LDSourcebook

January 20, 2018 | Author: bassmcqueen | Category: Magic (Paranormal), Dungeons & Dragons, Cowboys, Religion And Belief
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Living Death Campaign Sourcebook A d20 Adaptation of the Masque of the Red Death rules based on D&D version 3.5 by Claire Hoffman D&D Design Advisor: Jonathan Tweet RPGA Living Campaigns Manager: Stephen R. MacFarland Editor, Research Assistant and Science Advisor: Keith Hoffman Original RPGA Advisor: Robert Wiese Thanks to the following people for their assistance in both play-testing, providing feedback and/or historical research; Ed Gibson, Jeff Richards, Alex Lombardi, Wayne Melnick, Patrick Connolly, Sean Flaherty, Bruce Finch, Wayne Straiton, John Grierson, Joanne Fisher, Brooks Banks, Craig Walker and Mike Davis. The material presented here has been converted to work with the D&D 3.5 rules and is based on the following material: Masque of the Red Death boxed set by William W. Connors Domains of Dread by William Connors & Steve Miller Ravenloft boxed set by Bruce Nesmith with Andria Hayday “Donning a New Masque” by William W. Connors; Dragon Magazine #215 “Mystics, Miracles, and Meditations” by James Wyatt; Dragon Magazine # 236 “Masque of the Red Death- Victorian Knights: Heroes of Gothic Earth” by Andrew Hauptmann; Polyhedron Magazine #124 Archeologist Kit developed by Peter Parker Animal Breeder Kit and Politician Kit developed by Keith Hoffman Criminal Kit developed by Jeff Richards The Players Guide to Living Death by Claire Hoffman DUNGEONS AND DRAGONS, D&D, d20, RAVENLOFT, and RPGA are registered trademarks of WotC, Inc. LIVING DEATH is a trademark of WotC, Inc., WotC Inc. is a subsidiary of Hasbro Inc. ALL RIGHTS RESERVED. This booklet is intended for Campaign use only and may not be reproduced without the approval of RPGA Network.

Table of Contents Introduction ……………………………………………………………. Chapter One: Abilities, Races, and Alignment………………………… Chapter Two: Classes………………………………………………….. Chapter Three: Prestige Classes ………………………………………. Chapter Four: Skills……………………………………………………. Chapter Five: Feats ………………..…………………………………... Chapter Six: Equipment …..………..…………………………………... Chapter Seven: Firearms...………..……………………………………. Chapter Eight: Adventuring in Gothic Earth…………………………… Chapter Nine: Magic …………………………………………………...

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Introduction The goal of this book is to present to the player and judge the world of Gothic Earth in terms of the new D&D game system. In creating this d20 system, there were two goals that guided the process. One goal was retaining the flavor of the Masque of the Red Death (MotRD) setting. The other goal was accommodating the constraints and history of the Living Death Campaign. With the advent of 3.5 D&D additional adjustments needed to be made. This update addresses 3.5 D&D, corrects some errors, and clarifies some rules. The Living Death Campaign, is an RPGA member-run tournament campaign. This campaign was already underway before the introduction of the new D&D. That fact influenced some of the choices made during the design process. If you wish to use these rules for a home campaign, you may wish to make adjustments. In general most aspects remain fairly similar to the original MotRD. Magic is still slow, unreliable and occasionally dangerous to use. Gothic Earth is still set in the late 19th Century and the Classes, Skills and Feats have been adjusted to reflect that time period. This document is not a stand-alone work. Players will need the D&D v3.5 Player's Handbook (PHB) and to understand certain aspects of the Prestige Classes they may need access to the DMG v3.5. Judges will need the D&D v3.5 Dungeon Master's Guide (DMG) as well as the Living Death Judge Guidelines. The guidelines are available from HQ and will accompany each scenario when RPGA HQ sends them to the Convention, or Gameday, Coordinator. The guidelines are also available as a download from the official campaign web site < http://www.livingdeath.org >. Only those aspects of the game mechanics and spells that are different from that in the PHB or the DMG are presented here. The campaign will convert to these rules October 1st 2003.

The World of Gothic Earth Chapter Two: Classes

Gothic Earth is a place where the fight of Good vs. Evil is very real. It is also a place were Evil frequently is in a position of power or strength such that Evil can warp the very nature of the land. A creature of Evil has corrupted and weakened magic drastically on Gothic Earth. This creature, known as the Red Death, may reach out to tempt a character into corruption and evil deeds with promises of power. The detailed history and geography of the world of Gothic Earth and the entrance and effect of the Red Death on that world was originally presented in the Masque of the Red Death . The official Living Death Campaign web site < http://www.livingdeath.org > also has a section where this material is posted. The MotRD campaign is set in the 1890's in a world very similar to, but not exactly like, ours in the 1890's. This is a world filled with intrigue and scientific inventions, great wealth and great poverty. A world rushing forward to the end of the Century and perhaps to the end of other things as well. In the Living Death Campaign, the term hero is used instead of the term Player Character. Many players create more than one hero for the Living Death Campaign. The rules for creating Heroes for the Living Death Campaign are included in this work.

Chapter One: Abilities, Races, and Alignment Abilities

Abilities in this setting serve the same function as in D&D but there are some differences you should be aware of when creating a hero for the Living Death Campaign. Table 1-1 in the PHB lists the modifiers for ability scores.

Assigning Ability Points

All Living Death heroes start with 72 ability points. At character creation, ability scores can range between 3 and 18; however, the only scores that can be duplicates, at character creation, are 10 and 11. A hero can have as many abilities as you choose with either of those scores, so long as you do not exceed 72 points. 2

No other numbers may be repeated. For example, you can have a hero with abilities of 16, 14, 12, 10, 10 and 10 (in any desired order), but not 16, 16, 10, 10, 10 and 10, the two 16's are duplicates. As in regular D&D a hero gains ability points as she gains levels. There may be events that remove ability points. If subsequent ability point gains or losses cause a hero to have a duplicate number, that is allowed. It is only during character creation that the prohibition exists.

Strength

Strength works exactly as in D&D. However, technology available on Gothic Earth makes the physical demands on characters quite different from traditional D&D. Because of the prominent use of firearms and the obscurity of large melee weapons, the Strength ability plays a less important role than experienced D&D garners might expect. However, strength is a factor when using large firearms. (See Chapter 7:Firearms for details.)

Dexterity

This ability works exactly as in D&D. The AC adjustment from Dexterity is often the only improvement to AC a Living Death hero will have. It also affects use of firearms and, of course, Reflex Saves.

Constitution

The medical sciences of Gothic Earth are far superior to those on other D&D game worlds. Still, the best way for a character to avoid death is to be resistant to injuries and illnesses. The Constitution score indicates this quality and functions as it does in D&D. A high constitution is of value to arcane spell casters.

Intelligence

Intelligence is a measure of natural reasoning, logic, and memory. It represents the ability for concentrated, organized thought processes so vital to both science and spell casting. On Gothic Earth, wizardry is all but unknown. On the other hand, the magic that dominates other D&D game worlds is replaced by an 1890's equivalent: science. In all matters except one, this ability works in the same manner in Gothic Earth as it

does in D&D. The exception being that spell casters do not gain additional spells due to high Intelligence. The Intelligence modifier does affect the success of the attempt to cast and learn arcane spells. (See Chapter Nine: Magic in Gothic Earth.)

Wisdom

In all matters except one this ability works in the same manner in Gothic Earth as it does in D&D. The exception being that spell casters do not gain additional spells due to high Wisdom. The Wisdom modifier does affect the success of the attempt to cast mystic spells. (See Chapter Nine: Magic in Gothic Earth.)

Charisma

As in D&D core rules, Charisma is a measure of personality and leadership ability. A high Charisma score is important for all characters that must deal regularly with strangers. Low charisma heroes may experience great difficulty in interactions with NPCs. As investigation is frequently an aspect of Living Death adventures, this ability can play an important role.

Races Only the human race is available for heroes; see PHB for details on humans. A hero can be any nationality and from any racial group. However, Vistani heroes are not allowed. Heroes do get all the benefits of the human race listed in the PHB including extra Skill points and one additional starting Feat. Since heroes are human, they receive their native language free and get additional modern languages in the same manner as presented in the PHB. However, none have modern languages as a class skill. Knowledge of a modern language includes the ability to read and write it. Minimum age of a hero is 17. Players may otherwise choose the age of their hero, as well as height, weight, gender and similar physical features. (See PHB for normal ranges.) However, the Campaign does not use the age adjustment to ability points in Chapter 6 of the PHB.

Alignment The premise of the Living Death Campaign is

Chapter Two: Classes

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that all heroes are members of an organization dedicated to fighting evil. (For more information on the Society of the White Rose, see Chapter Eight: Adventuring in Gothic Earth.) Therefore all heroes are required to have some version of a Good alignment. Heroes may be Neutral Good, Lawful Good or Chaotic Good. (Some classes may have further limitations.)

alignment changes can be cause for the PC to become an NPC and out of play.

Judges should warn players if proposed actions will endanger character alignment, as permanent

Chapter Two: Classes While most D&D worlds settings resemble our Medieval or Renaissance period, the Masque of the Red Death is set in a world that resembles the latter years of our 19th Century. The number of professions, trades, crafts, arts, and fields of academic study have proliferated greatly. The class skills for each class are denoted in table 4:1 in Chapter Four. This setting as well as the general lack of divine intervention in the world has caused major reshaping of Character Classes.

Adept

The Adept is the wizard of Gothic Earth. However, her road is much different that that of the wizard in most D&D worlds. Magic is all but unknown on Gothic Earth. Still, a few individuals have secretly kept alive the ancient knowledge of spell casting and magical lore. While many frauds might claim knowledge of the arcane arts, truly talented people are few and far between. Because of the differences in how the knowledge of magic is taught, Adepts on Gothic Earth can not automatically memorize the spell Read Magic without their spellbook. Adepts do not get bonus spells from high Intelligence. Adept Hit Die is a d4. In the Living Death Campaign the Adept has 4 hit points at first level (+any Con bonus), and gains 2 hp (+ Con bonus) each additional level of adept. Adepts use Table 3-20 in the PHB for attack bonuses, saves, bonus feats, and spells per day; however, they do not get Scribe Scroll or Find Familiar. They do get a bonus Metamagic feat at first level and one additional bonus Metamagic Feat every five levels (as Wizards do in D&D).

Chapter Two: Classes

Class Skills: Alchemy, Arithmology, Concentration, Forbidden Lore, Language: Ancient, Mesmerism, Prognostication, Psychometry, Religion: Ancient, Religion: Modern and Sixth Sense. Skill points at 1st level: (5+ Int. modifier) x4 Skill points at additional levels 5 + Int. modifier Class Features Weapons: All adepts are proficient with the following: dagger, any pistol, baton, sword cane, knife or club. They may become proficient in other weapons with the use of the proper feat (See PHB). Class Ability: This class has a special ability called Spellcraft. It is this ability that allows them to learn and to cast spells. It is an Intelligence based ability. The Adepts cast Arcane spells through the use of this Spellcraft ability. See Chapter Nine for the game mechanics involved in casting and learning spells. •

All Adept characters begin the game with knowledge of the Detect Magic and Read Magic spells.



In addition, a character knows 4 other spells for a total of six. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive enchantment while the other two may be offensive spells. The players may select the spells their hero knows from a list presented in Chapter 9. Chapter 9 includes information on magic and spells.

Wealth: First level Adepts start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

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Athlete

Athletes run the gamut of Gothic Earth's social classes. Some, like baseball's Christy Mathewson or Honus Wagner, are simple, unassuming folk at heart. Others, like tennis's Lottie Dod or Joshua Pim, are more sophisticated members of the upper class. The nature of a given sport dictates the dress and mannerisms of its athletes. Athletes are fierce competitors. They feel a constant need to push themselves farther than ever before each time they begin play. While there are those allow their fame (such as it is) to go to their head, most pursue their chosen career simply out of a love for the game they play. They spend a great deal of their time training and as such are not well versed in the use of weapons as a soldier. Each game has a different benefit. See sections on each sport. Note: Of the sports listed only Golf, Tennis and Field Hockey is available to female heroes. See Table 3-1 in the PHB. Use the rogue column for attack bonuses and saves. Table 3-2in the PHB lists level-dependent bonuses Athlete Hit Die is a d8. In the Living Death Campaign, Athletes get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Class Skills Athletics, Climb, Dancing, Equestrian, Handle Animal, Hunting, Jump, Mountaineering, Move Silently, Rope Use, Seamanship, Survival, Swim, Tightrope Walking and Tumble Skill points at 1st level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: Sap, club, brass knuckles, knife, and baton. Heroes may also choose to be proficient in either all pistols or all rifles. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Special Bonuses by Sport Only one sport can be chosen as the Athlete's primary sport. They gain one of the following bonuses connected to that sport. Baseball/Cricket: The hero can only have one of these benefits: If the player is a pitcher, he receives one Bonus Chapter Two: Classes

Weapon Focus Feat: for a specific thrown weapon. OR

Players best known for their batting gain one Bonus Weapon Focus Feat: for club, sap or Brass Knuckles. Golfer At 1st level gain a +2 bonus to Physics At 3rd level gain Endurance Feat Hockey Whether the traditional game of field hockey or its recently introduced winter cousin, this game demands much from its players. The hero can only have one of these benefits: Goaltenders are rugged folk who gain the Toughness Feat as a bonus Feat at 3rd level OR

Other hockey players must be quick and agile and so gain the Lightening Reflexes Feat as a Bonus Feat at 3rd level. Soccer Few sports are as demanding as this one. Therefore they get a +2 bonus on all Dexterity based checks at first level and +2 on Endurance Checks at 3rd level. Tennis Quick reflexes and agility dominate this sport, however this is also a sport favored by the middle and upper-classes. Tennis players gain the Feat: Lightening Reflexes as a Bonus Feat at 3rd level Wrestler (Greco-Roman) At 1st level gain a +2 bonus to attempts to escape from Grapples At 3rd level gain a +2 Bonus to Grapple attempts. FOR ALL ATHLETES: At the start of each game session, all athletes must make an Athletics skill check (DC 15). Failure indicates that the athlete has some minor, nagging injury received during a recent game. The exact nature of the injury is up to the player (subject to the judge's approval.) As a general rule, an injured athlete suffers a -2 penalty to all Fortitude and Reflex saving throws made during the game. If the roll was an unmodified 1; however, the injury is more severe. In this case, the penalty is a -4. Wealth: First level Athletes start with 2d6 x $10.00 for starting cash. See Chapter 6 for 5

information on hero's income.

