All of the new classes in this supplement were built using rules in the ACKS Player’s Companion with new or modified class categories. The following rules modify and supplement the Custom Class rules in Chapter 4 of ACKS Player’s Companion.
All Human Classes have 4 (four) build points to spend on five class categories: Hit Dice, Arcane, Ceremonial, Divine, Eldritch, Fighting, and Thievery. Each category is allocated between 0 and 4 points. The Hit Dice class category determines the Hit Die the class uses, while the other class categories grant abilities associated with character classes. The final total spent on the class must equal 4 build points.
Value | Eldritch | XP Cost |
---|---|---|
4 | Wizard + 4 class powers | 2500 |
3 | ⅔ level Wizard + 3 class powers | 1875 |
2 | ½ level Wizard + 2 class powers | 1250 |
1 | ⅓ level Wizard +1 class powers | 625 |
0 | none | 0 |
The Eldritch Value allows characters to be eldritch spellcasters. As explained in the Heroic Magic chapter, eldritch magic has two drawbacks compared to arcane magic – its spells are less powerful and its spellcasters can suffer corruption. To balance these drawbacks, the Eldritch Value offers class powers that the Arcane Value does not.
Eldritch 1: An Eldritch Value of 1 gives the class the ability to learn and cast eldritch spells and engage in magical research as a Nobiran wizard of ⅓ the character’s actual class level, rounded down. For instance, at 3rd level, the character has the abilities of a 1st level Nobiran wizard. The class uses its effective caster level (⅓ its level of experience) for purposes of level-dependent spell ranges, durations, and damage. In addition, the class receives one class power. In lieu of the class power, the class may take spellsinging.
Eldritch 2: An Eldritch Value of 2 gives the class the ability to learn and cast eldritch spells and engage in magical research as a Nobiran wizard of ½ the character’s actual class level. After 1st level, round fractions of 0.5 or greater up. For instance, at 5th level, the character has the abilities of a 3rd level Nobiran wizard. The class uses its effective caster level (½ its level of experience) for purposes of level-dependent spell ranges, durations, and damage. In addition, the class receives two class powers. In lieu of these class powers, the class may take spellsinging.
Eldritch 3: An Eldritch Value of 3 gives the class the ability to learn and cast eldritch spells and engage in magical research as a Nobiran wizard of ⅔ the character’s actual class level. Round fractions of 0.5 or greater up. For instance, at 5th level, the character has the abilities of a 4th level Nobiran wizard. The class uses its effective caster level (⅔ its level of experience) for purposes of level-dependent spell ranges, durations, and damage. In addition, the class receives three class powers. In lieu of these class powers, the class may take spellsinging.
Eldritch 4: An Eldritch Value of 4 gives the class the ability to learn and cast eldritch spells and engage in magical research as a Nobiran wizard. In addition, the class receives four class powers. In lieu of these class powers, the class may take spellsinging.
The selection of class powers received from the Eldritch Value may be exchanged for a larger selection at a higher level of experience if desired.
All eldritch spellcasters use the same spell progression as Nobiran wizards (a spell progression which is roughly 15% better than that of mages). They select their spells from the eldritch spell list and are susceptible to corruption (see The Shades of Magic). They may collect and use divine power as clerics. Eldritch spellcasters with an effective caster level of 5 or more can research spells, brew potions, and scribe scrolls. Eldritch spellcasters with an effective caster level of 9 or more can create permanent magic items. Eldritch spellcasters with an effective caster level of 11 or more can create constructs, create undead, crossbreed monsters, and cast ritual magic.
Eldritch classes (e.g. those for which the Eldritch category is the highest rating) use a new saving throw progression, the eldritch progression. If the Eldritch category’s rating is tied with another category, it takes precedence. The following rules apply to classes using the eldritch saving throw progression:
Since the XP Cost for the Arcane and Eldritch Values are identical, classes from ACKS Core or Player’s Companion with 1 or more points in the Arcane Value can be converted into Heroic Fantasy classes by substituting an equivalent number of points in the Eldritch value. The class’s level progression, Hit Dice, and attack throw progression are unchanged. If the class uses the mage saving throw progression and proficiency progression, substitute the cleric progression instead. Replace the mage spell progression (or fraction thereof) with the Nobiran wizard spell progression (or fraction thereof). Instead of selecting its spell repertoire from the arcane spell list, the class selects from the eldritch spells list, and it becomes subject to the rules for the shades of magic. In exchange, the class gains either spellsinging or bonus class powers.
Value | Ceremonial | XP Cost |
---|---|---|
4 | Loremaster | 2,000 |
3 | Mage | 1,000 |
2 | Runemaker | 500 |
1 | ½ level Runemaker | 250 |
0 | none | 0 |
The Ceremonial Value allows the class to perform eldritch ceremonies, to create talismans and trinkets to store magical effects (see Ceremonial Magic), and to engage in magical research.
Ceremonial 1: A Ceremonial Value of 1 gives the class one class power along with the ability to perform eldritch ceremonies and engage in magical research as a runemaker of ½ the character’s actual class level, rounded up. For instance, at 5th level, the character has the abilities of a 3rd level runemaker. The class uses its effective ceremonialist level (½ class level) for purposes of level-dependent ceremony ranges, durations, and damage.
Ceremonial 2: A Ceremonial Value of 2 points gives the class two class powers along with the ability to perform eldritch ceremonies and engage in magical research as a runemaker.
Ceremonial 3: A Ceremonial Value of 3 gives the class three class powers along with the ability to perform eldritch ceremonies and engage in magical research as a loremaster. However, use the mage progression instead of the (superior) loremaster progression to determine the number of ceremonies per day at each level. The class still uses its full class level for all level-dependent ceremony ranges, durations, and damages.
Ceremonial 4: A Ceremonial Value of 4 gives the class four class powers along with the ability to perform eldritch ceremonies and engage in magical research as a loremaster.
The selection of class powers received from the Ceremonial Value may be exchanged for a larger selection at a higher level of experience, or may be traded in for the ability to turn undead at the effective caster level.
Ceremonialists select their ceremonies from the eldritch spell list and are susceptible to corruption (see Shades of Magic and Ceremonial Magic). They may collect and use divine power as clerics. Ceremonialists with an effective caster level of 1 or more can create trinkets. Ceremonialists with an effective caster level of 5 or more can research spells, brew potions, scribe scrolls, and create talismans. Ceremonialists with an effective caster level of 9 or more can create permanent magic items. Ceremonialists with an effective caster level of 11 or more can create constructs, create undead, crossbreed monsters, and cast ritual magic.
Ceremonial classes (e.g. those for which the Ceremonial category is the highest rating) use a new saving throw progression, the occultist progression. If the Ceremonial category’s rating is tied with another category, it takes precedence, except to Eldritch.
The following rules apply to classes using the occultist saving throw progression:
Since the XP Cost for the Divine and Ceremonial Values are identical, classes from ACKS Core or Player’s Companion with 1 or more points in the Divine Value can be converted into Heroic Fantasy classes by substituting an equivalent number of points in the Ceremonial value. The class’s level progression, Hit Dice, attack throw progression, saving throw progression, and proficiencies are unchanged. The class gains the ability to use magic items usable by mages.
Instead of casting spells from its class spell list, however, the class now can perform ceremonies drawn from the eldritch spells list and it becomes subject to the rules for the shades of magic. The class should be assigned a tradition appropriate to its class powers and flavor. It replaces its divine spell progression with the eldritch ceremony progression. The class is no longer subject to its Divine Value Code. Other changes may be desirable for cosmetic reasons.
The Ceremonial Value above is for eldritch ceremonialists. Should the Judge wish to use ceremonialists in campaigns with arcane and divine spellcasters, make the following modifications:
Halflings are a race of diminutive and insular humanoids noted for their love of food, wealth, and comfort and their dislike of big people, strangers, and travel. Descending from human and dwarven stock, they stand about 3’ tall, with ruddy skin, dark hair, and brown or black eyes. Among the most hirsute of the humanoid races, halflings cultivate their body hair the way dwarves cultivate their beards. Well-groomed foot hair is the mark of a halfling of fine breeding. Halflings live in small, close-knit communities of hill burrows with big, round windows. These “halfling holes” are a compromise between a dwarven heritage that craves the security of thick earth overhead and a human bloodline clamoring for sun and space.
All halfling classes require a minimum Dexterity 9 or better.
Fighting: Halflings with narrow weapon selections are limited to choosing from the following weapons: bola, dagger, darts, hand axe, javelin, sling, short bow, short sword. Halflings with broad weapon selections can also choose battle axe, crossbow, mace, or sword. (Also see the Undersized racial weakness, below.) Halflings cannot allocate more than 2 points to Fighting.
Arcane: Halflings may not allocate points to the Arcane value.
Eldritch: Halflings may not allocate points to the Eldritch value.
When building a halfling custom class, assign between 0 and 4 build points to the class’s Halfling Value. These points represent the degree by which the members of the class embody archetypical halfling characteristics.
Value | Halfling | XP Cost |
---|---|---|
4 | Halfling 4 | -150 |
3 | Halfling 3 | -225 |
2 | Halfling 2 | -300 |
1 | Halfling 1 | -375 |
0 | Halfling 0 | -450 |
Halfling 0: At Halfling 0, all halflings gain the following halfling custom powers:
Additional points allocated to the Halfling Value represents the halfling’s expertise in certain specialized skills and abilities that are shared by word of mouth between halfling adventurers, free spirits, and travelers. Each point provides one halfling skill selected from the following: Find Traps, Hide in Shadows, Hear Noise, Move Silently, Open Locks, or Remove Traps (as thief); Accuracy, Difficult to Spot, or Evade Wilderness Encounters (as explorer); or Arcane Dabbling, Beast Friendship, Magical Music, Passing Without Trace, Precise Shooting, Running, Skirmishing, Swashbuckling (as class proficiency); or Placating, a special halfling-only class power.
Placating: A halfling may use disarming words, glib talk, or submissive body language to avoid being attacked. A halfling may not attack while placating, but may walk at half speed, or perform an action in lieu of moving, such as standing up from being knocked down, picking an item off the ground, or retrieving an item from a pack or sack. A halfling may not placate if he, or any other halflings in his party, have already attacked an opponent during the present encounter. When a halfling is placating, any opponent attempting to strike or otherwise directly attack the halfling must attempt a saving throw versus Spells. If the save succeeds, the opponent can attack the halfling normally that round. If the save fails, the opponent will not attack the halfling that round and will attack another creature instead. Area effects may still affect the halfling. Mindless creatures and fantastic creatures of animal intelligence cannot be placated, but ordinary animals and all sapient creatures are susceptible to a halfling's cringing placation.
EXAMPLE: The Halfling Burglar is built with class category values of HD 1, Fighting 1b, Thief 2, Halfling 3. The HD 1 value would normally yield 1d6 hp per level, but the Weak class power reduces this to 1d4 hp per level. The Fighting 1b Broad weapon selection is traded down to Narrow weapon selection in exchange for 2 class powers. Therefore the Halfling Burglar receives 2 class powers, 5 thief skills, and 3 halfling skills, for a total of 10 special abilities. As a 7-point racial class build, Halfling Burglars are limited to the 10th level of experience. They require (500 + 500 + 400 - 225) 1,175 XP to advance to level 2.
