1, and it learns
one additional bonus trick.
Epic Ranger
Dungeon Master’s Guide, page 208
Problem: Mention of the epic ranger’s animal companion is
missing.
Solution: After the Spells paragraph, insert the following
paragraph:
Animal Companion: The epic ranger’s animal companion
continues to increase in power as normal. For rangers above
41st level, consult the epic druid for details on how an animal
companion’s power level increases.
Caster Level
Dungeon Master’s Guide, page 215
Problem: The last two sentences in the section on Caster
Level are ambiguous and potentially misleading.
Solution: Replace with this text: For other magic items, the
caster level is determined by the creator. The minimum caster
level is that which is needed to meet the prerequisites given.
Arrow Deflection
Dungeon Master’s Guide, page 218
Problem: The first sentence is no longer accurate (Deflect
Arrows feat works differently in v.3.5).
Solution: Change first sentence to read:
A shield with this ability protects the wielder from ranged
attacks.
Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004
Hardness and Hit Points
Dungeon Master’s Guide, page 222
Problem: The first paragraph is not consistent with similar
information for shields on page 217.
Solution: Delete the first sentence after the boldface header.
Change the next sentence to read as follows:
Each +1 of enhancement bonus adds 2 to a weapon’s or
shield’s hardness and +10 to its hit points.
Vorpal Weapons
Dungeon Master’s Guide, page 223
Problem: Note 2 under Table 7–14 says that a vorpal
weapon must be a piercing or slashing weapon. The
description of vorpal on page 226 says the ability can be
applied only to a slashing weapon.
Solution: Fix the table. Change the superscript number on
Vorpal to 4. Add a new note 4: “Slashing weapons only.
Reroll if randomly generated for a piercing or bludgeoning
weapon.” Also, renumber current note 4 to be note 5.
Staff of Life
Dungeon Master’s Guide, page 244
Problem: The prerequisite spells don’t synch up with the
staff’s powers.
Solution: Change raise dead to resurrection; change CL
11th to CL 13th.
Table 7–27
Dungeon Master’s Guide, page 247
Problem: The price given for a necklace of fireballs type V is
in error.
Solution: Change 6,150 gp to 5,850 gp (to match the item
description).
Table 7–28
Dungeon Master’s Guide, page 249
Problem: The price given for a necklace of fireballs type VII
is in error.
Solution: Change 9,150 gp to 8,700 gp (to match the item
description).
Clay Golem Manual
Dungeon Master’s Guide, page 258
Problem: The Clay golem manual prerequisite spells don’t
match the Monster Manual info on constructing a clay golem.
Solution: Delete references to the prayer spell from the clay
golem manual description.
Stone Golem Manual
Dungeon Master’s Guide, page 258
Problem: Prerequisite spells for constructing a stone golem
or greater stone golem given on page 137 of the Monster
Manual don’t match those given for the stone golem manual
and greater stone golem manual on page 258 of the Dungeon
Master’s Guide.
Solution: The Dungeon Master’s Guide is correct. Add the
slow spell to the prerequisites for each of these golems in the
Monster Manual.
Table 7–33
Dungeon Master’s Guide, page 285
Problem: The “Multiple different abilities” line is in error.
Solution: Change “Multiply higher item cost by 2” to
“Multiply lower item cost by 1.5”
Table 8–1
Dungeon Master’s Guide, page 290
Problem: The table indicates that supernatural abilities can
be dispelled. This is not true in v.3.5.
Solution: In the Dispel row, Supernatural column, change
Yes to No.
Polymorph
Dungeon Master’s Guide, page 297
Problem: The description of the polymorph effect does not
account for changes to that spell.
Solution: Delete the paragraph beginning “Creatures that
polymorph themselves with an ability . . .”
Also, replace the last three paragraphs with the following
text:
Unless stated otherwise, creatures can polymorph into forms
of the same type or into an aberration, animal, dragon, fey,
giant, humanoid, magical beast, monstrous humanoid, ooze,
plant, or vermin form. Most spells and abilities that grant the
ability to polymorph place a cap on the Hit Dice of the form
taken.
Polymorphed creatures gain the Strength, Dexterity, and
Constitution of their new forms, as well as size, extraordinary
special attacks, movement capabilities (to a maximum of 120
feet for flying and 60 for nonflying movement), natural
armor bonus, natural weapons, racial skill bonuses, and other
gross physical qualities such as appearance and number of
limbs. They retain their original class and level, Intelligence,
Wisdom, Charisma, hit points, base attack bonus, base save
bonuses, and alignment.
Creatures who polymorph keep their worn or held equipment
if the new form is capable of wearing or holding it.
Otherwise, it melds with the new form and ceases to function
for the duration of the polymorph.
Slow Suffocation
Dungeon Master’s Guide, page 304
Problem: This system needs to tie back into the general rules
for suffocation. As it stands, no one will ever die from slow
suffocation (because nonlethal damage doesn’t kill).
Solution: Insert this sentence at the end of the paragraph that
starts with the Slow Suffocation header:
When a character falls unconscious from this nonlethal
damage, she drops to –1 hit points and is dying. In the next
round, she suffocates.