Charlatan

Gothic Earth is filled with stage magicians, prestidigitators and illusionists. For the most part, these people know nothing of the Red Death or art of magic. Every now and then, however, a charlatan stumbles upon the truth. If that unfortunate soul survives the discovery of real magic, he quickly learns a new respect for the supernatural and gradually begins to master the hidden energies that he has tapped. The Charlatan casts Arcane spells. Unlike other types of arcane spell casters, the Charlatan is still learning the nature of his powers. More often than not, these characters are haunted by a doubt in their abilities or eaten a belief that they are somehow tainted by them. It is not unusual for Charlatans to become consumed by the Red Death before they perfect their magical abilities. However, the Charlatan is a skilled stage magician and an expert in sleight of hand. The Charlatan's Hit Die is a d4. In the Living Death Campaign the Charlatans have 4 hit points at first level (+any Con bonus) , and gains 2 hp (+ Con bonus) each additional level of this class. Charlatans use the Wizard column Table 3-1 in the PHB for attack bonuses & saves and Table 32 for level-dependent bonuses. They use table 320 for number of spells per day. They do not get bonus Metamagic Feats shown in table 3-20. If they have at least one rank of the Sleight of Hand skill, they receive the Skill Focus Feat: Sleight of Hand at first level. Class Skills Alchemy, Arithmology, Bluff, Concentration, Disguise, Etiquette, Forbidden Lore, Gaming, Language: Ancient, Mesmerism, Move Silently, Sleight of Hand, Open Locks, Prognostication, Psychometry, Religion: Ancient, Sixth Sense, Thespian, Ventriloquism st

Skill points at 1 level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, Knife, club, dagger & baton. They may Chapter Two: Classes

become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spellcraft This class has a special ability called Spellcraft. It is this ability that allows them to learn and to cast spells. It is an Intelligence based ability. The Adepts cast Arcane spells through the use of this Spellcraft ability. See Chapter Nine for the game mechanics involved in casting and learning spells. •

All Charlatan characters begin the game with knowledge of the Detect Magic, Prestidigitation and Read Magic spells.



In addition, a character knows 4 other spells for a total of seven. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive enchantment while the other two may be offensive spells. The players may select the spells their hero knows from a list presented in Chapter 9. Chapter 9 includes information on magic and spells.

Dexterity Bonus The natural manual dexterity of the Charlatan gives him an advantage in learning spells that have somatic components. Whenever the character tries to learn such a spell, or cast such a spell, he adds any bonus (or penalty) he gets from high Dexterity to his Spellcraft Check when learning and casting spells (but does not alter the DC of resisting the spell). See Chapter 9 for more information on casting and learning spells. Constitution: Magic is extraordinarily dangerous for the Charlatan. She is not yet sure of the limits of her powers and does not fully understand the repercussions of her actions. Therefore she makes a Fortitude check DC 10 + level of the spell or is

Dazed for 1d4 rounds after spell casting. Wealth: First level Charlatans start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Cowboy

Cowboys are known by many names throughout the world; on the ranch they are called wranglers, in Mexico vaqueros, in South America gauchos-but all are easily identified by their working clothes and equipment. Standard dress includes tight denim trousers and chaps, high leather boots, a kerchief or bandanna, and a broad brimmed hat or sombrero. A cowboy's 6

most important asset is his horse, which is his only reliable form of transportation on the range. A horse is so highly valued that a cowboy who is low on water will give it to his horse instead of drinking it himself. Standard equipment includes a lasso (called a lariat in the southwest United States), knife, and army revolver. The glamour and fame cowboys once enjoyed has mostly faded into memory and the stuff of old stories and dime novels. Most cowboys are now ranchers, and the rest have found new roads to travel, and new adventures to seek. See Table 3-1 in the PHB. Use the Fighter column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Cowboy Hit Die is a d10. In the Living Death Campaign, Cowboys get 10 hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of this class. Class Skills Agriculture, Animal Empathy, Animal Husbandry, Athletics, Climb, Equestrian, Firebuilding, Gaming, Gunsmithing, Handle Animal, Hunting, Rope Use, Search, Set Snares, Survival, and Swim. Starting Skill points (6+ Int. modifier) x 4 Skill points per level advancement 6+ Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all rifles, all pistols, dagger, Bowie knife, lasso, club, baton bolo and one of the following: (hand axe, machete), (sap, brass knuckles), or (short bow, long bow). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Toughness Feat at 1st level Bonus Weapon Focus Feat: Lasso, bolo or bow (pick one) at 2nd level Bonus Skill Focus Feat: Survival at 4th level Wild Empathy Ability (as per the Ranger ability in PGB pg. 47) at 7th level. When dealing with city folk (people in metropolitan/civilized areas) the Cowboy is at -2 for the following skill checks: Bluff, Diplomacy, Disguise, Etiquette and Gather Information. Wealth: First level Cowboys start with 2d6 x $10.00 for starting cash. See Chapter 6 for Chapter Two: Classes

information on hero's income.

Criminal

Some criminals are driven to their crimes by the desire for wealth; others do it just for the thrill of the danger involved in breaking the law. Others feel that they have no choice but to turn to a life of crime because their background and upbringing did not give them the chance for success that others in society may have had. All criminals feel that members of the law enforcement community are the "enemy". The criminal class represents all manner of people who make their living through illegal activities, from the low-life mugger skulking in the dark alleys of New York City, to the highlife/high-society professional jewel thief of Paris. This class can serve any person who lives outside the law, making their living by using their skills to profit off of their fellow man. In the Living Death Campaign this class has some restrictions. A hero can not use the multiclass option to gain this class. This class can only be taken at first level. This does not apply to NPCs. All Criminal Class Heroes must meet the campaign requirement of having a "Good" alignment. Thus all criminals should be of the type that have some sense of morals and honor (even if somewhat twisted to suit their own ends). Perhaps only stealing from those who can afford to lose it (the Robin Hood approach), or only taking what they believe they rightfully deserve (justified in their own minds of course). The characters background and method of criminal activities should account for the conflict between his good alignment and pattern of illegal activities. (It is generally not considered "good" by most societies to harm or steal from others.) Illegal activity does result in a Dark Power Check. (See Chart 8:1 in Chapter 8.) Because of their habit of illegal activity, Dark Power's checks are made at double the normal percentage chance for that act. Criminals must take extreme care to cover up their illegal activities and not leave incriminating evidence that could convict them of their crimes. Should a criminal be blatant about criminal activities, they could be arrested, convicted, and incarcerated for extended periods of time

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Alignment: This class requires the character be any non-lawful alignment. The campaign requires a hero to be of Good Alignment.

often, they are little more than spoiled children with bottomless bank accounts and unending narcissistic desires.

See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses.

Characters of this class are best portrayed as vain and perhaps foppish. They will devote their energies to enjoying themselves and experiencing the many pleasures that the world has to offer. Serious work, especially of a physical nature, should be avoided at all costs. These characters might be portrayed as harmless eccentrics, parasitic leeches, or socially worthless sloth.

The Criminal Hit Die is a d6. In the Living Death Campaign, Criminals get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. Class Skills Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Etiquette, Forgery, Gather Information, Hide, Listen, Move Silently, Open Lock, Sleight of Hand, Read Lips, Search, Sense Motive, Spot, Thespian, Tightrope walking, and Toxicology Skill points at 1st level: (8+ Int. modifier) x4 Skill points at additional levels 8 + Int. modifier Class Features Weapons: all pistols, all rifles, dagger, Bowie knife, sap, club, brass knuckles, knife, baton, and sword cane. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Search allows Criminals to find traps (not limited by the DC of the trap. It does not allow Criminals to find Magical Traps. At 2nd level the Criminal gains the Sneak Attack ability This works and advances in the same manner (every two levels; 4th, 6th etc.) as the Sneak Attack ability does for Rogues in D&D. (PHB pg. 48.) At 3rd level the Criminal gain the same Evasion ability that D&D Rogues gain at 2nd level. (PHB pg. 50.) Wealth: First level Criminals start with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Dandy

The upper crust of society has more than its share of people who have no experience with everyday life in the real world. These pampered folk have spent their days in the lap of luxury, never knowing work, want, or suffering. All too Chapter Two: Classes

See Table 3-1 in the PHB. Use the Wizard column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Dandy Hit Die is a d4. In the Living Death Campaign, they get 4 hit points at first level (+any Con bonus) and gain 3 hp (+ Con bonus) each additional level of this class. Class Skills Appraise, Bluff, Connoisseur, Dancing, Diplomacy, Disable Device, Disguise, Equestrian, Etiquette, Fishing, Forgery, Gaming, Gather Information, Handle Animal, Heraldry, Hide, Hunting, Listen, Move Silently, Musician, Needlework, Open Lock, Sleight of Hand, Read Lips, Search, Sense Motive, Singing, Spot, Thespian, Tightrope Walking, and Toxicology Skill points at 1st level: (10+ Int. modifier) x4 Skill points at additional levels 10 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, all rifles, sword cane, knife, club, dagger, baton, whip and one of the following: (foil, rapier), (shotgun), or (short bow, long bow). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Influence: The dandy's family is almost certainly well connected and respected. Once per month, (once per adventure in the LD campaign) the dandy can use this influence to acquire some favor or exert some influence in official matters. The DM should carefully consider the request and, if it seems reasonable, allow the player to make a Charisma check. A successful check indicates that the favor will be granted. At first level the Dandy has the bonus Skill 8

Focus Feat: Etiquette. Wealth: The First level Dandy starts with 6d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income. The dandy is assumed to come from a wealthy family, and as such, to draw a regular income from a trust fund or similar source.

Detective

The detective class represents all manner of law enforcement agents, from the constable strolling the foggy banks of the Thames to the sheriff on the dusty streets of Dodge City. This class includes official police officers as well as their unofficial counterparts, like the much-renowned Sherlock Holmes. The actions of a detective are dictated by the desire to end the careers of criminals and lawbreakers. Some detectives are intense and dedicated, perhaps seeking vengeance for a wrong committed in the past. Others pursue criminals as an intellectual matter, matching their wits against those of their enemies. Still others maintain a vigilante approach. All power checks for criminal or violent acts by the detective (see chart in Adventuring in Gothic Earth) are doubled. Alignment: Lawful only. The Campaign requires it be a Lawful Good Alignment. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Detective Hit Die is a d8. In the Living Death Campaign, Detectives get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) every additional level of this class. Class Skills Bluff, Criminology, Disable Device, Disguise, Etiquette, Forgery, Gather Information, Hide, Listen, Law; Move Silently, Open Lock, Read Lips, Search, Sense Motive, and Spot. Skill points at 1st level: (10+ Int. modifier) x4 Skill points at additional levels 10 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, all rifles, Chapter Two: Classes

all carbines, sword cane, knife, club, baton, sap, dagger, and brass knuckles. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Concealed weapons: The detective class gains a +2 circumstance bonus to Spot checks for concealed or hidden weapons. Influence: Heroes with this class are assumed to have close ties to local law enforcement agencies. As such, they will have some level of access to police files and similar sources of information. Once per month (once per module in the LD campaign), the player may make a Charisma check to obtain some special favor from the police. The DM may limit the specifics of this contact. The DM may also require the detective to pay back such favors, possibly at inopportune times. Wealth: First level Detectives start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Dilettante

When the spiritualist movement spread through Gothic Earth in the late 1800s, a few wealthy, upper crust curiosity-seekers turned this idle fascination into a full-fledged lifestyle. Unlike most, these amateur dabblers into magic occasionally found something more than a fake fortune telling. They discovered the powers of mysticism and the Spiritworld. These well-to-do dabblers, called dilettantes, achieved what takes most mystics a lifetime to learn. Dilettantes are thrill seekers who look for new sensations and experiences through magical rituals and events. They visit any place or event that proclaims itself to be magical in nature, including pagan rituals, seances, fortune-readings, haunted sites, and anything else possibly related to the Spiritworld and mysticism. While their approach is eclectic, unprofessional, and haphazard, dilettantes sometimes manage to find true magic amidst the fakery and stage magic, and to enjoy the experience regardless of its authenticity. The Dilettante's Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class.

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See Table 3-1 in the PHB. Use the Cleric column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. For the number of spells per day see table 3-6 in the PHB but omit the extra domain spells. Class Skills Alchemy, Appraise, Arithmology, Bluff, Concentration, Connoisseur, Dancing, Diplomacy, Equestrian, Etiquette, Forbidden Lore, Gaming, Heraldry, Hierarchy Contact, Language: Ancient, Mesmerism, Musician, Needlework, Presence, Prognostication, Psychometry, Religion: Ancient, Singing, Sixth Sense, Thespian Skill points at first level: (10 + Int modifier) x 4 Skill points at additional levels 10 + Int modifier Class Features Weapons: this class is proficient in the use of pistols, rifles, whip, sword cane, club, dagger, knife, baton and one of the following (rapier/foil), (shotgun), (short bow/long bow) Dilettantes may become proficient in other weapons with the use of the proper feat. (See PHB.) At third level Dilettantes gain Savior-Fair as a bonus feat. Class Ability: Spiritcraft All Dilettantes cast Mystic type spells through use of the Spiritcraft class ability. Access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of these spells. See Chapter Nine for complete information on how this ability functions. • Dilettantes start out with Minor access to the All Domain. (See Chapter Nine: Magic for details on the domains.) •

Exposure to a broad base of mystic practices has its advantages. Every other experience level starting with 1st, a dilettante can choose to research two domains instead of one. When reaching the next level of experience, the dilettante gains minor access to both domains. So at 2nd level they gain minor access to 2 domains, at third level they gain access to another domain. However this also has it's down side as well. A Dilettante can not keep her minds focused on the study of any domain long enough to gain major access to it.

Chapter Two: Classes

Awareness: Because of their study and awareness of the Spiritworld Dilettantes become disconnected to the real world. Therefore, they have a -2 penalty to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level. At first level they can attempt to turn Undead as a D&D cleric with the penalty discussed in Chapter Eight. Wealth: The first level Dilettante starts with 6d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income. The Dilettante is assumed to come from a wealthy family, and as such, to draw a regular income from a trust fund or similar source.