EXAMPLE: The Halfling Bounder is built with class category values of HD 2, Fighting 2, Halfling 4. The HD 1 value would normally yield 1d8 hp per level, but the Weak class power reduces this to 1d6 hp per level. The Fighting 2 Unrestricted weapon selection is traded down to Broad weapon selection in exchange for 1 class power. Therefore the Halfling Bounder receives 1 class power and 4 halfling skills, for a total of 5 special abilities. As an 8-point racial build, Halfling Bounders are limited to the 8th level of experience. They require (1000 + 1000 + 150 - 150) 2,000 XP to advance to level 2.
Halflings decrease the amount of experience required to gain each level after 8th by 25,000XP.
Points allocated to the Elf or Zaharan Value can stack with points allocated to either the Arcane or the Eldritch Value for purposes of spellcasting, class powers, magical research, strongholds, and magic item usability, if desired. Choose which of the two values the Elf or Zaharan Value will stack with when the class is created. Add the two values to find the class’s effective Eldritch abilities. Because of their innate magical power, the XP Cost for the Eldritch Value is reduced by 125XP for elven classes.
The Math Behind the Math
The following information is provided for those Judges who like to understand the mathematics that power ACKS. It is not necessary to the enjoyment of ACKS or the Heroic Fantasy Handbook.
In the Player’s Companion, Divine Value 2 offers the magical progression of a cleric, Divine Value 3 offers magical progression 33% better than that of a cleric, and Divine Value 4 offers magical progression 50% better than that of a cleric. In comparison, the pattern of magical progressions for the Ceremonialist Value seems completely arbitrary: Ceremonial Value 2 offers the magical progression of a runemaker; Ceremonial Value 3 offers the magical progression of a mage; and Ceremonial Value 4 offers the magical progression of a loremaster. There seems no apparent logic in switching from runemaker to mage to loremaster progression. In fact, the Ceremonial Value follows the exact same pattern of magical progressions used for the Divine Value in the Player’s Companion. The math is simply hidden in the magical progressions.
For each progression, what we did was add up the total spell levels granted per day per level, apply a discount value at each level (because characters spend more time at low levels than high), and sum the totals. Comparing these totals, you will see that the mage’s magical progression is approximately 33% better than that of the runemaker’s, and that the loremaster’s is approximately 50% better than that of the runemaker’s. The exact comparisons are shown below. (114.19 / 85.99 = 133%; 127.46 / 85.99 = 151%).
As the table shows, the symmetries of the math extend into the progressions of the loremaster and Nobiran wizard. Because the magical progression of a mage is 33% better than that of a runemaker, conversely a runemaker’s magical progressions is (1/1.33) 75% of a mage’s. Since a loremaster is supposed to be 50% better than a runemaker, and 0.75 x 1.51 = 1.132, an elegant byproduct of this math is that the magical progression for a loremaster and the progression of a Nobiran wizard can be made equal, as the Nobiran wizard progression yields almost exactly that.
Runemaker
Class Level | Spell Levels | Discount Rate | Discounted Spell Levels |
---|---|---|---|
1 | 0 | 1.00 | 0.93 |
2 | 1 | 0.93 | 1.72 |
3 | 2 | 0.86 | 3.16 |
4 | 4 | 0.79 | 4.26 |
5 | 6 | 0.71 | 5.76 |
6 | 9 | 0.64 | 6.84 |
7 | 12 | 0.57 | 8.5 |
8 | 17 | 0.50 | 10.32 |
9 | 22 | 0.43 | 11.16 |
10 | 28 | 0.36 | 13.34 |
11 | 42 | 0.29 | 10.29 |
12 | 49 | 0.21 | 8.4 |
13 | 60 | 0.14 | 4.41 |
14 | 63 | 0.07 | 0.93 |
Total | 85.99 |
Mage
Class Level | Spell Levels | Discount Rate | Discounted Spell Levels |
---|---|---|---|
1 | 1 | 1.00 | 1 |
2 | 2 | 0.93 | 1.86 |
3 | 4 | 0.86 | 3.44 |
4 | 6 | 0.79 | 4.74 |
5 | 9 | 0.71 | 6.39 |
6 | 12 | 0.64 | 7.68 |
7 | 17 | 0.57 | 9.69 |
8 | 23 | 0.50 | 11.5 |
9 | 31 | 0.43 | 13.33 |
10 | 40 | 0.36 | 14.4 |
11 | 47 | 0.29 | 13.63 |
12 | 60 | 0.21 | 12.6 |
13 | 63 | 0.14 | 8.82 |
14 | 73 | 0.07 | 5.11 |
Total | 114.19 |
Loremaster / Nobiran Wizard
Class Level | Spell Levels | Discount Rate | Discounted Spell Levels |
---|---|---|---|
1 | 2 | 1.00 | 2 |
2 | 3 | 0.93 | 2.79 |
3 | 5 | 0.86 | 4.29 |
4 | 7 | 0.79 | 5.5 |
5 | 10 | 0.71 | 7.14 |
6 | 15 | 0.64 | 9.64 |
7 | 20 | 0.57 | 11.43 |
8 | 27 | 0.50 | 13.5 |
9 | 34 | 0.43 | 14.57 |
10 | 43 | 0.36 | 15.36 |
11 | 53 | 0.29 | 15.14 |
12 | 64 | 0.21 | 13.71 |
13 | 70 | 0.14 | 10 |
14 | 77 | 0.07 | 5.5 |
Total | 130.57 |
Class | HD | Fighting | Thievery | Eldritch | Ceremonial | Elf | Halfling | Nobiran | Thrassian | Zaharan |
---|---|---|---|---|---|---|---|---|---|---|
Beastmaster | 1 | 2 | 1 | 0 | 0 | - | - | - | - | - |
Berserker | 2 | 2 | 0 | 0 | 0 | - | - | - | - | - |
Chosen | 1 | 2 | 1 | 0 | 0 | - | - | - | - | - |
Ecclesiastic | 0 | 0 | 1 | 0 | 3 | - | - | - | - | - |
Elven Spellsinger | 0 | 0 | 1 | 3 | 0 | 1 | - | - | - | - |
Freebooter | 0 | 2 | 2 | 0 | 0 | - | - | - | - | - |
Halfling Bounder | 2 | 2 | 0 | 0 | 0 | - | 4 | - | - | - |
Halfling Burglar | 1 | 1 | 2 | 0 | 0 | - | 3 | - | - | - |
Loremaster | 0 | 0 | 0 | 0 | 4 | - | - | - | - | - |
Nobiran Champion | 2 | 2 | 0 | 0 | 0 | - | - | 0 | - | - |
Nobiran Wizard | 0 | 0 | 0 | 4 | 0 | - | - | 0 | - | - |
Occultist | 0 | 0 | 0 | 0 | 4 | - | - | - | - | - |
Runemaker | 1 | 1 | 0 | 0 | 2 | - | - | - | - | - |
Thrassian Deathchanter | 2 | (2) | 0 | 2 | 0 | - | - | - | 4 | - |
Venturer | 0 | 1 | 3 | 0 | 0 | - | - | - | - | - |
Warmistress | 1 | 2 | 1 | 0 | 0 | - | - | - | - | - |
Zaharan Darklord | 0 | 1 | 1 | 2 | - | - | - | - | 2 | |
Zaharan Sorcerer | 0 | 0 | 0 | 4 | 0 | - | - | - | - | 0 |
Beastmaster: HD 1, Fighting 2, and Thievery 1 yields a 1,700 XP cost with fighter attack and saving throws. Thievery 1 grants three class powers. Armor selection is reduced to “none” for four class powers (+600 XP). Weapon selection is reduced to “narrow” for three class powers (+450 XP). Fighting styles are reduced to two in exchange for one class power (+150 XP). One class weakness is taken to gain one class power. This yields 12 class powers and a final XP cost of 2,900.
Berserker: HD 2 and Fight 2 yields a 2,000 XP cost with fighter attack and saving throws. Armor selection is reduced to “narrow” for two class powers (+300 XP). Damage bonus is reduced to one type for one class power (+150 XP). Fighting styles reduced to two types for one class power (+150 XP). Weapon selection reduced to “broad” for one class power (+150 XP). This yields five class powers. Greater Berserkergang ability requires one class power, leaving four class powers. One class power is traded for powers at 5th and 9th level, leaving three powers at 1st level in addition to Greater Berserkergang. Final XP cost is 2,750.
Chosen – HD 1, Fighter 2, and Thief 1 yields a 1,700 XP cost with fighter attack and saving throws. Thievery 1 grants three class powers. Armor selection is reduced to “restricted” for three class powers (+450 XP). Weapon selection is reduced to “narrow” for three class powers (+450 XP). This yields nine class powers. Six class powers at 1st level are traded for one class power at every level after 1st. Final XP cost is 2,600.
The Math Behind the Math: The Chosen’s trade-offs dos not follow the rules as written in Player’s Companion. The PC rules slightly subsidize the number of powers available when making trade offs. For instance, a 1st level power ought to trade for one power at 4th and one at 11th, but Player’s Companion grants one at 4th and one at 10th. The trade-off subsidy is intended to encourage more trade-offs and is balanced by the fact that most campaigns rarely reach the highest levels (despite my best design efforts to encourage it). When taken to the extremes used by the Chosen, however, the subsidy yields too many powers at high levels for play balance. Therefore the Chosen is built using unsubsidized trade-offs. The unsubsidized trade-offs are 2nd/13th, 3rd/12th, 4th/11th, 5th/10th, 6th/9th, and 7th/8th. The Chosen is thus built with three class powers at 1st level, and six trade offs.
If you want to test the class out according to the PC trade off rules, then trade one power at 1st level for powers at 2nd and 12th; one at 1st for powers at 3rd and 11th; one at 1st for powers at 4th and 10th; one at 1st for powers at 5th and 9th; one at 1st for powers at 6th and 8th; and one at 1st for two powers at 7th. Then trade one power at 7th for powers at 9th and 13th. Then trade one power at 9th for two powers at 12th. Then trade both powers at 12th for two powers at 13th and two powers at 14th. The result is three powers at 1st level; one additional power at each of 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, and 12th level; three powers at 13th level; and two powers at 14th level. Using the small subsidy creates an over-powered class by 14th level.
Ecclesiastic: Thievery 1 and Ceremonial 3 yields a 1,200 XP cost with mage attack throws and ceremonial saving throws. Turn undead is retained. Thievery 1 grants three class powers. Final XP cost is set at 1,250 XP to maintain compatibility with ACKS and Player’s Companion classes, which round 1,200 XP to 1,250 XP in all cases.
Elven Spellsinger: Thievery 1, Eldritch 3, and Elf 1 yields a 2,700 XP cost with mage attack throws and eldritch saving throws. (Remember that elves reduce the cost of Eldritch value by 125 XP.) Spellsinging is selected in lieu of eldritch class powers. Thievery 1 grants three class powers. This yield three class powers and a final XP cost of 2,700. As a 5-point racial build, maximum level is 12th.