Explorer/Scout The waning years of the 19th century are a time of exploration and adventure. Large sections of Africa, Australia, and the Americas are savage and untamed, the polar regions are all but unexplored, and the mysterious Orient holds unlimited wonders for individuals brave enough to seek them out. Explorers take many appearances and roles. Some are professional scouts who serve as guides for hire. Others pursue their own explorations, seeking the fame and prestige of being the first human to set foot in a remote, dangerous place. Despite any differences, however, these heroes have a love of the wilderness and the sense of wonder that comes with the discovery of nature's hidden secrets. Explorers are self-reliant. They do not seek the company of others, but recognize the necessity of companions at times. The Explorer/Scout Hit Die is a d10. In the Living Death Campaign, they get 10hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Fighter column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Class Skills Animal Empathy, Athletics, Climb, Equestrian, Fire building, Fishing, Gunsmithing, Handle Animal, Hide, Hunting, Jump, Mountaineering, 10

Move Silently, Navigation, Rope Use, Seamanship, Search, Set Snares, Spot, Survival, and Swim Starting Skill points (6+ Int. modifier) x 4 Skill points per level advancement 6+ Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all rifles, all pistols, dagger, Bowie knife, club, knife, baton, and one of the following groups: (hand axe, machete), (short bow, long bow) or (lasso and bolo). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Track: Like the D&D Ranger, Explorer/Scouts get the Track Feat as a bonus. At 4th level they can also Find Traps with the Search Skill. (This does not include magical traps but is not limited to DC 20 traps.)

unrecognized, despite their importance to the operation and growth of any city or village. The same is often true in an adventuring party. For the good-hearted, hard-working laborer, however, the lack of attention means little. His reward is the test of his mettle against a task and the ability to complete it. No satisfaction is greater than the sense of accomplishment. Laborer Hit Die is a d10. In the Living Death Campaign, they get 10 hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Class Skills Athletics, Blacksmith, Brewing, Carpentry, Climb, Cooking, Fishing, Handle Animal, Jump, Listen, Masonry, Mining, Mountaineering, Rope Use, Seamanship, Survival, Swim, Teamster, and Weaving.

Bonus Toughness Feat at 2nd level Bonus Skill Focus Feat: Survival At 3rd level Wild Empathy: At 6th level the Explorer/Scout gains the Ranger Wild Empathy ability (PHB pg. 47). When dealing with city folk (people in metropolitan/civilized areas) the Explorer/ Scout is at -4 for the following skill checks: Bluff, Diplomacy, Disguise, Etiquette and Gather Information. Wealth: First level Explorer/Scouts start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Laborer

The laborer is the common individual of the world; therefore heroes can not acquire this as a second class using the multi-class option. Whether he works the land as a farmer, hammers iron into horseshoes, or lays the bricks that build cities, he is strong of will and body. A determined worker, he is proud of his craft and strives to see that his efforts are unequaled.

Starting Skill points (3+ Int. modifier) x 4 Skill points per level advancement 3+ Int. modifier The Laborer Class is excluded from ever gaining Knowledge type skills. If the hero multi-classes away from Laborer, and gains any knowledge skills, he cannot return to the Laborer class. The only exception to this rule is through the use of the Learning Feat. See Chapter Five for details of this Feat. Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, all shotguns, scatterguns, Bowie knife, club, dagger, baton, and one of the following; (sap, brass knuckles), or (hand axe, machete). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Great Fortitude Feat at 1st level Bonus Endurance Feat at 4th level Bonus Iron Will Feat at 7th level Wealth: First level Laborer starts with 1d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

The rest of society often overlooks the laborer. Far too often, his humble contributions go Chapter Two: Classes

11

details on the domains and casting spells.)

Medium



The medium is a tortured soul, for the burden of his powers is great. In some cases, the medium has accepted his lot in life and uses his powers willingly. Others are reluctant to use their magic out of fear that they are tapping into something beyond their control. In either case, the medium takes the practice of magic as a very serious responsibility.

Because of his natural reception for magic, the medium is able to cast additional spells. Each day, he may memorize and cast one additional spell per level available to him above 0 level spells. Thus a 3rd level mystic can cast three 1st level and two 2nd 1evel spells per day. This extra spell per level must be from either the All Domain or the Divination Domain. The Medium can therefore use Table 3-6 for the number of spells per day as it appears in the PHB.



The primary sign of a medium's gift is the ability for divination. For that reason, the medium must purchase at least 4 ranks of either the Psychometry or Sixth Sense skill.



The medium's first studies (after abandoning or completing study of the All Domain) must be the Divination Domain. The medium can begin to study other domains only after he has acquired major access to the Divination Domain.



If the Spell Focus Feat is taken, it must be for the Divination Domain before it is taken for any other Domain.



Because of their study and awareness of the spirit world, Mediums become disconnected to the real world. Therefore, Mediums have a -2 penalty equal to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level.

The medium is rather an unfortunate soul. This individual might have no desire to possess or employ magical powers, but is blessed (or cursed) with them regardless. While other mystics might spend years mastering their craft, the medium's powers to cast Mystic spells develop spontaneously.

The Medium's Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of that class. The Medium uses the Cleric column on table 3-1 in the PHB for base attack bonuses and saves. They use table 3-2 for Level dependent bonuses. From Table 3-6 in the PHB, they get the number of spells per day. Class Skills Alchemy, Arithmology, Concentration, Forbidden Lore, Hierarchy Contact, Language: Ancient, Mesmerism, Presence, Prognostication, Psychometry, Religion,: Ancient, and Sixth Sense. Skill points at first level: (5 + Int modifier) x 4 Skill points at additional levels 5 + Int modifier Class Features Weapons: this class is proficient in: dagger, all pistols, baton, knife and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spiritcraft. All Mediums cast Mystic spells through use of the Spiritcraft ability, which they need to cast spells. See Chapter Nine for the game mechanics involved Spiritcraft in casting and learning spells. •

Mediums start out with Minor access to the All Domain. (See Chapter 9 on Magic for

Chapter Two: Classes

At first level they can attempt to turn Undead as a D&D cleric with the penalty discussed in Chapter Eight. Wealth: First level Mediums starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Metaphysician

The metaphysician is an expert in the occult, who can cast Arcane spells. He views the practice of magic and the study of all that is supernatural as an scientific endeavor. His hope is that application of scientific method to the macabre will result in a complete understanding of that which seems to defy explanation.

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In all dealings with the supernatural, the metaphysician remains cool and calm. He tries to examine every encounter with the dispassionate eye of the scientist. To his mind, no mystery is so dark and no creature is so fantastic that it cannot be mastered through application of the scientific method. Observe, hypothesize, and test; that is the motto of the metaphysician.

enchantment, while the other two may be offensive spells. The players may select the spells their hero knows from a list presented in Chapter 9. Chapter 9 includes information on magic and spells. •

The Metaphysician is well versed in the theory and practice of magic. His knowledge of the supernatural is practical and well reasoned. This methodical approach to spell casting permits the character to memorize additional spells; each day, he can memorize one additional spell of each level that he can cast above 0 level. Thus, a 5th-level metaphysician can cast five 1st level, three 2nd level, and two 3rd level spells per day.



With all his efforts toward analytical thought, the metaphysician has a difficult time accepting that which he cannot explain. The powers of the Red Death, so far beyond those of mortal man, defy explanation in his mind. Because of this, the metaphysician is unusually vulnerable to mind-affecting magic. Therefore all checks vs. MindAffecting Magic are made with a negative 2 modifier.

The Metaphysician Hit Die is a d4. In the Living Death Campaign the metaphysician have 4 hit points at first level (+any Con bonus) , and gains 2 hp (+ Con bonus) each additional level of this class. Metaphysician use Table 3-1 in the PHB in the Wizard column for attack bonuses & saves and Table 3-2 for level dependent bonuses. They use Table 3-20 in the PHB for spells per day. Unlike the Adept, Metaphysicians do not get bonus Metamagic Feats. Class Skills Academician, Alchemy, Arithmology, Concentration, Forbidden Lore, Language: Ancient, Mathematics, Mesmerism, Physics, Prognostication, Psychometry, Religion: Ancient, Spot, Search, and Sixth Sense. Skill points at 1st level: (5+ Int. modifier) x4 Skill points at additional levels 5 + Int. modifier. Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, dagger, knife, club, & baton They may become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spellcraft The Metaphysician have the ability to cast Arcane spells through the use of the Spellcraft ability. The character’s Metaphysician level and his intelligence determine the level of spell he can cast. See Chapter Nine for the game mechanics involved in casting and learning spells. •



All Metaphysician characters begin the game with knowledge of the Detect Magic and Read Magic spells. In addition, a character is assumed to know 4 other spells, for a total of six. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive

Chapter Two: Classes

Wealth: First level Metaphysician starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Mystic

In MotRD the Mystic class is somewhat like the D&D Cleric but there are major differences. In the world of Gothic Earth Mystics get their abilities from the study of the Spiritworld and they learn how it can be woven to interact with the real world. Some Mystics may also be clergy members of one of the various religions. There is no actual connection between religion and mystics. There is no divine guidance or power involved in any mystic spell or power. The Mystics Hit Die is a d8. In the Living Death Campaign, Mystics get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Mystics use Table 3-6 for attack bonus, saves and spells per day, with the exception that they do not gain the extra domain spells. Class Skills Alchemy,

Arithmology,

Concentration, 13

Forbidden Lore, Herbalism, Hierarchy Contact, Language: Ancient, Mesmerism, Presence, Prognostication, and Psychometry. Religion: Ancient, and Sixth Sense. Skill points at first level: (5 + Int modifier) x 4 Skill points at additional levels 5 + Int modifier Class Features Weapons: Mystics are proficient in the following Weapons: dagger, all pistols, baton knife, and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spiritcraft. All Mystics cast Mystic spells through use of the Spiritcraft ability. The access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of their spells. See Chapter Nine for the game mechanics involved using Spiritcraft in casting and learning spells. •



Mystics start out with Minor access to the All Domain. (See chapter on Magic for details on the domains.) Mystics get a bonus Metamagic Feat at first level, fifth and tenth level (levels of Mystic only count toward this and other mystic spell casting class do not get these bonus Metamagic feats.)



At first level Mystics have the knowledge of the rituals needed to Turn Undead. At first level they can attempt to turn Undead as a D&D cleric with the penalty discussed in Chapter Eight.



At second level Mystics get the Extra Turning Feat as a bonus Feat.



Because of their study and awareness of the sprit world mystics become increasing disconnected to the real world. Therefore, Mystics have a -2 penalty to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level.

Wealth: First level Mystic starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Parson

In this context, the term parson is used to refer to any devoutly religious man or woman. Whether such a character is a Christian or Jew, a Moslem or Buddhist, his devotion to the church is unshakable. While such characters lack spell casting ability, they can do much to raise the morale of any adventuring party. Parsons are among the greatest enemies of the Red Deaths for they feel a deep compulsion to rid the world of its dark and sinister agents. Parsons range from soft spoken, fatherly gentlemen to adamant believers gripped with a missionary fervor. In any case, they are assumed to be knowledgeable about their faith and the teachings of their church. The parson is just as quick to pray for divine favor before undertaking a hazardous task as he is to offer thanks for its successful completion. See Table 3-1 in the PHB. Use the Adept column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Parson's Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. Class Skills Academician, Accounting, Astronomy, Bluff, Botany, Chemistry, Diplomacy, Etiquette, Forbidden Lore, Gather Information, Hierarchy Contact, History, Listen, Musician, Move Silently, Presence, Religion: Ancient, Religion: Modern, Sense Motive, Singing, Thespian, and Zoology Skill points at 1st level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, dagger, knife, club, and baton They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Skill Focus Feat: Religion: Modern at 1st level Bonus Feat: Iron Will at 1st level At 5th level the Parson gains the knowledge of

Chapter Two: Classes

14

the rituals involved in Turning Undead as a D&D cleric with the penalty discussed in Chapter Eight. They turn undead as a mystic four levels lower than their Parson level. If they multi-class to a mystic spell casting class that can Turn Undead the Parsons ability to Turn Undead will stack. At 10th level the Parson gains a Bonus Skill Focus feat for one Ancient Religion of their choosing. These characters devote much of their time and energy to the study of their faith and in silent prayer. Further, they are peacemakers who will do everything in their power to avoid violence. As such, parsons can not learn any weaponrelated heroic feats at any time. The Combat Feats that they are barred from taking include: Blind-Fight, Combat Reflexes, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improve Disarm, Whirlwind Attack, Improved Critical, Mounted Archery/Marksmanship, Mounted Combat, Trample, Ride-By Attack, Mounted Combat, Spirited Charge, Mounted Combat, Ride-By Attack, Point Blank Shot, Disarming Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Improved Bull Rush, Quick Draw. Wealth: First level Parsons start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Performer

This class includes the stage actor, the opera singer and even the circus acrobat. They all live and die by their reviews and popularity. Those who are well known get top billing, higher pay, better roles and better accommodations. Because of this, less well known performers tend to be flamboyant people. They often dress very conspicuously and act in a pompous or otherwise singular fashion. While there can be no doubt as to the talent of these people, some do tend to be full of themselves. The Performers Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Chapter Two: Classes

Class Skills Animal Empathy, Artist, Athletics, Bluff, Climb, Clown, Connoisseur, Dancing, Disguise, Equestrian, Etiquette, Gather Information, Handle Animal, Mesmerism, Move Silently, Musician, Needlework, Read Lips, Sense Motive, Singing, Thespian, Tightrope Walking, Tumble, and Ventriloquism. Class skills at 1st level (8+ Int. modifier) x4 Skill points at additional levels 8+Int. modifier each level. Class Features Weapons: This class is proficient in: dagger, all pistols, baton, knife, and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Skill Focus Feat (for one Performance skill in which they have at least 2 ranks) at 1st level, 5th level, and 10th level. Performers have a natural flair for the dramatic that, although essential to their success in the theater, cannot help but spill over into the other aspects of their lives. In game terms, this results in a natural -1 initiative penalty. The time lost by this handicap is assumed to be filled with banter, posturing, and similar dramatic elements. Wealth: First level Performer starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Professional:

This class includes those involved in careers that require specialized Education, to provide a service for income. Professional Class includes the Accountant, Archeologist, Physician, Journalist, Lawyer, Politician, Animal Breeder and others. This class also represents those who licensed to practice in such fields as Medicine and law. The Professional's Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses.

15

Class Skills Skills marked as "s" in the Chart in Chapter Four denote those skills that only go with a specific type of Professional class. (See below.) Class skills at 1st level (10+ Int. modifier) x4 Skill points at additional levels 10+Int. modifier each level. Class Features Weapons: This class is proficient with the following weapons: dagger, all pistols, baton, knife, and club They may become proficient in other weapons with the use of the proper feat or if listed in description. (See PHB.) Bonus Skill Focus Feat: at first level each type of Professional receives a free Skill Focus Feat. See below for which feat. They must have at least 2 ranks in that skill. If they do not, they forfeit the bonus feat.

Class Specialties The Professional Class can only have one class Specialty.

Animal Breeder Animal breeders have an extensive knowledge about care, handling, and attributes for the species in which they specialize. They can discern the general health of the animal from its appearance and in time (at 5th level) may be able to guess the identity of likely breeders if in their part of the world. Breeders will be able to control and usually calm excited animals of their selected species if they make an Animal Empathy skill check. They can always recognize the tracks, fur, feathers, etc. of the species they raise. Class Skills: Agriculture, Accounting, Animal Empathy, Animal Husbandry, Handle Animal, Appraise, Biology, Blacksmith, Connoisseur, Healing, Listen, Spot, Survival, and Zoology. Bonus Skill Focus Feat: Animal Husbandry at first level (They must have at least 2 ranks in this skill). These individuals tend to be very focused towards their animals and suffer a penalty of -2 to charisma and Etiquette checks in dealing with the general public who is not particularly interested in those animals. They also suffer a -2 penalty on any knowledge checks on topics that Chapter Two: Classes

do not involve animals. Wealth: First level Animal Breeder starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Archaeologist He probably calls himself an archaeologist, or an acquirer of rare antiquities, but some others use quite different names, names like grave robber, tomb raider, and ghoul. He may or may not have a degree, but regardless, he is more at home in a ruined temple or an ancient tomb than a classroom. He is an adventurer devoted more to the search for and preservation of antiquities and mysteries of the past. Whether he is motivated by excitement, the quest for knowledge, material gain, or a combination of the three, he is a true and classic gothic adventurer, constantly seeking new antiquities to uncover. His original training (or talent) may equally have been engineering or ancient religion, but his focus soon centered on archaeology. Class Skills: Academician, Appraise, Archeology, Astronomy, Biology, Botany, Chemistry, Connoisseur, Diplomacy, Electricity, Engineering, Gather Information, Geology, History, Language: Ancient, Navigation, Photography, Physics, Religion: Ancient, Search, Spot, Survival, Toxicology, Zoology Bonus Skill Focus Feat: Archeology at first level (They must have at least 2 ranks in this skill.) Wealth: First level Archeologist starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on heroes' income.

Journalist The popular press is a rapidly blooming industry in the 1890's. Every major city has at least one newspaper; monthly magazines bring stories of global events to an eager public; and the works of popular novelists are purchased as quickly as they can be printed. The world's authors whether they be newspaper reporters, fiction writers or poets, document all that happens on Gothic Earth. Journalist characters are constantly on the watch for events that can be documented and reported. Most recognize their place as historians, recording every incident so that others can vicariously expand their knowledge and experience. A good journalist is dogged and relentless in the quest for a story. A journalist 16

might be motivated by a desire for personal fame, the noble belief that he is serving his fellow man, or the simple joy of revealing that which others would prefer to keep secret. Class Skills: Academician, Appraise, Bluff, Diplomacy, Etiquette, Gather Information, History, Journalism, Listen, Photography, Search, Sense Motive, and Spot. Bonus Skill Focus Feat: Journalism at first level. (They must have at least 2 ranks in this skill.) Journalists are expected to learn every detail of a story. When covering a story, you can become obsessed in the pursuit (-2 to all Wisdom Checks, and Diplomacy checks) and may even ignore facts that contradict what you wish to believe. Wealth: First level Journalist starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Lawyer From the Solicitors with their through understanding of business and financial law, to the Barristers who argue cases before the criminal courts, Gothic Earth is rife with lawyers and attorneys. Whether they prosecute the guilty, defend the innocent, or litigate trade disputes, their importance in the western world cannot be belittled. Lawyers tend to be methodical, careful people. They pay constant attention to the words and actions of others, while guarding their own to avoid giving away any secrets. Whenever possible, they take time to formulate a plan and make sure nothing is left to chance. they are also frequently trained in diction and debating skills. Class Skills: Academician, Bluff, Concentration, Connoisseur, Diplomacy, Etiquette, Gather Information, History, Law, Listen, Search, Sense Motive, and Thespian Bonus Skill Focus Feat: Law at first level (They must have at least 2 ranks in this skill.) Wealth: First level Lawyer starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Other The list here is not all-inclusive. Obviously there are other Professionals in this era. The Chapter Two: Classes

Accountant, the Mortician, the Pharmacist, and Entrepreneurs are also possible Professional class type heroes. Besides the skill most directly related to the "profession" of this class, the class skills are limited to the general class skills listed below. Class Skills: Accounting, Astronomy, Appraise, Biology, Botany, Chemistry, Connoisseur, Electricity, Engineering, Etiquette, Geology, Mathematics, Medicine, Navigation, Photography, Physics, Toxicology, and Zoology. This class also gets a free Skill Focus Feat that directly relates to their type (such as Mathematics for the accountant). They must have at least 2 ranks in this skill. Chinese Pharmacists have an additional class skill of Herbalism. Wealth: First level Professional starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Physician All Medical Doctors MUST be Professional, Physician Class. Healers have a long and notorious history in the world. Working with the most current scientific methods and the highest of ideals, physicians seek to bring comfort and health to the suffering and dying. He is a familiar figure, trusted and beloved, who must do his best to remain in touch with the latest news from the medical community. Most physicians have sworn an oath to ease the pains of man at every opportunity, and further, to cause no harm to a patient. Players of physician characters should keep this in mind as the character's constant motivation. This is especially important in combat. The physician is a healer, not a killer, and will be reluctant to use force where cleverness and logic will suffice. He will not hesitate to take measures to protect his allies from harm, and will tend the wounded (even injured enemies—of a non-supernatural nature, at least) as soon as gunplay is over. Physician characters may write prescriptions. They generally have access to medicines and chemicals not normally available to adventuring parties. The DM determines which chemicals and medicines may or may not be available.

17

Class Skills: Academician, Astronomy, Biology, Botany, Chemistry, Connoisseur Diplomacy, Etiquette, Electricity, Healing, Listen Medicine, Physics, Psychology, Spot, Toxicology, Zoology (For Chinese Physicians only, Herbalism is also a class skill.) Bonus Skill Focus Feat: Medicine at 1st level Medicine Skill: At first level a Physician must take no less than 3 ranks in the Medicine Skill. In order to keep abreast of the latest scientific discoveries in the field of Medicine, the Physician is required to have at least the same number of ranks in Medicine as they have Physician class levels+1. The physician character operates under a strict code of conduct. He must give aid to all that need it, regardless of personal risk. A physician who ignores this duty may be investigated by a governing medical body and stripped of the license to practice medicine. Such characters lose all access to prescription medicines, and are unable to place patients in hospitals or similar facilities. Because of this they would be at -4 to all attempts to use their Medicine Skill to heal anyone, as they do not have the proper supplies. Wealth: First level Physician starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Politician During the 1890s, politicians increasing come from the professional class rather than upper class of society. Many politicians are “selfmade” men who had a first career as physician, lawyer, scholar, soldier, diplomat, banker, publisher, or parson. Also, during the 1890s, the consideration of politics as a “science” was just coming into vogue. While in some parts of the world, politics is still seen as a public service of high calling; in the United States, the image of the politician is suffering from various public scandals. Regardless of private opinions, politicians are usually treated as honored leaders and become the center of attention. All politicians have high people skills (charisma) and are extroverts. Some politicians will be wellread on political theory around the world and able to discuss various proponents and political systems of the day (Karl Marx and Friedrich Engels - communism; socialism - Karl Kautsky, Rosa Luxemburg, and Eduard Bernstein; Chapter Two: Classes

populism The Grange movement; conservatism - Edmund Burke; anarchism Pierre Joseph Proudhon; absolutism; democracy; and so forth). A politician will enjoy being the center of attention (unless it is unfavorable) and play up to the crowds. Some politicians may have a serious demeanor and will stick to logic while others go for emotions. The role of politician is a center of power and status symbol in a society (although meaningless in the wilderness or where no law holds). The politician will tend to call for law enforcement over physically defending himself. Influence The politician tends to get good reception from both government and business leadership in any community, assuming he can communicate with them. When dealing with them he gets a +2 to Diplomacy, Etiquette, and Bluff skill checks. He will be more likely to obtain favors and exert influence within these officials and businessmen. (Judges are not included unless the politician is able to appoint judges.) Politicians must be careful not to ever damage their image in public. If they bring disgrace upon their office, their reputation will cause a -4 reaction from the public and no favors will be obtained from officials or business leaders. A Dark Powers check is doubled if the hero breaks a law or an oath. Class Skills: Accounting, Astronomy, Appraise, Biology, Bluff, Botany, Chemistry, Connoisseur, Electricity, Engineering, Etiquette, Diplomacy, Geology, Law, Listen, Mathematics, Medicine, Navigation, Photography, Physics, Sense Motive, Spot, Toxicology, and Zoology. Bonus Skill Focus Feat: Etiquette at first level (They must have at least 2 ranks in this skill) Wealth: First level Politician starts with 6d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Scholar/Scientist The scholar is an academic who has devoted his life to the pursuit of knowledge and education. As a rule, such characters are almost always affiliated with a college, museum, or similar institution devoted to research and learning. Scholars tend to be bookish individuals who 18

prefer the comforts of the lab and library to the rigors of field research. A Scientist is a man of learning, who pushes to discover new knowledge using precise methodology, extremely dedicated to his particular branch of study. Gothic Earth scientists are often considered to be introverted and cold. To be sure, most would rather be hard at work in their laboratories than enjoying a night on the town. The latter criticism, however, is often untrue. Most scientists pursue their work with the dream of making everyone's life better. Other bold souls may be suited to go into the world and discover things; the scholar and the scientist prefers to remain in his study or Lab to catalog, test and analyze the findings when they return. Of course, from time to time, even these folk are forced to leave their comforts behind to examine something firsthand. When you take this class for your hero you must pick a field, be it Chemistry, History, Literature, Physics, Biology, etc. as your initial area of expertise. That skill will be the one improved by the your first bonus Skill Focus Feat. The Scholar/Scientist Hit Die is a d4. In the Living Death Campaign, they get 4 hit points at first level (+any Con bonus) and gain 3 hp (+Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Wizard column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Class Skills Academician, Archeology, Astronomy, Biology, Botany, Chemistry, Concentration, Cryptology, Demolition, Electricity, Engineering, Geology, History, Language: Ancient, Law, Mathematics, Medicine, Navigation, Physics, Psychology, Religion: Ancient, Religion: Modern, Taxidermy, Toxicology, and Zoology. Skill points at 1st level: (10+ Int. modifier) x4 Skill points at additional levels 10 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, dagger, knife, club, and baton. They may become proficient in other weapons with the use Chapter Two: Classes

of the proper feat. (See PHB.) Bonus Skill Focus Feat: Knowledge Skill at first level (They must have at least 2 ranks in this skill.) At fifth level the Scholar/Scientist gains a bonus Skill Focus Feat for any class skill. Just as the Scholar is assumed to be affiliated with a college, museum, or similar institution devoted to research and learning, all scientists are assumed to begin play with access to a laboratory sufficient to meet their research needs. This facility is not theirs to do with as they please, however, and presumably is part of a school, museum, or similar institution. If a player wishes to outfit a private laboratory for his character, the cost to do so is assumed to be $500. Each Campaign year, an addition $100 must be expended to keep the facility stocked and up to date. Circumstance: The Scholar and Scientist benefit from having the proper resources. If in a good Library or well-equipped Lab, they get a +2 bonus to all non-arcane Knowledge skill checks. Also the reverse is true, if they do not have such facilities on hand they have a penalty of-2 to these checks. They are not used t making due with shoddy equipment or the lack of proper reference material. Wealth: First level Scholar/Scientist starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Servant

The well-groomed butler, the attentive maid, the uniformed coachman, the matronly lady-in-waiting, the obedient foreign manservant all of these images and more come to mind when one thinks of those dedicated souls who find employment as personal servants to society's well-to-do elite. Whatever their official title or function, they all share the same purpose, to see to the needs and comforts of their employer and his family. Cultured, genteel, prim and proper, all of these describe the ideal servant. Manners and protocol are the highest of virtues, prompt and quality service the loftiest of goals. The needs of the employer (and his guests) are of the highest import, and the servant will see to those needs, even if the employer himself does not recognize 19

them! Servants in the Society of the White Rose: Most employers will not look favorably on servants who leave with little notice and who can not give an estimate when they will return. Frequent absence is an inconvenience to the employer as are long absences. The returning heroes may find themselves without a job. This class works best when another hero is the servant's employer. Any character of noble or wealthy breeding would do, though the ideal hero companion would be a Dandy, Dilettante or Politician class hero. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Servant's Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. Class Skills Appraise, Bluff, Cooking, Diplomacy, Etiquette, Fire building, Gather Information, Healing, Heraldry, Listen, Move Silently, Needlework, Search, Sense Motive, Spot, Teamster, and Thespian Skill points at 1st level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, knife, club, dagger, and baton and a choice of one of the following: (hand axe, machete), (sap, brass knuckles), (rapier, foil), and (pots and pans). They may become proficient in other weapons with the use of the proper feat. (See PHB.) A good servant attempts to maintain a calm and proper demeanor no matter what happens around him. This unflappable character gains a +2 bonus on all Fear Checks, whether magical or non-magical in nature. They are very good at what they do and get a bonus Skill Focus Feat: Etiquette at second level. At 5th level they gain another bonus Skill Focus Feat for one of their class skills. (Their choice.)

attitude is a natural aversion to objects, people, and situations that might be considered improper, rude, or vulgar. This gives the servant a -2 penalty on all Horror Checks. Wealth: First level Servant starts with 1d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Shaman

The shaman is a representative of a so-called primitive people. The typical citizen of the 1890's, in branding the shaman as primitive, has no idea that the shaman's affinity for nature and the wild is a far greater talent than the supposedly civilized people of Gothic Earth could ever guess. This affinity for wild things and the vibrant energies of life give the shaman his power to cast Mystic spells. This class can not be taken as a second class. If you have this class you may gain another class, but you can not become a Shaman later. Whether a native American, an Australian aborigine, or an African tribesman, the shaman is a force not to be underestimated. His outlook on life is not tainted by the creature comforts common to the inhabitants of Europe and the United States. Indeed, he looks at these people with pity, for they have broken their ties with nature. To live like they do would certainly kill him, for theirs is a discordant culture. The Shamans use the Cleric column on Table 3-1 for attack bonuses and saves. They use Table 3-2 for level dependent bonuses. Spells per day are on Table 3-6 with the exception that the bonus domain spell is dropped. Shaman Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Class Skills Animal Empathy, Concentration, Equestrian, Fire Building, Forbidden Lore, Handle Animal, Healing, Herbalism, Hunting, Jump, Language: Ancient, Mesmerism, Mountaineering, Move Silently, Presence, Prognostication, Psychometry, Religion: Ancient, Religion: Modern, Set Snares, Sixth Sense, Survival, and Swim

An unfortunate side effect of the servant's Chapter Two: Classes

20

Skill points at first level: (5 + Int modifier) x 4 Skill points at additional levels 5 + Int modifier Shamans tend to avoid or do not value western civilization and its education. Therefore Shamans do not have access to those knowledgebased skills that are tied to that type of learning/knowledge. Use of the Learning Feat is required for access to those skills. See Chapter 5 for more details regarding this feat. Class Features Weapons: Shamans are proficient with the following: dagger, all rifles, Bowie knife, club, baton and one of the following;.( machete and hand ax), (short bow, & long bow) or (lasso and bolo). They may become proficient in other weapons with the use of the proper feat. (See PHB. The shaman's ties to nature are strong enough to be sensed by man and animal alike. A comforting aura permeates this character that strikes a chord in even the most hardened city dweller. As such, a shaman has a bonus of +2 to all Charisma based checks, except the Gaming skill. Class Ability: Spiritcraft:. All Shamans can cast Mystic spells because of this ability. Access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of their spells. See Chapter Nine for the game mechanics involved in casting and learning spells. •

Shamans start out with Minor access to the All Domain. (See Chapter 9 on Magic for details on the domains.)