Freebooter: Fighting 2 and Thievery 2 yields a 1,400 XP cost with fighter attack throws and thievery saving throws. Thievery 2 grants five class powers. Armor selection is reduced to “narrow” for two class powers (+300 XP). Damage bonus is reduced to one type for one class power (+150 XP). Fighting styles are reduced to two types for one class power (+150 XP). Weapon selection is reduced to “broad” for one class power (+150 XP). This yields 10 class powers and a final XP cost of 2,150. Halfling Bounder: HD 2, Fighting 2, Halfling 4 yields an 1,850 XP cost with fighter attack and saving throws. Halfling 4 grants four class powers. Weapon selection is reduced to “broad” for one class power (+150 XP). This yields 5 class powers and a final XP cost of 2,000. As an 8-point racial build, maximum level is 8th.
Halfling Burglar: HD 1, Fighting 1, Thievery 2, and Halfling 3 yields a 1,175 XP cost with thief attack and saving throws. Weapon selection is reduced to “narrow” for two class powers. Thievery 2 grants five class powers. Halfling 3 grants three class powers. This yields 10 class powers and a final XP cost of 1,175 XP. As a 7-point racial build, maximum level is 10th.
Loremaster: Ceremonial 4 yields a 2,000 XP cost with mage attack throws and ceremonial saving throws. Four class powers are selected in lieu of turn undead. One class power at 1st level is traded for class powers at 3rd and 11th level. This yields three class powers at 1st level, one at 3rd level, and one at 11th level. Final XP cost is 2,000 XP.
Nobiran Champion: HD 2, Fighting 2, and Nobiran 0 yields a 2,125 XP cost with fighter attack and saving throws. Armor selection is reduced to “broad” for one class power (+150 XP). Damage bonus is reduced to one type for one class power (+150 XP). Weapon selection is reduced to “broad” for one class power (+150 XP). One class power at 1st level is traded for powers at 3rd and 11th level. One class power at 1st level is traded for two class powers at 7th level. One class power at 7th level traded is traded for powers at 9th and 13th level. This yields class powers at 1st, 3rd, 7th, 9th, 11th, and 13th level. Final XP cost is 2,575. As a 4-point racial build, maximum level would be 13th, but Nobiran’s Heroic Spirit increases this to 14th.
Nobiran Wizard: Eldritch 4, Nobiran 0 yields a 2,625 XP cost with mage attack throws and eldritch saving throws. Eldritch 4 grants four class powers. One class power is traded in for powers at 3rd and 11th level. One class power is traded in for powers at 5th and 9th level. This yields two class powers at 1st level, and one at 3rd, 5th, 9th, and 11th level. Final XP cost is 2,625 XP. As a 4-point racial build, maximum level would be 13th, but Nobiran’s Heroic Spirit increases this to 14th.
Occultist: Ceremonial 4 yields a 2,000 XP cost with mage attack throws and ceremonialist saving throws. Four class powers are selected in lieu of turn undead. One class power is traded in for powers at 3rd and 11th level. One class power is traded in for powers at 5th and 9th level. This yields two class powers at 1st level, and one at 3rd, 5th, 9th, and 11th level. Final XP cost is 2,000 XP.
Runemaker: HD 1, Fighting 1, and Ceremonial 2 yields a 1,500 XP cost with cleric attack throws and ceremonial saving throws. Armor selection is reduced to “broad” for one class power. Two class powers are selected in lieu of turn undead. One class power at 1st level is traded for powers at 3rd and 11th level. This yields two class powers at 1st level and one at 3rd and 11th level. Final XP cost is 1,500.
Thrassian Deathchanter: HD 2, Eldritch 2, and Thrassian 4 yields a 4,550 XP cost. Thrassian 4 grants Fighting 2, yielding fighter attack throws, but (due to precedence of eldritch value over fighting value) eldritch saving throws. Armor selection is reduced to “broad” for one class power (+150 XP). Weapon selection is reduced to “broad” for one class power (+150 XP). Spellsinging is selected in lieu of eldritch class powers. This yields spellsinging and 2 class powers with a final XP cost of 4,850! As an 8-point racial build, maximum level is 8th, but Thrassian 4 grants the After the Flesh racial ability and allows further advancement.
Venturer: Fighting 1 and Thievery 3 yields a 1,250 XP cost with thief attack and saving throws. Thievery 3 grants 10 class powers. This is a straightforward build that yields 10 class powers and final XP cost of 1,250.
Warmistress HD 1, Fighting 2, and Thievery 1 yields a 1,700 XP cost with fighter attack and saving throws. Armor selection is reduced to “narrow” for two class powers (+300 XP). Damage bonus is reduced to one type for one class power (+ 150 XP). Fighting styles are reduced to two types for one class power (+150 XP). Weapon selection is reduced to “broad” for one class power (+150 XP). Thievery 1 yields three class powers. This yields eight class powers. One class power at 1st level is traded for powers at 3rd and 11th level. One class power at 1st level is traded for two powers at 7th level. One class power at 7th level is traded for class powers at 9th and 13th level. This yields six class powers at 1st level, plus class powers at 3rd, 7th, 9th, 11th, and 13th level. Final XP cost is 2,450 XP.
Zaharan Darklord: Fighting 1, Thievery 1, Eldritch 2, and Zaharan 2 yields a 3,400 XP cost with cleric attack throws and eldritch saving throws. Eldritch 2 and Zaharan 2 stack to grant four class powers. Thievery 1 grants three class powers. Dominate Beastman ability requires four class powers. One class power at 1st level is traded for powers at 2nd and 12th level. One class power at 1st level is traded for powers at 4th and 10th level. One class power at 1st level is traded for powers at 6th and 8th level. This yields Dominate Beastman at 1st level, plus class powers at 2nd, 4th, 6th, 8th, 10th, and 12th level. Final XP cost is 3,400 XP. As a 6-point racial build, maximum level is 11th, but the Zaharan’s After the Flesh racial ability allows further advancement.
Zaharan Sorcerer: Eldritch 4 and Zaharan 0 yields a 2,700 XP cost with mage attack throws and eldritch saving throws. Eldritch 4 grants four class powers. One class power at 1st level is traded for powers at 3rd and 11th level. One class power at 1st level is traded for powers at 5th and 9th level. This yields two class powers at 1st level, and one at 3rd, 5th, 9th, and 11th level. Final XP cost is 2,700 XP. As a 4-point racial build, maximum level is 13th, but the Zaharan’s After the Flesh racial ability allows further advancement.
Virtually all the new spells in this supplement were built using rules in the ACKS Player’s Companion. Listed below are the effects and factors used to build the spells appearing in this supplement were constructed. Certain types of spells, though common in traditional fantasy games, are uncommon in heroic fantasy. Other types of effects were either new or had not previously been calculated in the Player’s Companion. Therefore, certain base costs and costs factors had to be created or revised. These are summarized before each type of spells, while their use is noted in italics in the spell builds.
Add the following effects and modifiers:
Deafen: A deafened creature is easy to sneak up on, and suffers a -2 penalty to surprise rolls. Due to its inability to hear itself, a deafened creature has a -4 penalty on ceremony throws and spellsinging throws. A deafened creature has a 2 in 6 chance of failing any attempt to cast a spell, read a scroll, or utter a command word.
Knockdown: A prone creature can move, but only to crawl at a movement rate of 5’, to take an action in lieu of moving, or to end the condition by using an action in lieu of moving to stand up. A prone creature that is engaged is subject to the movement restrictions of being engaged, so it can only crawl if using defensive movement, and cannot stand up in lieu of moving. A prone creature can attack, but suffers a -4 penalty on its attack throws. A prone creature can stand up in lieu of attacking. A prone creature can be backstabbed by creatures capable of doing so. Attack throws against prone creatures gain a +2 bonus, or a +4 bonus if the attacker backstabs the stunned creature. The stunned creature is dealt the attack’s ordinary damage, or the attack’s ordinary damage multiplied by two or more from backstab. The conditions is ended immediately when the creature stands up.
Nausea: A nauseated creature cannot attack, cast spells, or speak. A nauseated creature can move away from the source of nausea (or take actions in lieu of moving to relieve themselves of whatever is inducing the nausea), but cannot otherwise move. They are still able to defend themselves. These rules revise and replace the rules for nausea found in the Player’s Companion spell stinking cloud.