Because of their ties to nature Shamans have a +3 bonus when casting spells from the Animal, Plant or Weather Domain.



Because of their study and awareness of the sprit world Shamans become increasing disconnected to the real world. Therefore, Shamans have a -2 penalty to Initiative rolls.

Shamans do not have the ability/knowledge to Turn Undead. Wild Empathy: At first level Shamans gain the Ranger Wild Empathy ability (PHB 47). Chapter Two: Classes

Wealth: First level Shaman starts with 1d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Soldier

This class is similar to the Fighter class of D&D. However, during the time in between the Renaissance and the 1890s, the soldier/fighter has become more of a specialist. They generally are good at a few weapons rather than knowledgeable with all weapons. In view of this fact the Soldier has a more limited list of weapons with which they are proficient. Soldiers can make use some alternative weapons. Additional weapons are gained up by taking the Feats for exotic or marital weapons. This class is designed to reflect men who are enlisted in a military force. Selections are offered for the different branches of the military. The character must have one and only one branch chosen for class skills and feats (even if the character is no longer in a military organization). See Table 3-9 in the PHB for attack bonuses, saves and bonus feats based on level. The Soldier's Hit Die is a d10. In the Living Death Campaign, Soldiers get 10 hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of soldier class. Class Skills In Chapter 4 there is a chart listing all class skill for the Soldier class. Some of these skills are listed as "s" for special. There are 3 main types of Soldiers; Infantry, Cavalry and Sailors. While all 3 types of Soldiers share certain skills, the descriptions below list those skills that are "class skills" for that type. Starting Skill points (4+ Int. modifier) x 4 Skill points per level advancement 4+ Int. modifier Class Features Antique Weapons: A majority of the weapons listed in the PHB are considered antiques and are not in common use. Therefore the Exotic Weapon Proficiency Feat is required if the player wishes her character to know how to use such weapons as halberds, long swords or crossbows (to name just a few). Bonus Feats: Like Fighters in D&D Soldiers get 21

Bonus Combat Feats at 1st, 2nd, and every two levels thereafter (4th, 6th, 8th, etc). Soldiers are not automatically proficient in the use of Shields. Weapon Specialization : This Feat is available only to soldiers who have already taken Weapon Focus Feat and have reached 4th level. If the weapon is a firearm, the damage only applies to Aimed or Rapid Fire and only if the target is within 30'. Wealth: First level Soldier starts with 3d6 x $10.00 for starting cash. You must buy all of your equipment (even if your hero is currently the member of a military unit). See Chapter 6 for information on heroes' income.

Infantry Class Features Martial Weapons: All Soldiers are generally proficient with the following weapon types: all rifles, all pistols, all carbines, all shotguns, scatterguns, saber, artillery weapons, dagger, and Bowie knife. All Soldiers are also proficient with the non-martial weapons: club, sword cane, baton, and knife. (Hand axe, machete), (sap, brass knuckles), (rapier, foil), (short bow, long bow) and (lasso and bolo) are not considered standard weapons, but may be substituted instead of one or more of the above listed weapons types to tailor the hero to the character concept. For example: If a player wished to create a soldier hero who is an Native American then the player could substitute the short bow/long bow weapon group for the artillery weapon group. If a player wish to create a cowboy type soldier, then they could replace artillery weapons with lasso and bolo. Bonus Feats: Like the D&D Fighter, Soldiers: Infantry gain bonus combat feats based upon class level(see above). Their available Combat feats in Gothic Earth are: Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improved Disarm, Whirlwind Attack, Improved Critical, Improved Initiative, Improved Unarmed Strike, Pugilism, Shield Proficiency, Stunning Fist, Martial Weapon Proficiency, Point Blank Shot, Disarming Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Improved Bull Rush, and Quick Draw. Class Skills: Demolition,

Artillery, Athletics, Climb, Equestrian, Fire-building,

Chapter Two: Classes

Gunsmithing, Handle Animal, Heraldry, Hunting, Jump, Rope Use, Search, Survival, Teamster.

Cavalry Class Features Martial Weapons: All Cavalrymen are generally proficient with the following weapon types: all rifles, all pistols, all carbines, all shotguns, scatterguns, saber, artillery weapons, dagger, and Bowie knife. All Cavalrymen are also proficient with the non-martial weapons: club, sword cane, baton, and knife. Lance, (Hand axe, machete), (sap, brass knuckles), (rapier, foil), (short bow, long bow) and (lasso and bolo) are not considered standard weapons, but may be substituted instead of one or more of the above listed weapons types to tailor the hero to the character concept. Bonus Feats: Like the D&D Fighter, Cavalrymen gain bonus combat feats based upon class level (See Above). Their Combat feats in Gothic Earth are: Animal Affinity, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improve Disarm, Whirlwind Attack, Improved Critical, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency, Mounted Combat, Mounted Archery/Firearm, Mounted Combat, Trample, Ride-By Attack, Mounted Combat, Spirited Charge, Mounted Combat, Ride-By Attack, Point Blank Shot, Disarming Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Quick Draw, and Shield Proficiency. Class Skills: Animal Empathy (horses), Artillery, Athletics, Demolition, Equestrian, Gunsmithing, Handle Animal, Heraldry, Hunting, Jump, Spot, Survival, Teamster.

Navy Class Features Martial Weapons: All Sailors are generally proficient with the following weapon types: all rifles, all pistols, all carbines, all shotguns, scatterguns, saber, artillery weapons, dagger, and Bowie knife. All Sailors are also proficient with the non-martial weapons: club, baton, and knife. The weapon groups (sap, brass knuckles), (rapier, foil), and (short bow, long bow) are not considered standard weapons, but may be substituted instead of one or more of the above listed weapons types to tailor the hero to the character concept.

22

Bonus Feats: Like the D&D Fighters, Sailors gain bonus combat feats based upon class level (see above). Their Combat feats in Gothic Earth are: Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improve Disarm, Whirlwind Attack, Improved Critical, Improved Initiative, Improved Unarmed Strike, Pugilism, Stunning Fist, Improved Unarmed Strike, Martial Weapon Proficiency, Point Blank Shot, Disarming Shot, Far Shot, Precise Shot, Rapid Shot, Power Attack, Improved Bull Rush, and Quick Draw. Special Class Skills: Artillery, Athletics, Climb, Demolition, Gunsmithing, Heraldry, Fishing, Jump, Navigation, Seamanship, Swim, Rope Use, Spot, and Survival.

Soldier, Officer: Infantry, Cavalry, or Navy

Military Officers generally have some formal education and usually a college degree. Some spend a portion of their time working the system and using politics to insure continued promotions and good assignments. Others continue to study military history and tactics, trying to devise ways to cause more harm or discourage an enemy while keeping their troops safe. While they must be physically fit, their time spent behind a desk and at official functions is reflected in the smaller hit die that is used for them. During training their time is focused more on learning and command. See Table 3-1 in the PHB. Use the Fighter column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Officer's Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 6 hp (+ Con bonus) each additional level of this class. Class Skills The following skills are common to all Soldier Officers: Academician, Accounting, Artillery, Athletics, Biology, Bluff, Botany, Chemistry, Cryptology, Demolition, Diplomacy, Engineering, Etiquette, Geology, Gunsmithing, Heraldry, History, Hunting, Law, Mathematics, Survival, Swim, Physics, Zoology. Soldier, Officer: Infantry additional class skills: Climb, & Jump Chapter Two: Classes

Soldier, Officer: Calvary additional class skills: Animal Affinity, Equestrian, and Handle Animal. Soldier, Officer: Navy additional class skills: Climb, Navigation, Seamanship and Use Rope. Starting Skill points (6+ Int. modifier) x 4 Skill points per level advancement 6+ Int. modifier Class Features Martial Weapons: All Military Officers are generally proficient with the following weapon types: all rifles, all pistols, all carbines, all shotguns, scatterguns, saber, artillery weapons, dagger, Bowie knife and lance. All Military Officers are also proficient with the non-martial weapons: club, sword cane, baton, and knife. The weapon groups (rapier, foil), (short bow, long bow) and (lasso and bolo) are not considered standard weapons, but may be substituted instead of one or more of the above listed weapons types to tailor the hero to the character concept. Antique Weapons: A majority of the weapons listed in the PHB are considered antiques and are not in common use. Therefore the Exotic Weapon Proficiency Feat is required if the player wishes her character to know how to use such weapons as halberds, long swords or crossbows (to name just a few). Feats: Depending on which of the three branches of service the Military Officer will have specific Bonus Feats, which they receive, at first level Infantry: Skill Focus: Artillery and Combat Reflexes (requires Int of 13+) Cavalry: Mounted Combat and Mounted Firearm (requires one rank of Equestrian) Navy: Skill Focus: Artillery and Skill FocusNavigation (requires minimum of one rank of Navigation) Wealth: First level Officer starts with 4d6 x $10.00 for starting cash. You must buy all of your equipment (even if your hero is currently the member of a military unit). See Chapter 6 for information on hero's income.

Spiritualist

The spiritualist is a scientist devoted to the study of mystical powers. Like the metaphysician, he 23

amount of time that he spends studying his spells adds +1 to DC for saves against his spells.

applies scientific method to every endeavor. To the spiritualist, magic is simply a field of science that has yet to be explored. The Spiritualist casts mystic spells. The spiritualist tends to be arrogant. His vision of the spirit world makes him feel superior to the blindness of the common man. Those scientists who do not recognize the supernatural as a valid area for research he considers to be ignorant fools.



The spiritualist's methods make him a perfectionist. He takes his time when casting a spell and devotes every thought to making sure it is cast exactly right. The result of this dedication is that spells cast by a spiritualist take longer to cast than those employed by mystics. Double all casting times. (If a spell has a casting time of one action it then becomes a one round spell.) However, because of the effort taken the Spiritualist also gains a +3 circumstance bonus to the spell casting check.



Because of their study and awareness of the sprit world Spiritualists become disconnected to the real world. Therefore, they have a -2 penalty equal to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level.



The Spiritualist cannot Turn Undead.

The Spiritualist's Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Spiritualists use the Cleric column on PHB Table 3:1 for attack bonuses and saves. They use table 3-2 for level dependent bonuses and Table 3-6 for spells per day with the exception that they do not gain the extra domain spell. Class Skills Academician, Alchemy, Arithmology, Concentration, Forbidden Lore, Hierarchy Contact, Mesmerism, Presence, Prognostication, Psychometry, Religion: Ancient, Sixth Sense Skill points at first level: (5 + Int modifier) x 4 Skill points at additional levels 5 + Int modifier

Wealth: First level Spiritualists starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Class Features Weapons: They are proficient with the following weapons: dagger, all pistols, knife, baton and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.)

Tradesman

Class Ability: Spiritcraft. All Spiritualists cast mystic spells through use of the Spiritcraft class ability. Access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of their spells. See Chapter Nine for the game mechanics involved spiritcraft in casting and learning spells.

The tradesman does not require any knowledge skill to practice his craft or trade. His work is more "hands-on" and the stuff of ordinary life.

Tradesmen make up the majority of population in Gothic Earth. Tradesmen are artisans, the corner grocer, the tailor or policeman on his beat, to name but a few of possibilities.

the the the the

Tradesmen use the Rogue Column on Table 3-1 in the PHB for attack bonuses and saves. They use Table 3-2 for level dependent bonuses.



Spiritualists start out with Minor access to the All Domain. (See chapter 9 on Magic for details on the domains and casting spells.)

The Tradesman's Hit Die is a d6. In the Living Death Campaign, Tradesman get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class.



While he may appear to be a boastful fraud, the spiritualist is every bit the expert that he claims. As such, any spell cast by such a character is especially effective. The great

Class Skills Agriculture, Animal Husbandry, Artist, Blacksmith, Brewing, Carpentry, Clockwork, Cobbling, Cooking, Fishing, Gunsmithing,

Chapter Two: Classes

24

Jeweler, Masonry, Mining, Musician, Needlework, Photography, Seamanship, Swim, Tailor, Taxidermy, Teamster, Toxicology, Weaving



All general D&D rules about multi-classing apply.



When determining level for playing an event, all levels, no matter what the class, are counted as it is character level that counts.



If a hero multi-classes, he does not get the starting (character creation) money or starting skill points for the second class (as per PHB).



For adventure starting cash (discussed in Chapter 6 on Equipment), the multi-class hero gets the amount for the class they have the highest number of levels in. If both classes have the same number of levels the amounts are averaged.



In the Living Death Campaign, some classes can only be taken at the creation of the character, you cannot decide to become that class later. These classes are Criminal, Laborer and Shaman.



Athlete, Professional, Soldier and the Soldier Officer Classes all require you to select a specific type of that class. A character can only take one type of that class; they cannot multi-class to another type. For example; an 3rd level Athlete: Tennis can not multi-class to be an 3rd level Athlete: Tennis/ 1st level Athlete: Baseball.



Be aware that certain combinations of classes could be cause for your hero to receive negative reactions from NPCs.

Class skills at 1st level (10+ Int. modifier) x4 Skill points at additional levels 10+Int. modifier each level Class Features Weapons: This class is proficient in: dagger, all pistols, baton, knife, and club. A tradesman who wishes to learn additional weapons must take the Marital Weapon Proficiency Feat. At first level Tradesman receive one bonus Skill Focus Feat: this must be for a Craft or Profession type skill in which they have at least 2 ranks. Wealth: First level Tradesman starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.

Multi-class Heroes •





MotRD characters are limited to one additional class. (This rule does not include Prestige classes). MotRD characters may gain more than one Prestige class as long as they qualify. Characters can not have two classes that cast the same type of spells, arcane or mystic, except for prestige classes. In other words the character can have levels in both Mystic and Adept but they can not have class levels in both Mystic and Medium, or Adept and Charlatan. They can, however, have class levels in both Mystic and the Prestige Class Exorcist. Any given LD hero cannot combination of the prestige Minister, Shepherd and Qabalist.

gain a classes,

Chapter Three: Prestige Classes Exorcist

Exorcists are religious specialists who are trained and empowered to banish evil spirits. Unlike most religious figures on Gothic Earth, exorcists Chapter Two: Classes

do have spiritual powers (mystic spells) to help them in their spiritual warfare against evil. Through elaborate rites the exorcist hopes to drive away the spiritual forces of the Red Death, preventing them from causing harm to the bodies and souls of humanity. Specific creatures that exorcists are particularly effective in combating include ghosts, haunts, odems, carrionettes, ghostlights, even fiends, as well as other monsters capable of dominating or possessing their victims. They also have heightened powers 25

against all forms of undead. Exorcists are serious about their work and very devoted to their religion. Not all of them are dour and grim, but most are. Generally, exorcists have completed many years of training to learn their skills and perfect their devotion. Most exorcists should be at least middle-aged.

REQUIREMENTS Able to cast 3rd level Mystic Type Spells Lawful Good Alignment Minor Access to Protection Domain Major Access to All Domain 5 ranks in Modern Religion 5 ranks in Forbidden Lore

Table 3:1 The Exorcist Class Level

BAB

Fortitude Save

Reflex Save

Will Save

1st 2nd 3rd

+0 +1 +2

+0 +0 +1

+0 +0 +1

+2 +3 +3

4th 5th 6th 7th 8th 9th 10th

+3 +3 +4 +5 +6 +6 +7

+1 +1 +2 +2 +2 +3 +3

+1 +1 +2 +2 +2 +3 +3

+4 +4 +5 +5 +6 +6 +7

Special

Extra Turning Feat Resist Possession Skill Focus Forbidden Lore (one type) 1/day Protective Ward

1/day Dismissal Maximize Spell Feat Dispel Evil Extra Turning Feat 2/day Protective Ward

2/day Dismissal

HIT DICE The Hit Dice for this prestige class is d8. In the Living Death Campaign heroes with this prestige class gain 6hp + Con Bonus/level. CLASS SKILLS The Exorcist's class skills are Religion (both Ancient & Modern), Ancient Languages, Forbidden Lore, History, Concentration, Presence, and Sixth Sense. Skill points at each level: 3+ Int modifier CLASS FEATURES Spells and Turning: As the exorcist continues training in some areas of Spiritcraft, they gain add their Prestige Class level to their former mystic caster level when determining both the spells per day and Turning Undead. If the previous mystic spell caster class could not Turn Undead, then only the Prestige Class levels count when attempting to turn Undead. (See Turning Undead in the Chapter Eight) They do not gain access to new domains, or bonus metamagic feats as they gain levels in this Prestige Class. Extra Turning Feat: Bonus Feat (see PHB pg. 94 for details on this feat).

Chapter Three: Prestige Classes

Spells +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class +1 level of existing mystical class

Resist Possession: Because of the nature of their studies Exorcists gain a +4 bonus to their Will saves whenever a creature or person attempts to take over their mind either by spells, like Magic Jar, or a Monster's natural ability. Protective Ward (Sp): You can perform a ritual which uses some of your physical energy as well as the energies of the Spiritworld which grants someone you touch a resistance bonus on her next save equal to your Prestige Class Level. This protection fades after one hour. This ritual takes 2 rounds and has a Spiritcraft check DC 14(to complete correctly). A 4th level Exorcist can do this once per day. A 8th level Exorcist can do this twice a day. Dismissal (Sp): Due to their study of the rituals involved in exorcising spirits, a 5th level Exorcist can cast Dismissal once per day, even if they do not have major access to the Summoning Domain. This does not take up a spell slot nor does it mean that they can also take this as one of their normal spells (unless they have major access to the Summoning Domain). A 10th Exorcist can cast this twice a day. A Spiritcraft check is still required when using this ability. Maximize Spell: At 6th level the Exorcist gains

26

the bonus Metamagic Feat: Maximize Spell. If they already have this feat, they gain no bonus. Dispel Evil (Sp): Due to their study of rituals and the casting out of evil spirits; the 7th level Exorcist can cast Dispel Evil once per day, even if they do not have major access to the Good Domain. This does not take up a spell slot nor does it mean that they can also take this as one of their normal spells (unless they have major access to the Good Domain). A Spiritcraft check is still required when using this ability Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 2d6.

Forbidden Loremaster

These characters believe that knowledge is power, especially knowledge of the past and of magic. They believe that they must find out what secrets groups like The Defiance (destroyed

in ancient Alexandria) knew. Their focus is on learning which paths of research the ancients followed. (They are assuming that since the Great Enemy feared them so much that they had found important information.) They spend their time looking for journals and diaries from times long past for clues as well as searching for ancient texts and rituals. In their studies they are also searching for ways to cast more spellsArcane or Mystic or how to cast spells more effectively. REQUIREMENTS 8 ranks of Academician Skill Has two different Ancient Languages Skills with 5 ranks each 5 ranks in one Ancient Religion Skill Focus Forbidden Lore Skill Focus Academician Can cast 1st level Arcane Spells or 1st level Mystic Spell

Table 3:2 The Forbidden Loremaster Class Level

BAB

Fortitude Save

Reflex Save

Will Save

Special

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+0 +0 +1 +1 +2 +2 +3 +3 +4 +4

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Instant Mastery Ancient Language Mythic Lore Instant Mastery Ancient History Rediscovered Ritual Mythic Lore Instant Mastery Ancient Language Second Rediscovered Ritual Quicken Spell Mythic Lore Maximize Spell

HIT DICE The Hit Dice for this prestige class is d6. In the Living Death Campaign heroes with this prestige class gain 4hp + Con Bonus/level CLASS SKILLS The class skills for the Forbidden Loremaster are Academician, History, Ancient Languages, Forbidden Lore, Concentration, Cryptology, Alchemy and Archeology. Skill points at each level: 6+ Int modifier CLASS FEATURES Spells per day: As the Forbidden Loremaster continues their study of the ways of magic, they

Chapter Three: Prestige Classes

Spells +1 level of existing +1 level of existing +1 level of existing +1 level of existing +1 level of existing +1 level of existing +1 level of existing +1 level of existing +1 level of existing +1 level of existing

class class class class class class class class class class

do add their Prestige class levels to either the arcane Spellcasters class level or the mystic Spellcasters class that they had previously (they must chose which type). Those who previously were mystical Spellcasters and who continue in the study of the Spirit world do gain access to Domains in the same manner as their previous mystic Spellcasters class. They do not gain in ability for Turning Undead or gain any Bonus metamagic feats. Instant Mastery Ancient Language: This skill works much like the Loremaster Secret: Instant Mastery (DMG pg. 192). You gain 4 ranks in one (heretofore unknown to you) Ancient Language. Each time you receive Instant

27

different

Because of the casting times, this feat can only be used with 0 and 1st level spells.

Mythic Lore: Your intense research in to the facts behind the myths of a specific culture gives you a +5 Bonus to skill checks on Forbidden Lore checks associated with a cultural myth. The culture must be designated each time you gain this benefit (and it must be taken for a different culture each time).

Maximize Spell: At 10th level the Forbidden Lore Master gains the bonus Metamagic Feat: Maximize Spell. If they already have this feat, they gain no bonus. Dark Power checks for spells cast with this feat are at the level the spell is cast at +2. Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 2d6.

Mastery, you language.

must

designate

a

Instant Mastery Ancient History: This ability works much like the Loremaster Secret: Instant Mastery (DMG pg.192). You gain 4 ranks in one (heretofore unknown to you) Ancient History of a specific country or people. Rediscovered Ritual: You have discovered and can utilize a mental exercise, which allows you to memorize an additional 1st level spell per day. Second Rediscovered Ritual: You have discovered and can utilize a mental exercise, which allows you to memorize an additional 2nd level spell per day. Quicken Spell: Your study of the past has allowed you to learn new methods for casting your spells. This works exactly like the Metamagic Feat: Quicken Spell. Only those who have dedicated their time in the quest of ancient knowledge can comprehend how this works. Dark Power checks for spells cast with this feat are at the level the spell is cast plus +2. Note:

Lycanthrope Hunter

At some point in the career of these heroes, they have been profoundly effected by an encounter with a werecreature of some type. In some cases it may have been the sight of a trusted friend changing shape before them or seeing a relative shredded by the claws and fangs of one of these dreaded beasts. Whatever the motivation, the Lycanthrope Hunter has become a deadly foe of these creatures. They focus and polish their skills in order to improve their chances against these deadly and cunning beasts. REQUIREMENTS Base Attack Bonus +5 5 Ranks in Forbidden Lore Lycanthrope 5 ranks of Sixth Sense Track Feat

Table 3:3 Lycanthrope Hunter Class Level

BAB

Fortitude Save

Reflex Save

Will Save

Special

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+1d6 Sneak Attack vs. Lycanthrope Favored enemy (1 type) Lycanthrope Bonus Combat Feat +2d6 Sneak Attack vs. Lycanthrope Favored enemy (2nd type) Lycanthrope Sense Lycanthrope +3d6 Sneak Attack vs. Lycanthrope Favored enemy (3rd type) Lycanthrope Bonus Combat Feat Smite Werecreatures

HIT DICE The Hit Dice for this prestige class is d10. In the Living Death Campaign heroes with this prestige class gain 7hp + Con Bonus/level

Chapter Three: Prestige Classes

CLASS SKILLS The class skills for the Lycanthrope Hunter are: Forbidden Lore: Lycanthrope, Hunting, Listen,

28

Set Snares, Sixth Sense, Spot, Search and Survival. Skill points at each level: 4+ Int modifier CLASS FEATURES Sneak Attack: This ability works in the same manner as the D&D Rogues Sneak Attack except that it only applies to Lycanthrope. Favored Enemy (Ex): This ability works in the same manner as the D&D Ranger's favored enemy except that each time the Hunter gets it (at 2nd, 5th and 8th) it is for a specific type of Werecreature such as Werewolves, Werebear, Werejaguar or Weretigers. This also gives the Lycanthrope Hunter knowledge of the special attacks, defense, immunities, and general vulnerabilities. Sense Lycanthrope (Su): This ability grants the Hunter the ability to detect the presence of Lycanthrope within 60 feet but can not tell direction or pinpoint location. Using this ability is a full round action. Use of this ability invokes a 2% Dark Powers' check. Bonus Combat Feat: At 3rd and 9th level the Lycanthrope hunter gains a bonus Combat Feat. Smite Werecreatures (Su): Much like the D&D Paladin's ability to Smite Evil, the Lycanthrope Hunter can Smite Werecreatures once per day (PHB pg44). They add their Charisma bonus, if any, to their attack roll and add 5 points to their damage roll. Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 2d6.

Minister

Within the Society of the White Rose is the Department of Ministers. The department provides splendid medical assistance, including a first-class sanitarium for mentally disturbed members, as well as spiritual healers. The latter tend to our members who have become tainted with the corrupting touch of the Red Death, but are deemed to be still salvageable. This Prestige Class represents those individuals in the Society who work as Spiritual Healers. Ministers spend their time honing their knowledge of methods of redemption. This includes increasing their knowledge of mystical spell casting. CAMPAIGN NOTE: This Prestige Class is the only method that a player who wishes their heroes to become a part of this department in the Society may do so. Heroes who take this path would not be used frequently, as that (Traveler) is no longer their primary duty. Once a hero has taken a level of this Prestige class, they are restricted to playing High Level adventures. They are also barred from participating in "Any Level" adventures. Any exceptions, such as the Inner Circle Series, to this will be stated in the blurb of the module. NPC members of this department within the Society may have this Prestige Class; however, it is not a requirement for NPCs (some may not be that high a level as of yet, but are already in service in that department). Players should not use the knowledge that this Prestige Class exists in evaluation of the legitimacy of any NPC. REQUIREMENTS Can cast 5th level mystic spells Major Access to All Domain Major Access to Magic Domain Major Access to Good Domain Minor Access to Healing (may have major) 5 ranks in Sense Motive Skill 3 Favorable Inner Circle Notice Certs

Chapter Three: Prestige Classes

29

Table 3:4 Minister Class Level

BAB

Fortitude Save

Reflex Save

Will Save

Special

Spells per Day

1st

+0

+2

+0

+2

2nd

Skill Focus: Forbidden Lore: the Tainted and Redemption Hierarchy Contact: The White Rose

+1 level of existing class

+0

+3

+0

+3

3rd 4th

+1 +1

+3 +4

+1 +1

+3 +4

5th

+2

+4

+1

+4

Skill Focus: Spot Spiritcraft bonus Maximize Spell Skill Focus: Sense Motive Enhanced Spiritcraft bonus Empower Spell

HIT DICE The Hit Dice for this prestige class is d8. In the Living Death Campaign heroes with this prestige class gain 5hp + Con Bonus/level CLASS SKILLS The class skills for the Minister are: Diplomacy, Forbidden Lore, Concentration, Healing, Psychology, Sense Motive, Spot, Sixth Sense and Etiquette. Skill points at each level: 5+ Int modifier CLASS FEATURES Spells per day: As the Minister continues training in some areas of Spiritcraft, their Prestige Class level is added to their mystic spell casting class level when determining the number of spells per day that they can cast. They do not, however, gain access to new domains as they gain levels in this Prestige Class. Prestige class levels do not added to their previous class levels when making attempts to Turning Undead or for gaining bonus metamagic feats. Skill Focus: Forbidden Lore: The Tainted and Redemption: A bonus Skill Focus Feat in Forbidden Lore: the Tainted and Redemption. If the hero does not already have at least two ranks in this skill, they must now spend the skill points to acquire them. If they do not, they relinquish this benefit. Hierarchy Contact: White Rose; 4 free ranks in the Hierarchy Contact: White Rose Society. This focused version of the Hierarchy Contact includes knowledge of how to contact specific departments within the organization and can be generally used in the same manner the Hierarchy Contact skill is used. Skill Focus: Spot: A bonus Skill Focus Feat:

Chapter Three: Prestige Classes

+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

Spot. If the hero does not already have at least two ranks in this skill, then she must spend some of this levels skill points to acquire at least 2 ranks of this skill. If they do not, they relinquish this benefit. Spiritcraft Bonus: Because of the focus of your study of the Spiritworld, you have a +2 bonus for Spiritcraft check for casting spells from All, Magic, Healing, and Good Domains. Maximize Spell: At 3rd level the Minister gains the bonus Metamagic Feat: Maximize Spell. If they already have this feat, they gain no bonus. Dark Power checks for spells cast with this feat are at the level the spell is cast at+2. Enhanced Spiritcraft Bonus: Because of the focus of your study of the Spiritworld and frequent use of spells in the All. Magic. Healing, and Good Domains you have learned how to be subtle and sparing in your use of power. Therefore, all Dark Powers checks for spells from those four domains are at a -2 (Minimum of 1%). Skill Focus: Sense Motive: At 4th level the Minister gains the Skill Focus Feat: Sense Motive. If they already have this feat, they gain no bonus. Empower Spell: At 5th level the Minister gains the bonus Metamagic Feat: Empower Spell. If they already have this feat, they gain no bonus. Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 1d6.