Arrows of the Sun (6): Blast, 1d6 damage per level (27), maximum 1d (x0.1), elemental – fire (x1), target 1 creature per level (x7), spell only targets objects (x0.67), selective targeting within area of effect (x3), range 120’ (x0.9), duration 1 round (x1.1), no saving throw (x1), eldritch (x1.5), total cost 56.4
Battering Ram (3): Blast, 1d4 damage per level (20), maximum 5d damage (x0.7), target 1 creature (x1), spell targets only objects (x0.67), range 90’ (x0.8), duration instantaneous (x1), no saving throw (x1), eldritch (x1.5), cost 11.3; and 1d6 damage per level (27), maximum 5d damage (x0.7), target 10’ diameter sphere (x1.25), spell draws on specific environmental power source (damaged object) (x0.67), range 90’ (x0.8), duration instantaneous, saving throw for ½ effect (x0.75), eldritch (x1.5), cost 14.2; total cost 25.5
Boil Blood (5): Blast, 1d8 damage per level (35), maximum 8d damage (x0.95), elemental – fire (x1), target 1 creature (x1), range 150’ (x1), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), eldritch (x1.5), cost 37.4; nausea-inducing (10), elemental – fire (x1), target 1 creature (x1), range 150’ (x1), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 7.5; and 1d6 damage per level (27), maximum 1d damage (x0.1), elemental – fire (x1), target 10’ diameter sphere (x1.25), range 150’ (x1), duration instantaneous (x1), saving throw avoids spell effect (x0.5) [original creature], saving throw reduces spell effect by half (x0.75) [secondary blast], eldritch (x1.5), cost 1.89; total cost 46.79
Burning Sparks (2): Blast, 1d6 damage per level (27), maximum 4d damage (x0.5), elemental (x1), target 10’ diameter sphere (x1.25), selective targeting within area of effect (x3), spell draws on specific environmental power source (x0.67), range 30’ (x0.6), duration instantaneous (x1), saving throw for ½ effect (x0.75), eldritch (x1.5), total cost 22.9
Capsizing Wave (6): Blast, smash target (85), elemental – water (x1), target 1 creature (x1), spell targets only objects (x0.67), spell draws on specific environmental power source (x0.67), range 150’ (1), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), eldritch (x1.5), total cost 42.9; and knocked overboard (20), no maximum damage (x1), 20’ long x 20’ wide x 20’ deep cube (x2.25), spell draws on specific environmental power source (x0.67), range 150’ (x1), duration instantaneous (x1), saving throw avoids spell effect (x0.5) [captain’s proficiency throw], saving throw avoids spell effect (x0.5) [individual sailors], eldritch (x1.5), sub total 11.3; and 1d6 damage per level (27), 1d maximum damage (x0.1), 20’ long x 20’ wide x 20’ deep cube (x2.25), spell draws on specific environmental power source (x0.67), range 150’ (x1), duration instantaneous (x1), saving throw avoids spell effect (x0.5) [captain’s proficiency throw], saving throw avoids spell effect (x0.5) [individual sailors], eldritch (x1.5), sub total 1.5; total cost 55.7
Cone of Frost (5): Blast, 1d4 damage per level (20), maximum 6d damage (x0.8), elemental - water (x1), target 60’ long x 30’ wide cone (x6), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), eldritch (x1.5), total cost 43.2
Earth’s Excrescence (2): Blast, 1d6 damage per level (27), maximum damage 3d (x0.33), elemental (x1), target 15’ diameter sphere (x1.5), spell draws on general environmental power source (x0.75), range 60’ (x0.7), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), eldritch (x1.5), cost 7.8; knockdown (10), elemental (x1), target 15’ diameter sphere (x1.5), spell draws on general environmental power source (x0.75), range 60’ (x0.7), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 5.9; total cost 13.7
Fangs of the Earth (3): Blast, 1d6 damage per level (27), maximum damage 5d (x0.7), elemental – earth (x1), target 1 creature per level within 30’ (x5), attack throw required (x0.35), spell draws on general environmental power source (x0.75), range 120’ (x0.9), duration instantaneous (x1), no saving throw (x1), eldritch (x1.5), total cost 33.5
Gusting Gale (4): Blast, forceful gust (20), elemental – air (x1), target 60’ long x 10’ wide cone (x4.5), spell draws on general environmental power source (x0.75), range 0’ (x0.4), duration concentration to maximum 1 round per levels (x2), saving throw avoids effect (x0.5), eldritch (x1.5), total cost 40.5
Kindle Flame (1): Blast, 1d8 damage per level (35), maximum 1d damage (x0.1), effect ignites flammable object (10), elemental – fire (x1), target 5’ diameter sphere (x1), selective targeting within area of effect (x3), spell targets only objects (x0.67), range 15’ (x0.5), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), total cost 10.1
Ice Storm (6): Blast, 1d4 damage per level (20), elemental – water (x1), target 20’ diameter sphere (x2), range 240’ (x1.2), duration 1 round (x1.1), saving throw for ½ effect (x0.75), spell draws on general environmental power source (x0.75), eldritch (x1.5), cost 44.55; and Blast, target’s movement rate halved (5), elemental – water (x1), target 20’ diameter sphere (x2), range 240’ (x1.2), duration 1 round (x1.1), no saving throw, spell draws on general environmental power source (x0.75), eldritch (x1.5), cost 14.8; total cost 59.4
Inferno (6): Blast, 1d10 damage per level (44), maximum 1d damage (x0.1), elemental – fire (x1), 30’ diameter, 10’ high cylinder (x2.25), range 150’ (x1), duration 1 round per level (x4), no saving throw (x1), eldritch (x1.5), total cost 59.4
Pillar of Fire (5): Blast, 1d8 damage per level (35), maximum 5d damage (x0.7), elemental (x1), 20’ diameter x 40’ tall cylinder (x2.25), spell draws on general environmental power source (x0.75), range 150’ (x1), saving throw reduces spell effect by half (x0.75), eldritch (x1.5), total cost 46.5
Phoenix Aura (5): Blast, 1d6 damage per level (27), maximum 1d (x0.1), target 1 creature (x1), spell affects 5’ radius around target (x1.5), range touch (x0.4), duration 1 round per level (x4), no saving throw (x1), source eldritch (x1.5), cost 9.7; and blast, 1d6 damage per level (27), maximum 4d (x0.5), spell draws on specific environmental power source (x0.67), target 1 creature (x1) spell effects 10’ radius around target (x2.25), duration does not begin until triggered (x2.75), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), eldritch (x1.5), cost 25.2; and protection, invulnerability to prior effects (20), target 1 creature (x1), range self (x0.75), duration 1 round per level (x0.75), beneficial effect (x1), eldritch (x1), cost 11.2; total cost 46.1
Rain of Vitriol (3): Blast, 1d4 damage per level (20), maximum 6d damage (x0.8), elemental – water (x1), target 20’ diameter sphere (x2), range 180’ (x1.1), duration 1 round (x1.1), saving throw reduces spell effects by half (x0.75), spell draws on specific environmental power source (x0.67), eldritch (x1.5), total cost 29.1
Scouring Zephyr (5): Blast, 1d4 damage per level (20), maximum 7d4 damage (x0.9), elemental – air (x1), 60’ long x 10’ wide cone (x4.5), range 0’ (x0.4), duration instantaneous (x1), saving throw for half effect (x0.75), spell draws on general environmental power source (x0.75), eldritch (x1.5) sub-total cost 27.3; and gusting (20), ), elemental – air (x1), 60’ long x 10’ wide cone (x4.5), range 0’ (x0.4), duration instantaneous (x1), saving throw avoids effect (x0.5), spell draws on general environmental power source (x0.75), eldritch (x1.5), sub-total cost 20.2; total cost 47.5
Shatter Blade (1): Blast, destroys sunderable object (20), elemental – earth (x1), target 1 creature plus 1 per 5 additional levels (x2), spell targets only objects (x0.67), range 15’ (x0.5), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), total cost 10 (1 at 1st level, 2 at 6th, and 3 at 11th)
Slag Armor (3): Blast, destroys sunderable object (20), 1 creature (x1), elemental (x1), spell targets only objects (x0.67), range 90’ (x0.8), duration concentration or until target makes save (x2), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 16.1; 1d6 damage per level (27), maximum 1d damage (x0.1), nausea-inducing (10), elemental (x1), 1 creature (x1), spell draws on specific elemental power source (x0.67), range 90’ (x0.8), duration concentration or until target makes save (x2), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 10.2; total cost 26.3
Sling Stone (1): Blast, 1d4 damage per level (20), maximum 1d4 damage (0.1), 1 creature per level (x7), attack throw required to hit target (x0.35), spell draws on general environmental power source (x0.75), range 180’ (x1.1), duration instantaneous (x1), no saving throw (x1), eldritch (x1.5), total 6.0 Sorcerous Bolt (3): Blast, 1d6 damage per level (27), maximum 5d damage (x0.7), target 1 creature (x1), range 150’ (x1), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), eldritch (x1.5), total cost 21.3
Sorcerous Blast (5): Blast, 1d6 damage per level (27), maximum 5d damage (x0.7), target 20’ diameter sphere (x2), range 150’ (x1), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), eldritch (x1.5), total cost 42.5
Sunder Structure (6): Blast, obliterate target (255), elemental – earth (x1), target 1 creature (x1), spell targets only objects (x0.67), attach throw required (x0.75), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), eldritch (x1.5), total cost 57.6
Thunderbolt (6): Blast, 1d6 damage per level (27), elemental – air (x1), target 120’ long x 5’ wide line (x3.5), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), eldritch (x1.5); cost 42.5; temporary deafness (5), elemental (air x1), target 120’ long x 5’ wide line (x3.5), range 0’ (x0.4), duration until target makes save (x3), saving throw avoids effect (x0.5), eldritch (x1.5); cost 15.8; total cost 58.3
Thunderclap (1): Blast, 1d6 damage (27), maximum 1d damage (x0.1), target 10’ diameter sphere (x1.25), range 60’ (x0.6), duration instantaneous (x1), saving throw reduces spell effect by half (x0.5), eldritch (x1.5), cost 1.51; temporary deafness (5), elemental – air (x1), target 10’ diameter sphere (x1.25), range 60’ (x0.6), duration until target makes save (x3), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 8.4; total cost 9.94
Tremor (5): Blast, deals 1d6 damage (27) capped at 1d damage (x.1), knockdown (10), elemental - earth (x1), target 25’ diameter sphere* (x4), range 0’ (x0.4), spell draws on general environmental power source (x0.75), duration concentration (x4), saving throw avoids spell effect (x0.5), eldritch (x1.5), total cost 45.7. Note: The surface area of a sphere is 4∏r2. A 25’ diameter sphere therefore has a surface area of 7,850 square feet. If that surface area is projected onto a two-dimension plane, it yields a circle with a 50’ radius or a triangle 150’ long and 100’ wide at its terminus.
Wave of Earth (2): Blast, deals 1d6 damage (27) capped at 1d damage (x.1), knockdown (10), elemental (x1), spell draws on general environmental power source (x0.75), target 120’ x 5’ wide line (x5), range 0’ (x0.4), duration 1 round (x1.1), saving throw avoids spell effect (x0.5), eldritch (x1.5), total cost 15.72
Warp Wood (2): Blast, destroys sunderable object (20), elemental – earth (x1), target 1 creature plus 1 per additional 5 levels (x2), spell targets only wooden objects (x0.5), range 240’ (x1.2), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), total cost 18
Add the following effects and modifiers:
Animate Dead: The animate dead spell allows the caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. However, in the Player’s Companion the spell is incorrectly built to animate a number of HD of undead equal to just caster level, as reprinted below.
animate dead target as undead skeleton/zombie (10), target 1 HD worth of creature per level (x1.75), range 0’ (x0.4), duration 1 day (x7), no saving throw (x1), arcane (x1), total cost 49 not 1 HD per level as shown in the Player’s Companion build.
To correct this error, the cost of animate dead effect has been reduced from 10 to 5 points, and a new targeting factor of 2 HD per level has been added. The spell is therefore properly built as
animate dead target as undead skeleton/zombie (5), target 2 HD worth of creature per level (x3.5), range 0’ (x0.4), duration 1 day (x7), no saving throw (x1), arcane (x1), total cost 49.
This correction impacts the effects of deathless minion, which has been revised in this rulebook (see below).
Choking/Vomiting: A choking or vomiting creature a cannot attack, cast spells, move, or speak. However, it can still defend itself. This effect replaces the effect “held helpless” effect found in the Player’s Companion spell choking grip. Holding a target helpless is now a 40-point effect.
Helpless: A helpless creature cannot attack, cast spells, or move. A helpless creature gains no benefit to its AC from its shield (if any). A helpless creature can be ambushed or backstabbed by creatures capable of doing so. All attack throws against helpless creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs the helpless creature. The helpless creature is dealt the attack’s ordinary damage, or the attack’s ordinary damage multiplied by two or more from ambush or backstab. Melee attack throws against helpless creatures automatically hit if the attacker is of the same or larger size category than the helpless creature. If the attacker is not engaged, and his attack is capable of damaging the helpless creature, then the helpless creature may be automatically slain. The attacker may not cleave thereafter, however. Otherwise, the helpless creature may be dealt the attack’s ordinary damage.
Attack throw required to hit target is erroneously listed with a targeting factor of x0.25 in Player’s Companion. The correct targeting factor is 0.x75.
Angelic Aura (5): Death, 1d8 damage per level (44), maximum 5d damage (x0.7), target 1 creature per level within 30’ diameter (x5), only targets undead (x0.85), creatures with fewest HD are affected first (x0.5), range 0’ (x0.4), duration 1 round per level (x4), saving throw avoids spell effect (x0.5), eldritch undead (x0.75), total cost 50.5
Bloody Flux (2): Death, 1d12 damage per level (60), maximum 1d damage (x0.1), target vomits (15), target 1 creature (x1), range 90’ (x0.8), duration until target makes save (x2.25), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 18.9
Choking Grip (1): Death, 1d6 damage per level (33), maximum 1d damage (x0.1), target choked (15), target 1 creature (x1), range 30’ (x0.6), duration concentration or until target makes save (x1.75), saving throw avoids effect (x0.5), eldritch (x1), total cost 10
Circle of Agony (5): Death, 1d4 damage per level (27), maximum 1d damage (x0.1), target held helpless (40), target 1 HD of creatures per level (x1.75), range 30’ (x0.6), duration until target makes save (x2.25), saving throw avoids spell effect (x0.5), total cost 50.4
Dark Whisper (2): Death, target suffers a side effect of tampering with mortality (85), target 1 creature (x1), attack throw required to hit target (x0.75), range 0’ (x0.4), duration instantaneous (x1), saving throw avoids spell effect (x1), eldritch (x1), total cost 25.5
Deathless Minion (2): Death (necromancy), animate dead as skeleton/zombie (5), target 1 creature (x1), range 30’ (x0.6), duration 1 hour (x6), no saving throw (x1), eldritch undead (x0.75), total cost 13.5
Destroy Dead (1): Death, deanimate dead (27), target 1 creature (1), creatures with 8HD or more cannot be targeted (x0.75), range 150’ (x1), duration instantaneous (x1), saving throw avoids effect (x0.5), eldritch undead (x0.75), total cost 7.6
Dismember (3): Death, 1d6 damage per level capped at 3d (16.5), target suffers mortal wound roll (60), target 1 creature (x1), range 60’ (x0.7), duration instantaneous (x1), saving throw avoids effect (x0.5), eldritch (x1), total cost 27
Flesh to Ashes (4): Death, target disintegrated (135), target 1 creature (x1), creatures with 8HD or more cannot be targeted (x0.75), only targets living creatures (x0.9), range 90’ (x0.8), duration instantaneous (x1), saving throw avoids spell effect (x0.5), source eldritch (x1), total cost 36.5
Flay the Slain (5): Death (necromancy), animate dead as flay fiend (16), target 1 creature per level within 30’ (x5), creatures with 2HD or more cannot be targeted (x0.25), only targets humanoids (x0.85), range 15’ (x0.5), duration 1 day (x7), no saving throw (x1), eldritch undead (x0.75), total cost 44.6
Fillet and Serve (5): Death (necromancy), animate dead as undead skeleton (5), target 1 creature (x1), range 90’ (x0.8), duration 1 day (x7), save avoids spell effect (x0.5), eldritch undead (x0.75), cost 10.5; slay target (85), 1 creature (x1), only target living creatures (x0.9), range 90’ (x0.8), duration instantaneous (x1), save avoids spell effect (x0.5), cost 30.6; total cost 41.1
Iron Maiden (4): Death, target held helpless (40), target 1 creature (x1), range 90’ (x0.8), duration concentration or until target makes save (x1.75), saving throw avoids effect (x0.5), eldritch (x1), sub-total 28; and target suffers 1d12 damage per level (60), maximum 1d damage (x0.1), target 1 creature (x1), range 90’ (x0.8), duration concentration or until target makes save (x1.75), saving throw reduces spell effect by half (x0.75), eldritch (x1), sub-total 6.3; total 34.3
Slicing Blow (1): Death, 1d10 damage per level (52), maximum 1d damage (x0.1), target 1 creature +1 per 2 additional levels (x4), attack throw required to hit target (x0.75), range 30’ (x0.6), duration instantaneous (x1), no saving throw permitted (x1), eldritch (x1), total cost 9.36
Soul Eating (6): Death, target slain (85), target 1 creature, range 0’ (x0.4), attack throw required (x0.75), duration instantaneous (x1), no saving throw (x1); cost 25.5; and death (necromancy), necromantic potence (10), 1 creature (x1), attack throw required (x0.75), range 0’ (x0.4), duration 1 day (x7), saving throw avoids effect (x0.5), cost 10.5; and transmogrification, current form gains a proficiency (20), target 1 living corporeal creature (x1), attack throw required (x0.75), range self (x0.5), duration 1 day (x3), saving throw avoids effect (x1), total cost 22.5; total cost 58.5
Strengthen the Unliving (3): Death (necromancy), imbue target with necromantic potence (10), target1 HD of creatures per level within 60’ diameter (x1.5), only targets undead (x0.85), range 30’ (x0.6), duration 1 turn (x5), eldritch undead (x0.75), total cost 28.7
Turn to Dust (5): Death (necromancy), target disintegrated (135), target 1 creature (x1), only undead can be targeted (x0.85), range 150’ (x1), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch spell affecting undead (x0.75), total cost 43
Unliving Puppet (1): Death (necromancy), animate dead (5), target 1 creature (1), creature must have less than 8 HD (x0.75), range 60’ (x0.7), duration concentration (x4), no save (x1), eldritch undead (x0.75), total cost 7.9
Add the following effects and modifiers:
Clairvoyance, Greater (6): Detection, clairvoyance (11), spell takes 1 turn to cast (x0.8), spell can only be performed once per day (x0.8), 1 creature within range at a time (x0.85), range 500 miles (x9), duration concentration (x1), no saving throw (x1), eldritch (x1), total cost 53.9
Find Place of Power (6): Detection, detect place of power in range (15), 1 area within range (x0.7), spell takes 1 turn to cast (x0.8), range 12 miles (x6.5), duration concentration (x1), no saving throw (x1), eldritch (x1), total cost 54.6
Lay of the Land (5): Detection, detect lair in range (15), each use of effect requires throw of 4+/2+ to succeed (x0.9), each use of effect requires 3 turns of concentration (x0.7), 1 area within range at a time (x0.85), range 3 miles (x5.5), duration concentration (x1), no saving throw (x1), eldritch (x1), total cost 44.2
Locate Distant Object (6): Detect known object (8), 1 object within range (x0.7), range 1,200 miles (x10), duration concentration (x1), no saving throw (x1), eldritch (x1), total cost 56
Locate Hauntings (5): Detection, detect undead (10), 1 creature within range (x0.7), range 12 miles (x6.5), duration concentration (x1), no saving throw (x1), eldritch (x1), total cost 45.5
Shared Dream (3): Detection, clairaudience (11), clairvoyance (11), target 1 creature within range (0.7), spell takes 1 turn to cast (x0.8), target must be asleep (x0.5), range 500 miles (x9), duration 1 round per level (x0.25), total cost 13.9; 27.8 for two-way communication.
Add the following effects and modifiers:
Confused: A confused creature rolls 2d6 each round to determine its action. On a roll of 2-5, it attacks its enemies, on a 6-8 it does nothing but babble incoherently, and a 9-12 it attacks its own allies. Attackers are not at any special advantage when attacking the confused creature. A confused creature who is attacked automatically retaliates on its next initiative. A confused creature which is restrained, imprisoned, alone, or otherwise can’t carry out the indicated action does nothing but babble incoherently.
Frightened: A frightened creature cannot attack, cast spells, or speak (except to make exclamations of peril and warning such as “DRAGON!” or “Flee for your life!”). A frightened creature will run from the source of its fear at its full movement rate until the condition ends. If a frightened creature cannot flee, its cowers in terror. It suffers a -2 penalty to AC and cannot attack, cast spells, move, or take any other actions until the condition ends. An engaged creature that is frightened will cower in terror until it is able to disengage with defensive movement.
Helpless: A helpless creature cannot attack, cast spells, or move. A helpless creature gains no benefit to its AC from its DEX or shield (if any). A helpless creature can be ambushed or backstabbed by creatures capable of doing so. All attack throws against helpless creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs the helpless creature. The helpless creature is dealt the attack’s ordinary damage, or the attack’s ordinary damage multiplied by two or more from ambush or backstab. Melee attack throws against helpless creatures automatically hit if the attacker is of the same or larger size category than the helpless creature. If the attacker is not engaged, and his attack is capable of damaging the helpless creature, then the helpless creature may be automatically slain. The attacker may not cleave thereafter, however. Otherwise, the helpless creature may be dealt the attack’s ordinary damage.
Infuriated: An infuriated creature will attack any creatures it can detect. It will prioritize attacking whichever creature has most recently damaged it, but otherwise will attack the closest target. If the creature has no eligible targets, it will wait motionless in seething fury until a target presents itself. An infuriated creature gains a +2 bonus to its attack throws but suffers a -2 penalty to its AC due to its mindless rage. An infuriated creature is immune to fear and ignores morale rolls. An infuriated creature cannot speak.
Mesmerized: A mesmerized creature cannot attack, cast spells, move, or speak. A mesmerized creature can be ambushed or backstabbed by creatures capable of doing so. A mesmerized creature gains no benefit to its AC from its DEX or shield (if any). All attack throws against mesmerized creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs the mesmerized creature. The mesmerized creature is dealt the attack’s ordinary damage, or the attack’s ordinary damage multiplied by two or more from ambush or backstab. These rules revise and replace the rules for mesmerization found in Player’s Companion spell hypnotic pattern.
Paralyzed: A paralyzed creature cannot speak and is helpless (as above).
Slumbering: A slumbering creature cannot see, hear, or speak and is helpless (as above). The condition is ended immediately if the slumbering creature is attacked, damaged, or moved, regardless of the duration of the spell.