Qabalist

Although the formal practice of magic has been dead on Gothic Earth for many centuries, tiny

30

clusters of individuals still exist to study the secrets of this forbidden art. The qabalist is a member of such a society (In Living Death the society they belong to is The Society of the White Rose). The Qabalist is a spy--a collector of information about Qabals--as well as an arcane spell caster. In the Living Death Campaign, the Qabalist PC is part of a secret arm of the Society of the White Rose--secret even from other members of the White Rose (excepting those of the Inner Circle). The Qabalist is a seeker of knowledge about Qabals, both modern and ancient--their identity, their symbol, typical membership, history, and in the case of modern qabals, their suitability for working with the White Rose. The Qabalist is interested in discovering if another qabal might be an ally (to participate in joint tasks), a neutral (to be avoided), or an enemy (to be destroyed). The Qabalist is not charged with safeguarding the individual White Rose member from the taint of the Red Death; the Qabalist is charged with

learning how much another qabal knows about the White Rose. Because of their knowledge Qabalists may be more secretive than others and less trusting. The qabalist's membership in this department of the society is a secret that requires a great deal of care on the part of the player. The character must always guard what he says and does. Other Travelers should not be allowed to learn anything about this department. While the Qabalist does have a separate set of drops to convey messages regarding information regarding magic, they do not receive replies any faster than other Travelers do. REQUIREMENTS Can cast 3rd level Arcane spells 5 ranks in Forbidden Lore (at least 1 rank in Forbidden Lore: Qabals) Skill Focus in Forbidden Lore 2 Spell Focus Feats 1 Favorable Inner Circle Notice Certificates

Table 3: 5 Qabalist Class Level

BAB

Fortitude Save

Reflex Save

Will Save

1st 2nd

+0 +1

+0 +0

+0 +0

+1 +2

rd

+2 +3 +3 +4 +5 +6 +6 +7

+1 +1 +1 +2 +2 +2 +3 +3

+1 +1 +1 +2 +2 +2 +3 +3

+3 +4 +5 +6 +7 +8 +9 +10

3 4th 5th 6th 7th 8th 9th 10th

Special Instant Mastery & Instant Mastery: Hierarchy Contact: White Rose Skill Focus Concentration Skill Focus Disguise, Move Silently , Hide or Spot Scrying Spell Quicken Spell Learning Spell Defense Instant Mastery Spell Defense Spell Mastery Greater Scrying Spell

HIT DICE The Hit Dice for this prestige class is d4. In the Living Death Campaign heroes with this prestige class gain 3hp + Con Bonus/level CLASS SKILLS The class skills for Qabalist are: Academician, Forbidden Lore, Open Locks, Disguise, Listen, Bluff, Sense Motive, Hide, Gather Information, Concentration, Language: Ancient, Read Lips, Psychometry and Sixth Sense.

Spells per Day +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class +1 level of existing Arcane class

A Qabalist has some general knowledge of other modern qabals and can match name and symbol of another qabal with a Forbidden Lore-Qabal check (DC15). CLASS FEATURES Spells per day: As the Qabalist continues training in some areas of Spellcraft, their Prestige Class level is added to their arcane spell casting class level when determining the number of spells per day that they can cast.

Skill points at each level: 6+ Int modifier

Chapter Three: Prestige Classes

31

Instant Mastery: Hierarchy Contact White Rose: This ability works much like the Loremaster Secret Instant Mastery (DMG 192) You gain 4 ranks in this skill. The Qabalist have knowledge about the organization and hierarchy within the Society of the White Rose. They do not know names of any members outside of those they have personally encountered and their immediate superior in their department. Instant Mastery: This ability works much like the Loremaster Secret Instant Mastery (DMG 192) You gain 4 ranks any one class skill (heretofore unknown to you). Qabalist gain this at 1st and 7th levels. Skill Focus: Concentration At 2nd level the Qabalist gains a bonus Skill Focus Feat for the Concentration Skill. If they already have this feat they gain no benefit. Skill Focus Disguise, Move Silently, Hide or Spot: At 3rd level the Qabalist gains a bonus Skill Focus Feat for one of the following skills (they must have 2 ranks in the skill chosen) Disguise, Move Silently, Hide or Spot. Spell Defense: At 6th and 8th level (each time) the Qabalist must pick one school of magic, for which they already have the Spell Focus Feat. They gain a +2 spell resistance bonus from spells in that school. If they do not have a Spell Focus Feat they gain no benefit. Quicken Spell Learning: Because of the fine tuning of the qabalist's skills in magical studies, it only takes them 8 hours per level to learn a new spell. In Campaign terms this means that at the end of each adventure when the Qabalist is offered spells they can choose to learn two (others may only choose one) of the offered spells. Scrying Spell: The Society teaches you this spell. (Add to starting spellbook on character sheet-like starting spells the requirements for Spellcraft checks and Con checks are waved.) If the hero already has the spell, then no spell is gained. Spell Mastery: At 9th level the Qabalist gains the benefit of this Bonus Feat. See PHB pg. 100 for how this feat functions.

Chapter Three: Prestige Classes

Greater Scrying Spell: The Society teaches you this spell. (Add to starting spellbook on character sheet-like starting spells the requirements for Spellcraft checks and Con checks are waved.) If the hero already has the spell, then no spell is gained. Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 1d6.

Shepherd

The Shepherds have the charge of protecting the Society from the taint of the Red Death on the inside. The Shepherds insure that no wolves in sheep’s skin hide in our flock. They also deal with members who have gone “rogue.” The Prestige Class presented here represents those Shepherds that deal with problem members and those who have become irredeemably tainted. Shepherds are extremely dangerous people. CAMPAIGN NOTE: This Prestige Class is the only method that a player who wishes their heroes to become a part of this department in the Society may do so. Heroes who take this path would not be used on missions frequently, as that (acting as a Traveler) is no longer their primary duty. Once a hero has taken a level of this Prestige class, they are restricted to playing High Level adventures. They are also barred from participating in "Any Level" adventures. Any exceptions to this, such as the Inner Circle Series, will be stated in the blurb of the module. NPC members of this department within the Society may have this Prestige Class, however it is not a requirement for NPCs (some may not be that high a level as of yet, but are already in service in that department). Players should not use the knowledge that this Prestige Class exists in evaluation of the legitimacy of any NPC. REQUIREMENTS +10 Base Attack Bonus 3 Weapon Feats (Feats that improve use of a weapon in combat) 4 ranks of Move Silently 4 ranks of Hide 3 Favorable Inner Circle Notice Certificates

32

Table 3:6 Shepherd Class Level

BA B

Fortitude Save

Reflex Save

Will Save

1st 2nd 3rd 4th 5th

+1 +2 +3 +4 +5

+2 +3 +3 +4 +4

+2 +3 +3 +4 +4

+0 +0 +1 +1 +1

Special Sneak attack 1d6 & Skill Focus: Forbidden Lore: The Tainted and Redemption Skill Focus: Open Locks & Poison Use Sneak Attack 2d6 & Skill Focus: Disguise Death Attack & Evasion Feat Sneak Attack 3d6 & Skill Focus: Spot

HIT DICE The Hit Dice for this prestige class is d10. In the Living Death Campaign heroes with this prestige class gain 8hp + Con Bonus/level CLASS SKILLS The class skills for the Shepherds are: Forbidden Lore, Bluff, Gunsmithing, Hide, Hunting, Listen, Move Silently, Open Locks, Rope Use, Search, Spot, and Survival Skill points at each level: 4+ Int modifier CLASS FEATURES Skill Focus: Forbidden Lore: The Tainted and Redemption: A bonus Skill Focus Feat in Forbidden Lore: the Tainted and Redemption. If the hero does not already have at least two ranks in this skill, they must now spend skill points to acquire two ranks of this specific Forbidden Lore. If they do not they, relinquish this benefit. Sneak Attack: If a Shepherd can catch a target when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage (PHB 50). The amount of this extra damage goes up as the Shepherd gains levels. Skill Focus: Open Locks: A bonus Skill Focus Feat in Open Locks. If the hero does not already have at least two ranks in this skill, they must now spend the skill points to acquire two ranks of the Open Locks Skill. If they do not, they relinquish this benefit. Poison Use (Ex): Shepherds are trained in the use of Poisons and never risk accidentally poisoning themselves when using them. They do not have Toxicology knowledge without taking that skill. Skill Focus: Disguise A bonus Skill Focus Feat for the Disguise Skill. If the hero does not already have at least two ranks in this skill, they now must spend the skill points to acquire two

Chapter Three: Prestige Classes

ranks of the Disguise Skill. If they do not, they relinquish this benefit Death Attack (Ex): If the Shepherd studies his victim for 3 rounds and then makes a sneak attack that successfully deals damage, then the target may become either paralyzed or die. See DMG pg. 180 Death Attack for details on how this works. The only difference is that this can be used with a firearm, however only when using aimed fire and within 30 feet. Evasion Feat (Ex): The Shepherd is becoming more agile at avoiding magical and unusual attacks. He gains the Evasion ability (See pg. 50 PHB). Skill Focus: Spot A bonus Skill Focus Feat for the Spot Skill. If the hero does not already have at least two ranks in this skill, they must now spend skill points to acquire two ranks of the Spot Skill. If they do not, they relinquish this benefit. Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 1d6.

Undead Hunter

At some point in the career of these heroes they have been profoundly effected by an encounter with undead of some type. They may have had a bad experience in a graveyard, or encountered restless spirits of dead friends. Whatever the motivation the Undead Hunter has become a deadly foe of these creatures. They focus and polish their skills in order to improve their chances against the seemingly endless hordes that the forces of evil may send against them. REQUIREMENTS Base Attack Bonus +5 5 Ranks in Forbidden Lore Undead

33

5 ranks of Sixth Sense Track Feat HIT DICE The Hit Dice for this prestige class is d10. In the Living Death Campaign heroes with this prestige class gain 8hp + Con Bonus/level. CLASS SKILLS The class skills for the Undead Hunter are: Forbidden Lore: Undead, Hunting, Set Snares, Sixth Sense, Search, Spot and Survival. Skill points at each level: 4+ Int modifier CLASS FEATURES Sneak Attack: This ability works in the same manner as the D&D Rogues Sneak Attack except that it only applies to the Undead (PHB 50). This does not imply that Undead are vulnerable to critical hits. Favored Enemy (Ex): This ability works in the same manner as the D&D Ranger's favored enemy except that each time the Hunter gets it (at 2nd, 5th and 8th), it is for a specific type of Undead such as Zombies, Ghouls, Wights,

Wraiths, Ghosts or Vampires. This ability also gives the Undead Hunter knowledge of the special attacks, defense, immunities, and general vulnerabilities. Sense Undead (Su): This ability grants the Hunter the ability to detect the presence of Undead within 60 feet but not to tell direction or pinpoint location. The use of this ability is a full round action. Use of this ability invokes a 2% Dark Powers' check. Bonus Combat Feat: At 3rd and 9th level the Undead Hunter gains a bonus Combat Feat. Smite Undead (Su): Much like the D&D Paladins ability to Smite Evil at 10th level, the Undead Hunter can Smite Undead once per day (PHB pg. 43) They add their Charisma bonus, if any, to their attack roll and add 5 points to their damage roll. Wealth: If the hero has more levels the prestige class she needs to adjust the wealth column she uses (chart in Chapter 6) to 2d6.

Table 3:7 Undead Hunter Class Level

BAB

Fortitude Save

Reflex Save

Will Save

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Chapter Three: Prestige Classes

Special +1d6 Sneak Attack vs. Undead Favored enemy (1 type) Undead 1 Combat Feat +2d6 Sneak Attack vs. Undead Favored enemy (2nd type) Undead Sense Undead +3d6 Sneak Attack vs. Undead Favored enemy (3rd type) Undead 1 Combat Feat Smite Undead

34

chart.

Chapter Four: Skills Skills in D&D reflect the knowledge and society of a time similar to the medieval or Renaissance. MotRD is set in the late 1890s, which is a distinctly different frame of reference. It is no longer possible for one man to know everything there is to know. Just as the classes are more specialized in Masque of the Red Death so are the skills. Therefore there are some differences between the regular D&D skills and the ones presented here. Only those Skills that are unique to MotRD or treated differently than in normal D&D are fully described in the text following the

Skill Synergy

This works the same way as in D&D. It is possible for a character to have two skills that work well together. Your hero needs to have 5 or more ranks in the skills involved to gain the +2 Synergy bonus on skill checks. For example; Characters with 5 ranks in the Astronomy skill gain a bonus to the Navigation skill check as long as they also have 5 ranks in Navigation. Note: All heroes are human; therefore they also get 4 additional skill points at first level and 1 skill point each additional level in addition to the numbers below.

Skill Points per Level Class Adept Athlete Charlatan Cowboy Criminal Dandy Detective Dilettante Explorer/Scout Laborer Medium Metaphysician Mystic Parson Performer Professional Scholar/Scientist Servant Shaman Soldier Soldier, Officer Spiritualist Tradesman

1st level Skill Points (5+Int modifier) x 4 (6+Int modifier) x 4 (6+Int modifier) x 4 (6+Int modifier) x 4 (8+Int modifier) x 4 (10+Int modifier) x 4 (10+Int modifier) x 4 (10 + Int modifier) x 4 (6+Int modifier) x 4 (3+Int modifier) x 4 (5+Int modifier) x 4 (5+Int modifier) x 4 (5+Int modifier) x 4 (6+Int modifier) x 4 (8+Int modifier) x 4 (10+Int modifier) x 4 (10+Int modifier) x 4 (6+Int modifier) x 4 (5+Int modifier) x 4 (4+Int modifier) x 4 (6+Int modifier) x 4 (5+Int modifier) x 4 (10+Int modifier) x 4

Skill Table

Higher-level Skill Points 5+ Int modifier 6+ Int modifier 6+ Int modifier 6+ Int modifier 8+ Int modifier 10+ Int modifier 10+ Int modifier 6+ Int modifier 6+ Int modifier 3+ Int modifier 5+ Int modifier 5+ Int modifier 5+ Int modifier 6+ Int modifier 8+ Int modifier 10+ Int modifier 10+ Int modifier 6+ Int modifier 5+ Int modifier 4+ Int modifier 6+ Int modifier 5+ Int modifier 10+ Int modifier "n" not an allowed skill for this class "*" Use speak Language rules in PHB

"o" denotes class skills "x" denotes cross class skills “s” denotes special, see class description