Endless Slumber (4): Enchantment, target asleep (15), slumber can only be ended with magic or condition (x3), 1 creature of any HD (x1.1), only target living creatures (x0.75), range 60’ (x1), indefinite duration (x2.2), saving throw avoids spell effect (x0.5), eldritch source (x1), total cost 40.8
Ensorcellement (1): Enchantment, target mesmerized (30), target 1 creature of up to 4+1 HD (x1), only target humanoids (x0.5), range 60’ (x1), duration 12 rounds (x1.15), saving throw avoids spell effect (.5), eldritch (x1), total cost 8.6
Forest Enchantment (5): Enchantment, target charmed (30), 480’ diameter sphere (x8), only targets plants (x0.5), 0’ range (x0.4), duration until saving throw succeeds (x1.33), saving throw avoids spell effect (more than 2HD) x0.75, eldritch (x1), total cost 47.9
Forgetfulness (5): Enchantment, target forgets one minute before and one turn after spell for duration (40), 3d6 HD of creatures up to 4 HD (x2.25), creatures with fewest HD affected first (x0.5), only target living creatures (x0.75), range 15’ (x0.6), duration indefinite (x2.2), no saving throw permitted (x1), eldritch (x1), total cost 44.5
Frighten Beasts (1): Enchantment, target frightened (34), 6 HD worth of creatures (x1.75), only targets animals and giant animals (x0.5), creatures with fewest HD are affected first (x0.5), range 60’ (x1), duration 30 rounds (x1.175), saving throw avoids spell effect (intelligent only) (x0.6), eldritch (x1), total cost 10.5
Hypnotism (1): Enchantment, target commanded (60), target 1d4 creatures of any HD (x1.5), creatures with fewest HD are affected first (x0.5), only target living creatures (x0.75), range 15’ (x0.6), duration 1 round per level (x1.1), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 11.1
Incite Madness (1): Enchantment, target confused (11), target 1 creature of any HD (x1.1), only target living creatures (x0.75), Range 60’ (x1), duration indefinite (x2.2), saving throw avoids spell effect (x0.5), eldritch x1, total cost 9.98
Infuriate Person (1): Enchantment, target infuriated (30), target 1 creature of up to 4+1 HD (x1), only targets humanoids (x0.5), Range 60’ (x1), duration 12 rounds (x1.15), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 8.6
Infuriate Beasts (2): Enchantment, target infuriated (30), target 1 creature of any HD or 3d6 HD of creatures of HD 4- (x2.5), only targets animals and giant animals (x0.5), range 60’ (x1), duration 12 rounds (x1.15), saving throw avoids spell effect (x0.5), saving throw is at -2 if only 1 creature targeted (x1.1), eldritch (x1), total cost 23.8
Infuriate Crowd (3): Enchantment, target infuriated (30), target 3d6 HD of creatures of up to 4 HD (x2.25), only targets living creatures (x0.75), Range 60’ (x1), duration 12 rounds (x1.15), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 29.1
Inspire Awe (3): Enchantment, target frightened (34), target 30’ diameter sphere (x5), only targets evil creatures (x0.75), range 0’ (x0.4), duration instantaneous (x1), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 25.5
Paralyze (3): Enchantment, target held (36), 3d6 HD of creatures (x3), creatures with fewest HD are affected first (x0.5), range 60’ (x1), duration 1 round per level (x1.1), saving throw avoids spell effect (x0.5), total cost 29.7
Slumber (1): Enchantment, target asleep (15), targets 1d4 creatures of up to 4 HD (x1.2), only target living creatures (x0.75), range 60’ (x1), duration 4d4 turns (x1.2), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 8.1
Voice of Persuasion (2): Enchantment, target charmed (30), target 1 creature of any HD (x1.1), only target living creatures (x0.75), range 180’ (x1.25), duration 6 turns (x1.2), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 18
Voice of Command (4): Enchantment, target commanded (60), target 1 creature of any HD (x1.1), only target living creatures (x0.75), range 180’ (x1.25), duration 6 turns (x1.2), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 37.1
Add the following effects and modifiers:
Healing Circle (5): Healing, Cure 1d6+1 damage (10), 1 creature +2 per 5 additional levels (x3), range 30’ (x1.2), no attack throw required (x1.4), duration instantaneous (x1), saving throw (beneficial effect) (x1), total 50.4;
Add the following effects and modifiers:
The targeting factor for 480’ diameter sphere revises and replaces the targeting factor for that area of effect in the Player’s Companion. When designing the spell power guidelines, we failed to factor in the effect modifier factor for hallucinatory terrain requiring 1 turn to cast, resulting in the targeting factor being under-costed.
Auditory Illusion (1): Illusion, create illusion, non-visual mono-sensory (3), illusion under control of caster for duration (x2), illusion dynamic (x1), target 10’ x 10’ x 10’ cube (x2), range 60’ (x1), duration 1 turn (x1.75), saving throw avoids spell effect (x0.5), total cost 10.5
Illusory Interior (2): Illusion, create illusion, visual mono-sensory (9), illusion limited to 1 category (interior décor) (x0.7), target 10’ x 10’ x 10’ cube (x2), range 10’ per level (x1), duration indefinite (x3.25), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 20.4
Mirage (5): Illusion, create illusion, multi-sensory (15), illusion limited to 1 category (terrain) (x0.7), spell requires 1 turn to cast (x0.8), target 480’ sphere (x10.5), static (x0.7), range 0’ (x0.5), duration indefinite (x3.25), saving throw avoids spell effect (x0.5), eldritch (x1), total cost 50.2
Noiselessness (2): Illusion, target becomes completely inaudible (22), target 1 or more creatures within 10’ radius (x1.5), range self (x0.33), duration concentration plus 3 rounds (x1.3), expires if target creature speaks (x0.9), eldritch inaudibility (x1.5), total cost 19.1
Spectral Legion (5): Illusion, create illusion, bi-sensory (12), illusion dynamic (x1), illusion under control of caster fur duration (x2), target 40’ x 40’ x 40’ cube (x2.4), Range 240’ (x1.2), duration concentration (x1), expires if illusion successfully attacked (x0.75), total cost 51.84
Add the following effects and modifiers:
Force of Impetus (5): Movement, caster can move target any direction 20’ per round (40), target 1 willing creature or object per level (x4), unwilling targets permitted (x1.5), target must weight 2 stone/caster level or less (x0.8), range 60’ (x1.33), duration 1 rounds(x0.1), saving throw permitted for unwilling targets (x1), eldritch spell allowing caster to move target (x2), total cost 51
Add the following effects and modifiers:
Banner of Invincibility (6): Protection, immunity to all normal weapons (40), target 1 object (x1), protection in 10’ radius sphere around target (x1.75), duration 1 turn (x1), duration expires if object is dropped (x0.85), beneficial effect (x1), eldritch (x1), total cost 59.5
Counterspell (1): Protection, ward versus magic (25), target 1 creature (x1), range 120’ (x1.4), duration instantaneous (x0.5), saving throw avoids spell effect (x0.5), arcane (x1), total cost 8.75
Eldritch Armor (2): Protection, AC 7 v. missiles and melee (20), target 1 creature (x1), range self (x0.75), duration 6 turns (x1.33), beneficial effect (x1), eldritch (x1), total cost 20
Eldritch Protection (3): Protection, +2 AC bonus (10), +2 saving throw bonus (10), target 1 creature (x1), range 0’ (x1), duration 9 turns (x1.5), beneficial effect (x1), eldritch (x1), total cost 30
Home Ward (6): Protection, ward v. magic (25), target 25' diameter sphere (x3), range 0' (x1), duration instantaneous (x0.5), duration does not begin until triggered (x2.75), saving throw avoids spell effect (x0.5), total cost 51.6
Immunity to Acid/Cold/Electricity/Fire (4): Protection, immunity to damage type (36), target 1 creature (x1), range 0’ (x1), duration 1 turn (x1), beneficial effect (x1), eldritch (x1), cost 36
Protection from Blast (5): Protection, invulnerability to type of spell (blast) (55), target 1 creature (x1), protection in 5’ radius sphere around target (x1.25), range self (x0.75), duration concentration (x1), beneficial effect (x1), eldritch (x1), total cost 51.5
Protection from Blast, Sustained (6): Protection, invulnerability to type of spell (blast) (55), target 1 creature (x1), protection in 5’ radius sphere around target (x1.25), range self (x0.75), duration 2 turns (x1.1), beneficial effect (x1), eldritch (x1), total cost 56.7
Resist Acid/Electricity: Protection, resistance to damage type (15), target 1 creature (x1), range 0’ (x1), duration 6 turns (x1.33), beneficial effect (x1), eldritch (x1), cost 20
Spellward (3): Protection, spellward (30), target 1 creature (x1), range self (x0.75), duration 1 hour (x1.33), beneficial effect (x1), eldritch (x1), cost 29.9
Spellward Other (4): Protection, spellward (30), target 1 creature (x1), range 0’ (1), duration 1 hour (x1.33), beneficial effect (x1), eldritch (x1), cost 39.9
Spellward Zone (6): Spellward (30), target 20’ diameter sphere (x1.5), range 0’ (1), duration 1 hour (x1.33), beneficial effect (x1), eldritch (x1), cost 59.8
Add the following effects and modifiers:
The spell creation system in the Player’s Companion affords wide variety in the type of summoning spells that can be designed. However, most of the summoning spells in HFH have been designed in one of three ways, inspired by common tropes for summoning in the literature, and balanced against each other.
Callings: Spells that summon creatures to arrive by means of their own locomotion with a duration of 1 day. If the same calling is cast again, it keeps the same creature(s) around for another day. Callings are white magic, and are used by Gandalf and Radagast in the Lord of the Rings.
Conjurations: Spells that summon powerful creatures to serve the caster for a short period of time. Conjured creatures can be very powerful, but are actively hostile and must be controlled through concentration. Any given conjuration can only be cast once per day. Conjurations were inspired by the wizardry of Master of the Five Magics and the Daimos school of The Prince of Nothing trilogy.
Summonings: Spells that summon one or more creatures for extended periods of time. Summonings are limited by frequency of casting, so that a caster cannot have an endless number of summoned creatures dispatched at once. Thoth-Amon performs a summoning in the Conan short story “The Phoenix on the Sword”.
We highly recommend that if the Judge adds any new monster-summoning spells to his campaign they should follow the guidelines for callings, conjurations, or summonings.
Avian Messenger (3): Summoning, summon a creature (65), creature may hay have up to 1 HD (x0.15), creature may have up to 1 special ability (x1), restricted to certain monsters - avians (x0.7), range - creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 12 hours (x1.15), no saving throw, eldritch (x1), cost 5.2; Transmogrification, current form gains ability to speak (10), current form gains ability to find message recipient (10), target 1 living corporeal creature (x1), target restricted to avians (x0.7), range touch (x0.6), duration 12 hours (x2.5), beneficial (x1), eldritch (x1), cost 21; total cost 26.2
Brazen Bull (3): Summoning, summon a creature (65); creature may have up to 8 HD (x0.7), creature may have up to 1 special ability (x1), restricted to certain monsters - fire elementals (x0.7), spell draws on specific elemental power source (bonfire) (x0.67), caster must concentrate to control creature (x0.5), range 10' (x1.0), duration indefinite (x2.5), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 29.3
Call of the Ancient Tusk (5): Summoning, summon a creature (65), creature may have up to 18 HD (x1.33), creature may have up to 1 special ability (x1), restricted to certain monsters – mastodons (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 49.9
Call of the Giant Eagle (6): Summoning, summon a creature (65), creature may have up to 12 HD (x0.9), creature may have up to 1 special ability (x1), restricted to certain monsters – large rocs (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch spell summoning flying creature capable of carrying man-sized rider (x1.75), total cost 59.1
Call of the Galloping Herd (4): Summoning, summon creatures totaling up to twice caster’s level in HD (150), creatures may have up to 4 HD (x0.4), ), creatures may have up to 1 special ability (x1), restricted to certain monsters – horses (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 34.7
Call of the Great Cats (5): Summoning, summon creatures totaling up to twice caster’s level in HD (150), creature may have up to 6 HD (x0.6), creatures may have up to 1 special ability (x1), restricted to certain monsters – great cats (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 52
Call of the Leviathan (6): Summoning, summon a creature (65), creature may have up to 36 HD (x2.5), creatures may have up to 1 special ability (x1), restricted to certain monsters – whales (x0.7), spell can only be cast in or near ocean hex (x0.95), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), creature freed if performs exceptional task (x0.66), no saving throw (x1), eldritch (x1), total cost 58.8
Call of the Wild Bear (3): Summoning, summon a creature (65), creature may have up to 8 HD (x0.7), creature may have up to 1 special ability (x1), restricted to certain monsters – bears (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 26.3
Call of the Wolf (1): Summoning, summon a creature (65), creature may have up to 2 HD (x0.25), creature may have up to 1 special ability (x1), restricted to certain monsters – wolf (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 9.4
Call of the Wolf Pack (2): Summoning, summon a creature (65), summon creatures totaling up to caster’s level in HD (75), creature may have up to 2 HD (x0.25), creature may have up to 1 special ability (x1), restricted to certain monsters – wolves (x0.7), range special – creature(s) arrives by means of own locomotion from nearest lair (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 20.2
Conjure Cacodemon Spawn (1): Summoning, summon a creature (65), creature may have up to 2 HD (x0.25), creature may have up to 2 special abilities (x1.66), restricted to certain monsters – cacodemons (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration 1 day (x1.25), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 7.8
Conjure Elemental (5): Summoning, summon a creature (65), creature may have up to 18 HD (x1.33), creature may have up to 1 special ability (x1), restricted to certain monsters – elementals (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration until dismissed (x2.5), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 49.8
Conjure Dybbuk (4): Summoning, summon a creature (65), creature may have up to 14 HD (x1), creature may have up to 3 special abilities (x2.33), restricted to certain monsters – cacodemons (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration 12 turns (x1), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 34.9
Conjure Fiend (6): Summoning, summon a creature (65), creature may have up to 18 HD (x1.33), creature may have up to 4 special abilities (x3), restricted to certain monsters – cacodemons (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration 12 turns (x1), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 59.7
Conjure Genie (6): Summoning, summon a creature (65), creature may have up to 14 HD (x1), creature may have up to 3 special abilities (x2.33), summoning restricted to certain monsters – genies (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), creature capable of granting wishes will not do so (x0.7), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration until dismissed (x2.5), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 61.0
Conjure Hellion (3): Summoning, summon a creature (65), creature may have up to 8 HD (x0.7), creature may have up to 2 special abilities (x1.66), restricted to certain monsters – cacodemons (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration 1 day (x1.25), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 21.8
Conjure Imp (2): Summoning, summon a creature (65), creature may have up to 4 HD (x0.4), creature may have up to 2 special abilities (x1.66), restricted to certain monsters – cacodemons (x0.7), summoned creature actively hostile (x0.5), caster must concentrate to control creature (x0.5), spell can only be performed once per day (x0.9), target summoned from thin air (x1), range 240’ (x1.33), duration 1 day (x1.25), creature can be dismissed at will while controlled (x1.1), no saving throw (x1), eldritch (x1), total cost 12.4
Summon Manes (1): Summoning, summon creatures totaling up to caster’s level in HD (75), creatures may have up to 1 HD (x0.15), creature may have up to 1 special ability (x1), summoning restricted to certain monsters – manes (x0.7), spell can only be cast once per day (x0.9), target summoned from thin air (x1), range 30’ (x1.1), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 9.8
Summon Insect Swarm (2): Summoning, summon creature (65), creatures may have up to 4 HD (x0.4), creature may have up to 1 special ability (x1), summoning restricted to certain monsters – insect swarm (x0.7), spell can only be cast once per day (x0.9), target summoned from thin air (x1), range 10’ (x1), duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total cost 20.4
Summon Oozes (3): Summoning, summon 1 creature (65), creature may have up to 4 HD (x0.4), creature may have up to 1 special abilities (x1) or creature may have up to 2 HD (x0.25) and up to 2 special abilities (x1.66), summoning restricted to general type – oozes (x1), spell can only be performed once per day (x0.9), summoned from thin air (x1), range 10’ (x1), duration 1 day (x1.25), no saving throw (x1), total cost 29.25
Summon Shadows (4): Summoning, summon 1d4 creatures (100), creature may have up to 3 HD (x0.33), creature may have up to 2 special abilities (x1.66), summoning restricted to certain monsters – shadows (x0.7), spell can only be performed once per week (x0.8), summoned creature(s) passively hostile to caster (x0.8), targets summoned from thin air (x1), range 10’ (x1), duration 1 week (x1.5), no saving throw (x1), total cost 36.8
Summon Hell Hounds (5): Summoning, summon 1d4 creatures (100), summon creatures totaling up to caster’s level in HD (75), creature may have up to 3 HD (x0.33), creature may have up to 1 special ability (x1), summoning restricted to certain monsters – hell hounds (x0.7), spell can only be performed once per week (x0.8), summoned creature(s) passively hostile to caster (x0.8), targets summoned from thin air (x1), range 10’ (x1), duration one month or until task completed (x1.75), no saving throw (x1), total cost 45.3
Summon Invisible Stalker (6): Summoning, summon creatures totaling up to 1.5 x caster’s level in HD (112), creature may have up to 10 HD (x0.8), creature may have up to 1 special ability (x1), summoning restricted to certain monsters – invisible stalkers (x0.7), spell requires 1 turn to cast (x0.8), spell can only be performed once per week (x0.8), summoned creature passively hostile (x0.8), target summoned from thin air (x1), range 10’ (x1), duration until one specific task completed (x2), no saving throw (x1), arcane (x1), cost 64.2
As a general rule, transmogrification spell effects only transform like into like. Targeting a dead creature and transforming it into a living creature requires a special targeting factor (x3).
Bane-Rune (1): Transmogrification, +2 enhancement (30), only affects particular type of creature (x0.5), target 1 weapon (x1), range 0’ (x0.6), duration 1 turn (x0.7), beneficial effect (x1), eldritch (x1), total cost 6.3
Bath of the Goddess (5): Transmogrification, current form changes sex (25), 1 living creature (x1), range touch (x0.6), duration indefinite (x3.5), total cost 52.5
Body Swap (6): Transmogrification, transform to living creature’s physical form (35), gain form’s physical characteristics (10), gain form’s physical attacks (10), gain form’s special abilities (20), HD limited to caster level and 2 x target’s level (x0.75), target form must be physically present and in range (x0.4), target 1 living corporeal creature (x1), attack throw required (x0.75), range touch (x0.6), duration indefinite (x3.5), saving throw avoids spell effect (x1), eldritch (x1), total cost 35.4; and transform to living creature’s physical form (35), gain form’s physical characteristics (10), gain form’s physical attacks (10), gain form’s special abilities (20), HD limited to caster level and 2 x target’s level (x0.75), target form must be physically present and in range (x0.4), target 1 living corporeal creature (x1), attack throw required (x0.75), range touch (x0.6), duration indefinite (x3.5), saving throw avoids spell effect (x1), eldritch (x1), cost 35.4; total cost 70.8
Crafting (4): Transmogrification, current form gains proficiency (20), target 1 creature (x1), range 0’ (x0.6), duration special – until task complete (x3.25), beneficial effect (x1), eldritch (x1), total cost 39
Display of Power (1): Transmogrification, current form gains proficiency-like ability (20), target 1 creature, range self (x0.5), duration 6 turns (x1), eldritch (x1), total cost 10
Guise Other (5): Transmogrification, transform to living creature’s form (35), form limited to particular creature type (humanoid) (x0.75), target 1 living corporeal creature (x1), range 0’ (x0.6), duration 1 day (x3), beneficial effect (x1), eldritch (x1), total cost 47.2
Guise Self (4): Transmogrification, transform to living creature’s form (35), form limited to particular creature type (humanoid) (x0.75), target 1 living corporeal creature (x1), range self (x0.5), duration 1 day (x3), beneficial effect (x1), eldritch (x1), total cost 39.4
Reflesh of the Bones (6): Transmogrification, transform to the form of a living creature (35), gain form’s physical characteristics (10), gain form’s physical attacks (10), gain form’s special abilities (20), form limited to particular type of create – form of corpse (x0.75), mental characteristics replaced by new forms (x0.2), HD limited to caster level and 2x target level (x0.75), target 1 dead corporeal creature (x3), range touch (x0.6), duration indefinite (x3.5), saving throw (x1), total cost 53.1
Safe Travels (4): Transmogrification, gain ½ proficiency-like ability – avoid getting lost (10), gain ½ proficiency like ability – evade wilderness encounters (10), target 1 creature, range 0’ (x0.6), duration special – until task complete (x3.25), eldritch (x1), total cost 39
Swimming (2): Transmogrification, current form gains swimming movement rate (20), target 1 living corporeal creature (x1), range 0’ (x0.6), duration 6 turns plus 1 turn per level (x1.5), eldritch (x1), total cost 18
Transform Self (6): Transmogrification, transform to living creature’s physical form (35), gain form’s physical characteristics (10), gain form’s physical attacks (10), gain form’s special abilities (20), HD limited to caster level and 2 x target’s level (x0.75), target 1 living corporeal creature (x1), range self (x0.5), duration 6 turns plus 1 turn per level (x1.5), target may cancel spell at will (x1.3), beneficial effect (x1), eldritch (x1), total cost 54.8
Transform Other (6): Transmogrification, transform to living creature’s physical form (35), gain form’s physical characteristics (10), gain form’s physical attacks (10), HD limited to caster level and 2 x target’s level (x0.75), target 1 living corporeal creature (x1), range touch (x0.6), attack throw required (x0.75), duration indefinite (x3.5), saving throw avoids spell effect (x1), eldritch (x1), total cost 65
Vitriolic Infusion (2): Transmogrification, transform water to acid (10), target 1 weapon (x1), range touch (x0.6), duration 1 day (x3), beneficial effect (x1), eldritch (x1), total cost 18
Vigor (4): Transmogrification, current form gains strength of ogre (40), current form gains 1d10 hit points (30), current form gains +2 enhancement to AC (30), target 1 living corporeal creature (x1), range self (x0.5), duration 1 turn per level (x0.8), eldritch (x1), total cost 40
Cloud of Poison (6): Wall, cause cloudkill on creatures that pass through (27), affected as smoke by physical and magical effects (x0.9), must always be a sphere (x0.75), must always be in contact with ground (x0.75), elemental – air (x1), moves away from caster at 20’ per turn (x1.5), target 750 square feet (x1), 20’ thick (x3), may be evoked where objects/area are (x2), range 0’ (x0.4), duration 6 turns (x2), saving throw avoids spell effect (x0.5), spell draws on general environment (x0.75), eldritch (x1.5), total cost 55.4
Circling Winds (2): Wall, attacks creatures within 5’ as 2 HD monster (25), not affected by physical & magical effects (x1), wall must always be a sphere (x0.75), elemental – air (x1), 500 square feet (x0.75), 1” thickness (x0.75), may be evoked where creatures are (x2), range 0’ (x0.4), duration concentration (x0.5), no saving throw (x1), eldritch (x1.5), cost 6.4; Wall, forces back creatures that pass through (10), not affected by physical & magical effects (x1), wall must always be a sphere (x0.75), elemental – air (x1), 500 square feet (x.75), 1” thickness (x0.75), may be evoked where creatures are (x2), range 0’ (x0.4), duration concentration (x0.5), saving throw avoids effect (x0.5), eldritch (x1.5), sub-total 1.3; and Protection, immunity to normal missiles (15), target 1 creature, protection in 10’ radius sphere around target (x1.75), range self (x0.75), duration concentration (x1), caster must remain stationary for duration (x0.5), beneficial effect (x1), eldritch (x1), cost 9.8; total cost 17.6
This spell was challenging to design, as it required matching the radius of the protection effect to the size of the wall effect. We started by calculating the volume of the 10’ radius protection effect, (4/3 x 3.14 x 103) or 1,333 cubic feet. We then calculated the volume of a sphere 9’11” in radius (4/3 x 3.14 x 9.173) or 1,300 cubic feet. From there we were able to calculate the volume of the “wind wall” itself as a spherical shell with a radius of 10’ and a thickness of 1”, being (1333 cubic feet – 1300 cubic feet) 33 cubic feet. Since we knew the wall would be 1” (0.083’) thick, that meant that the area of the wall had to be at least 33 cubic feet /.083 feet = 397 square feet. A 500 square foot wall is therefore large enough to satisfy the needs of the effect.
Earth’s Maw (3): Wall, deals 1d6 damage to creatures that pass through (10), knocks down creatures that pass through (10), substance is impermeable to creatures (25), affected as stone by physical and magical effects (x0.7), wall is elemental (x1), wall must be bonded to surrounding material (x0.75), wall must be in contact with ground (x0.75), wall must be a flat, vertical plane (x0.75), spell manipulates existing volume with noted characteristics (x0.67), 100 square feet (x0.5), 10’ thick (x2), may be evoked where creatures are (x2), range 60’ (x0.8), duration indefinite (x2.66), saving throw avoids spell effect (x0.5), eldritch (x1.5), total cost 28.4
Ice Floe (1): Wall, impermeable to creatures (25), impermeable to vision (5), elemental – water (x1), moves 20’ per turn in direction desired by caster (x2), affected as wood by physical & magical effects (x0.5), wall may be crudely shaped by reducing area (x0.8), may be bonded to surrounding material (x1.2), must be solidly supported (x0.75), must be flat, vertical plane (x0.75), spell manipulates existing volume with noted characteristics (x0.67), range 0’ (x0.4), 100 square feet (x0.5), 1’ thickness (x1), duration 8 hours (x2.33), no saving throw (x1), eldritch (x1.5), total cost 7.6
Ice Sheet (5): Wall, impermeable to creatures (25), impermeable to vision (5), elemental – water (x1), affected as wood by physical & magical effects (x0.4), wall may be crudely shaped by reducing area (x0.8), may be bonded to surrounding material (x1.2), must be solidly supported (x0.75), must be flat, vertical plane (x0.75), spell manipulates existing volume with noted characteristics (x0.67), range 30’ (x0.6), 1500 square feet (x2), 10’ thickness (x2), duration indefinite (x2.66), no saving throw (x1), eldritch (x1.5), total cost 41.6
Ring of Fire (2): Wall, deals 1d6 damage to creatures that pass through (10), not affected by physical and magical effects (x1), elemental – fire (x1), wall may be readily shaped by reducing area (x1), target 500 square feet (x0.75), 5’ thick (x1.5), wall must always be a sphere (x0.75), may be evoked where objects/creatures are (x2), range 0’ (x0.4), duration 1 turn (x0.75), wall can be dismissed at will (x1.1), no saving throw (x1), eldritch (x1.5), cost 8.4; and deals 2d6 damage to creatures that pass through (20), not affected by physical and magical effects (x1), elemental – fire (x1), wall may be readily shaped by reducing area (x1), target 500 square feet (x0.75), 1” thick (x0.75), wall must always be a sphere (x0.75), may be evoked where objects/creatures are (x2), range 0’ (x0.4), duration 1 turn (x0.75), wall can be dismissed at will (x1.1), no saving throw (x1), eldritch (x1.5), cost 8.4; total cost 16.8
Weave Fire (4): Wall, substance deals 1d6 damage to creatures that pass through (10), impermeable to creatures with less than 4 HD (20), impermeable to vision and light (10), not affected by physical and magical effects (x1), wall may readily shaped by reducing area (x1), wall may be bonded to surrounding area (x1.2), wall must be solidly supported (x0.75), elemental – fire (x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not be evoked where objects/creatures are (x1), spell manipulates existing volume with noted characteristics (x0.67), range 60’ (x0.8), duration 2 turns (x1), no saving throw (x1), eldritch (x1.5), total cost 32.6
Weave Metal (6): Wall, substance is impermeable to creatures (25), substance is impermeable to vision and light (10), affected as iron by physical and magical effects (x0.8),wall may be readily shaped by reducing area (x1), wall may be bonded to surrounding area (x1.2), wall must be solidly supported (x0.75), elemental – earth (x1), target 1,000 square feet (x1.25), 1” thick (x0.75), may not be evoked where objects/creatures are (x1), spell manipulates existing volume with noted characteristics (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving throw (x1), eldritch (x1.5), total cost 63.1
Weave Smoke (1): Wall, impermeable to vision and light (10), affected by physical and magical effects as smoke (x0.9), wall may readily shaped by reducing area (x1), elemental – air (x1), target 1,000 square feet (x1.25), 1’ thick (x1), may not be evoked where objects/creatures are (x1), spell manipulates existing volume with noted characteristics (x0.67), range 120’ (x1), duration 1 turns (x0.75), no saving throw (x1), eldritch (x1.5), total cost 8.5
Weave Stone (5): Wall, substance is impermeable to creatures (25), substance is impermeable to vision and light (10), affected as stone by physical and magical effects (x0.7), wall may be readily shaped by reducing area (x1), wall may be bonded to surrounding area (x1.2), wall must be solidly supported (x0.75), elemental – earth (x1), target 500 square feet (x0.75), 1’ thick (x1), may not be evoked where objects/creatures are (x1), spell manipulates existing volume with noted characteristics (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving throw (x1), eldritch (x1.5), total cost 44.2
Weave Water (4): Wall, substance deals 1d6 damage to creatures that pass through (10), impermeable to creatures with less than 4 HD (20), impermeable to vision (5), not affected by physical and magical effects (x1), wall may be readily shaped by reducing area (x1), wall may be bonded to surrounding area (x1.2), wall must be solidly supported (x0.75), is elemental – water (x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not be evoked where objects/creatures are (x1), spell manipulates existing volume with noted characteristics (x0.67), range 120’ (x1), duration 2 turns (x1), no saving throw (x1), eldritch (x1.5), total cost 35.6
Weave Wood (4): Wall, substance is impermeable to creatures (25), substance is impermeable to vision and light (10), affected as wood by physical and magical effects (x0.4), wall may be readily shaped by reducing area (x1), wall may be bonded to surrounding area (x1.2), wall must be solidly supported (x0.75), is elemental – earth (x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not be evoked where objects/creatures are (x1), spell manipulates existing volume with noted characteristics (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving throw (x1), eldritch (x1.5), total cost 37.9
Anderson, Poul. The Broken Sword; Three Hearts and Three Lions; The High Crusade; The Merman’s Children.
Burroughs, Edgar Rice. “Mars: series; “Tarzan” series; “Venus” series; “Pellucidar” series.
Byock, Jesse L, transl. The Saga of Hrolf Kraki.
Carter, Lin. “Thongor” series; “World’s End” series; Kellory the Warlock.
Cook, Glen. “The Black Company” series; “An Empire Unacquainted with Defeat” series; “Tyranny of the Night” series.
Dunsany, Lord. The King of Elfland’s Daughter.
Fox, Gardner. “Kothar” series. “Kyrik” series.
Gemmell, David. “The Drenai Saga” series; “The Rigante” series.
Heaney, Seamus, transl. Beowulf: A New Translation.
Homer and Hammon, Martin, transl. The Iliad: A New Prose Translation.
Howard, Robert E. “Conan” series; “Kull” series.
Kay, Guy Gavriel. “Fionavar Tapestry” series.
LeGuin, Ursula. A Wizard of Earthsea; The Tomb of Atuan.
Leiber, Fritz. “Fafhrd and Grey Mouser” series.
Lovecraft, H.P. “Mythos” novels and stories.
Lynch, Scott. “The Gentlemen Bastard” series.
Merritt, A. Dwells in the Mirage; The Moon Pool; The Ship of Ishtar.
Moon, Elizabeth. The Deed of Paksenarrion.
Moorcock, Michael. “Elric” series; “Hawkmoon” series.
Offut, Andrew J. “Swords Against Darkness” series.
Smith, Clark Ashton. “Averoigne” stories; “Hyperborea” stories; “Poseidonis” stories; “Zothique” stories.
Tolkien, J.R.R. “The Lord of the Rings” series; The Silmarillion; The Children of Hurin
Vance, Jack. “Dying Earth” stories.
Virgil and Fagles, Robert, transl. The Aeneid: Penguin Classics Edition.
300 (Dark Horse Comics).
Conan (Dark Horse Comics).
Conan (Marvel Comics).
Heavy Metal (HM/Metal Mammoth).
Kull (Marvel Comics).
Marada the She-Wolf (Epic Comics).
Red Sonja (Marvel Comics).
Red Sonja (Dynamite Entertainment).
The Savage Sword of Conan (Curtis Magazines).
Sláine (2000 AD).
Warlord (DC Comics).
The 13th Warrior (1999).
300 (2007).
300: Rise of an Empire (2014).
Beastmaster (1982).
Centurion (2010).
Clash of the Titans (1981).
Clash of the Titans (2010).
Conan the Barbarian (1982).
Conan the Barbarian (2011).
Conan the Destroyer (1984).
Dragonslayer (1981).
The Eagle (2011).
Excalibur (1981).
Fellowship of the Ring (2001).
Flesh & Blood (2008).
Hammer of the Gods (2013).
Heavy Metal (1981).
Immortals (2011).
Jason and the Argonauts (1963).
John Carter (2012).
Krull (1983).
Kull the Conqueror (1997).
Ladyhawke (1985).
Last Legion (2007).
Legend (1986).
Lord of the Rings (1978).
Outlander (2009).
Pathfinder (2007).
Red Sonja (1985).
Return of the King (2003).
The Two Towers (2002).
Wrath of the Titans (2012).
Of the lists, a few selections were particularly inspirational in the design of the Heroic Fantasy Handbook. Among the books, I would cite (in order) Howard’s Conan series; Tolkien’s Silmarillion and Lord of the Rings; Moorcock’s Elric series; Lovecraft’s Mythos stories; Clark’s Zothique stories; Carter’s Thongor series; Anderson’s The Broken Sword and Three Hearts and Three Lions; and Le Guin’s Wizard of Earthsea. Of the movies, I would cite Conan the Barbarian, Dragonslayer, Excalibur, and 300.