Chapter Four: Skills

35

Servant

Soldier

Soldier. Officer

Spiritualist

Tradesman

o

x Wis

Accounting

x

x x

x x

x x

x x

n x

x x

o x

s

x

x n

x

o

x

x Wis

Agriculture

x

x x

o x

x x

x x

x x

x x

x x

s

x

x x

x

x

x

o Int

Alchemy

o

x o

x x

x x

o x

n o

o o

x x

x x

x n

x

x

o

x Int

Animal Empathy x Animal x Husbandry

x x

o x

x x

x o

x x

x x

x o

s

x

x o

s

o

x

x Cha

x x

o x

x x

x x

x x

x x

x x

s

x

x x

x

x

x

o Wis

Appraise

x

x x

x o

o x

o x

x x

x x

x x

s

x

o x

x

x

x

x Int

Archaeology

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

x

x

x Int

Arithmology

o

x o

x x

x x

o x

n o

o o

x x

x x

x n

x

x

o

x Int

Artillery

x

x x

x x

x x

x x

x x

x x

x x

x x

x n

o

o

x

x Int

Artist

x

x x

x x

x x

x x

x x

x x

x o

x x

x x

x

x

x

o Int

Astronomy

x

x x

x x

x x

x x

n x

x x

o x

s

o

x n

x

x

x

x Int

Athletics

x

o x

o x

x x

x o

o x

x x

x o

x x

x x

o

o

x

x

Biology

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

o

x

x Int

Blacksmith

x

x x

x x

x x

x x

o x

x x

x x

s

x

x x

x

x

x

o Int

Bluff

x

x o

x o

o o

o x

x x

x x

o o

s

x

o x

x

x

x

x Cha

Botany

x

x x

x x

x x

x x

n x

x x

o x

s

o

x n

x

o

x

x Int

Brewing

x

x x

x x

x x

x x

o x

x x

x x

x x

x x

x

x

x

o Int

Carpentry

x

x x

x x

x x

x x

o x

x x

x x

x x

x x

x

x

x

o Int

Chemistry

x

x x

x x

x x

x x

n x

x x

o x

s

o

x n

x

o

x

x Int

Climb

x

o x

o o

x x

x o

o x

x x

x o

x x

x x

s

s

x

x Str

Clockwork

x

x x

x x

x x

x x

x x

x x

x x

x x

x x

x

x

x

o Int

Clown

x

x x

x x

x x

x x

x x

x x

x o

x x

x x

x

x

x

x Cha

Cobbling

x

x x

x x

x x

x x

x x

x x

x x

x x

x x

x

x

x

o Int

Concentration

o

x o

x x

x x

o x

x o

o o

x x

x o

x o

x

x

o

x Con

Connoisseur

x

x x

x x

o x

o x

x x

x x

x o

s

x

x x

x

x

x

x Wis

Cooking

x

x x

x x

x x

x x

o x

x x

x x

x x

o x

x

x

x

o Wis

Criminology

x

x x

x x

x o

x x

n x

x x

x x

x x

x n

x

x

x

x Int

Cryptology

x

x x

x x

x x

x x

n x

x x

x x

x o

x n

x

o

x

x Int

Dancing

x

o x

x x

o x

o x

x x

x x

x o

x x

x x

x

x

x

x Cha

Demolition

x

x x

x x

x x

x x

x x

x x

x x

s

o

x x

o

o

x

x Int

Diplomacy

x

x x

x o

o x

o x

x x

x x

o x

s

x

o x

x

o

x

x Cha

Chapter Four: Skills

Ability

Scholar/Scientist

o

Shaman

Professional

x

Performer

x n

Parson

o

Mystic

s

Metaphysician

o x

Medium

o x

Laborer

n x

Explorer/Scout

x x

Dilettante

x x

Detective

x x

Dandy

x x

Criminal

x

Skill

Cowboy

Athlete

Academician

Charlatan

Adept

SKILL CHART

varies

36

Soldier; Officer

Spiritualist

Tradesman

x o

o o

x x

x x

x x

x o

x x

x x

x

x

x

x Cha

Electricity

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

x

x

x Int

Engineering

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

o

x

x Int

Equestrian

x

o x

o x

o x

o o

x x

x x

x o

x x

x o

s

s

x

x Dex

Etiquette

x

x o

x o

o o

o x

x x

x x

o o

o x

o x

x

o

x

x Cha

Fire-building

x

x x

o x

x x

x o

x x

x x

x x

x x

o o

x

x

x

x Int

Fishing

x

x x

x x

o x

x o

o x

x x

x x

x x

x x

x

x

x

o Wis

Forbidden Lore

o

x o

x x

x x

o x

n o

o o

o x

s

x

x o

x

x

o

x Int

Forgery

x

x x

x o

o o

x x

x x

x x

x x

x x

x x

x

x

x

x Int

Gaming Gather Information

x

x o

x o

o o

o x

x x

x x

x x

x x

x x

x

x

x

x Int

x

x x

x o

o o

x x

x x

x x

o o

s

x

o x

x

x

x

x Cha

Geology

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

o

x

x Int

Gunsmithing

x

x x

o x

x x

x o

x x

x x

x x

x x

x x

o

o

x

o Int

Handle Animal Healing (first aid)

x

o x

o x

o x

x o

o x

x x

x o

s

x

x o

o

s

x

x Cha

x

x x

x x

x x

x x

x x

x x

x x

s

x

o o

x

x

x

x Wis

Heraldry

x

x x

x x

o x

o x

x x

x x

x x

x x

o x

o

o

x

x Int

Herbalism

x

x x

x x

x x

x x

x x

x o

x x

s

x

x o

x

x

x

x Int

Hide Hierarchy Contact

x

x x

x o

o o

x o

x x

x x

x x

x x

x x

x

x

x

x Dex

x

x x

x x

x x

o x

x o

x o

o x

x x

x x

x

x

o

x Cha

History

x

x x

x x

x x

x x

n x

x x

o x

s

o

x n

x

o

x

x Int

Hunting

x

o x

o x

o x

x o

x x

x x

x x

x x

x o

o

o

x

x Wis

Jeweler

x

x x

x x

x x

x x

x x

x x

x x

x x

x x

x

x

x

o Int

Journalism

x

x x

x x

x x

x x

n x

x x

x x

s

x

x n

x

x

x

x Int

Jump Language, Ancient Language, Modern

x

o x

x x

x x

x o

o x

x x

x x

x x

x o

o

s

x

x Str

o

x o

x x

x x

o x

x o

o o

x x

s

o

x o

x

x

x

x Int.

*

* *

* *

* *

* *

* *

* *

* *

* *

* *

*

*

*

*

Law

x

x x

x x

x o

x x

n x

x x

x x

s

o

x n

x

o

x

x Wis

Listen

x

x x

x o

o o

x x

o x

x x

o x

s

x

o x

x

x

x

x Wis

Masonry

x

x x

x x

x x

x x

o x

x x

x x

x x

x x

x

x

x

o Int

Mathematics

x

x x

x x

x x

x x

n x

o x

x x

s

o

x n

x

o

x

x Int

Medicine

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

x

x

x Wis

Chapter Four: Skills

Ability

Soldier

x o

Shaman

x

Servant

Disguise

Scholar/Sc.

x Int

Professional

x

Performer

x

Parson

x

Mystic

x x

Metaphysician

x x

Medium

x x

Laborer

x x

Explorer/Scout

x x

Dilettante

x x

Detective

o o

Dandy

x o

Criminal

x x

Cowboy

Athlete

x

Charlatan

Adept

Disable Device

Skill

37

Soldier

Soldier. Officer

Spiritualist

Tradesman

x x

x x

x x

x x

o x

x x

x x

x x

x x

x

x

x

o Wis

Mountaineering

x

o x

x x

x x

x o

o x

x x

x x

x x

x o

x

x

x

x Wis

Move Silently

x

o o

x o

o o

x o

x x

x x

o o

x x

o o

x

x

x

x Dex

Musician

x

x x

x x

o x

o x

x x

x x

o o

x x

x x

x

x

x

o Cha

Navigation

x

x x

x x

x x

x o

n x

x x

x x

s

o

x n

s

s

x

x Int

Needlework

x

x x

x x

o x

o x

x x

x x

x o

x x

o x

x

x

x

o Int

Open lock

x

x o

x o

o o

x x

x x

x x

x x

x x

x x

x

x

x

x Dex

Photography

x

x x

x x

x x

x x

x x

x x

x x

s

x

x x

x

x

x

o Int

Physics

x

x x

x x

x x

x x

n x

o x

x x

s

o

x n

x

x

x

x Int

Presence

x

x x

x x

x x

o x

x o

x o

o x

x x

x o

x

x

o

x Cha

Prognostication

o

x o

x x

x x

o x

x o

o o

x x

x x

x o

x

x

o

x Int

Psychology

x

x x

x x

x x

x x

n x

x x

x x

s

o

x n

x

x

x

x Wis

Psychometry

o

x o

x x

x x

o x

x o

o o

x x

x x

x o

x

x

o

x Wis

Read Lips Religion, Ancient Religion, Modern

x

x x

x o

o o

x x

x x

x x

x o

x x

x x

x

x

x

x Int

o

x o

x x

x x

o x

n o

o o

o x

s

o

x o

x

x

o

x Int

o

x x

x x

x x

x x

x x

x x

o x

x o

x o

x

x

x

x Int

Seamanship

x

o x

x x

x x

x o

o x

x x

x x

x x

x x

s

s

x

o Wis

Search

x

x x

o o

o o

x o

x x

o x

x x

s

x

o x

x

x

x

x Int

Sense Motive

x

x x

x o

o o

x x

x x

x x

o o

x x

o x

x

x

x

x Wis

Set Snares

x

x x

o x

x x

x o

x x

x x

x x

x x

x o

x

x

x

x Wis

Singing

x

x x

x x

o x

o x

x x

x x

o o

x x

x x

x

x

x

x Cha

Sixth Sense

o

x o

x x

x x

o x

x o

o o

x x

x x

x o

x

x

o

x Int

Sleight of Hand

x

x o

x o

o x

x x

x x

x x

x x

x x

x x

x

x

x

x Dex

Spot

x

x x

x o

o o

x o

x x

o x

x x

s

x

o x

x

x

x

x Wis

Survival

x

o x

o x

x x

x o

o x

x x

x x

s

x

x o

o

o

x

x Int

Swim

x

o x

o x

x x

x o

o x

x x

x x

s

x

x o

s

o

x

o Str

Tailor

x

x x

x x

x x

x x

x x

x x

x x

x x

x x

x

x

x

o Int

Taxidermy

x

x x

x x

x x

x x

x x

x x

x x

x o

x x

x

x

x

o Int

Teamster

x

x x

x x

x x

x x

o x

x x

x x

x x

o n

x

x

x

o Wis

Thespian Tightrope Walking

x

x o

x o

o x

o x

x x

x x

o o

s

x

o n

x

x

x

x Cha

x

o x

x o

o x

x x

x x

x x

x o

x x

x x

x

x

x

x Dex

Toxicology

x

x x

x o

o x

x x

n x

x x

x x

s

x x

x

x

x

o Int

Chapter Four: Skills

o

Ability

Shaman

x

Servant

Mining

Scholar/Sc.

x Cha

Professional

o

Performer

x

Parson

x

Mystic

x o

Metaphysician

x x

Medium

x o

Laborer

o o

Explorer/Scout

x o

Dilettante

o x

Detective

x x

Dandy

x x

Criminal

x o

Cowboy

Athlete

o

Charlatan

Adept

Mesmerism

Skill

38

Soldier

Soldier. Officer

Spiritualist Tradesman

x o

x x

x x

x

x

x

x Dex

Use Rope

x

o x

o x

x x

x o

o x

x x

x x

x x

x x

s

s

x

x Dex

Ventriloquism

x

x o

x x

x x

x x

x x

x x

x o

x x

x x

x

x

x

x Cha

Weaving

x

x x

x x

x x

x x

o x

x x

x x

x x

x x

x

x

x

o Int

Zoology

x

x x

x x

x x

x x

n x

x x

o x

s

x n

x

o

x

x Int

Skill Descriptions Academician (Wis; trained only) This skill reflects the character's ability to find information as well as the knowledge of the methodology used in researching a subject. Often this is a character who is a trained educator and who is familiar with the scholastic environment. The Academician skill can be used as a general check whenever an institution of learning must be used by the heroes to obtain information, or places such as newspaper morgues. Accounting (Int; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) This skill identifies the hero as a skilled keeper of monetary records, be they of a business, private estate, or a government. Agriculture (Int; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) This skill identifies a hero as a skilled farmer. This skill also bestows knowledge of growing cycles, crop pests, and diseases, harvest techniques, and the like. Alchemy (Int, trained only) This skill is the supernatural equivalent of the chemistry skill. Alchemy provides a hero with a chance to identify the effect of magical potions that may be encountered in the course of adventuring. Whenever such an unknown potion is found, the hero can spend one turn (10 minutes) examining the elixir. The DM then makes a skill check. If the check is successful, the hero learns the general nature of the potion. As LD is a tournament campaign, there may be times when the judge will not know the exact nature of the liquid (if it is a unique item). If the check is

Chapter Four: Skills

o

Ability

Servant Shaman

Scholar/Scientist

x x

Professional

x x

Mystic Parson Performer

x x

Metaphysician

x x

Laborer Medium

x x

Explorer/Scout

o x

Criminal Dandy Detective Dilettante

Athlete Charlatan

x

Cowboy

Adept

Tumble

Skill

failed, the hero is unable to identify the potion. The DM can simply inform the player that the attempt failed. If the die roll is an unmodified 1, however, the hero misjudges the potion and has identified it incorrectly. This skill is limited to identifying magical potions and can not be used to identify natural or chemical toxins. Animal Empathy (was Animal Affinity) (Cha, trained only) This skill allows you to modify the reaction of a particular category of animal (dogs, wolves, domestic cats, great cats, horses, etc.). The DC of the skill check depends on the current state of the animal. (Hostile DC 25, Unfriendly DC 20 Cautious DC 15, Indifferent DC 10) A successful skill check results in the animal making a Will Save (same DC as the skill check). If the animal fails the save, then the hero can move the animal's reaction two categories (from hostile to cautious or from cautious to friendly). Even if the saving throw succeeds, as long as the hero succeeded at their skill check, the animal will prefer to attack others first. Failure of the skill check means that the animal's reaction does not change unless the hero rolled a 1. On a skill check roll of 1 the animal's reaction to the hero will worsen by 2 categories (from cautious to hostile). Animal Husbandry (Wis, trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80). This skill indicates that the character is conversant with both the training, handling and breeding of domesticated animals. Attempts to train mature wild animals should suffer a -2 penalty per Hit Die of the creature. Appraise (Int) As skill in PHB, pg. 67. Heroes who have at least 5 ranks of Jeweler gain a +2 synergy bonus when making Appraise checks on gems, jewelry and

39

precious metals. If the object is an artifact and the hero also has 5 ranks in one of the History, Religion or Forbidden Lore skills for the specific culture/country from which the object comes they may get a synergy bonus as well. Archaeology (Int, trained only) This skill indicates that a character is familiar not only with the study of the past, but also the techniques by which such information is acquired. Arithmology1 (Int, trained only) This skill is the practice of finding the numerical values of letters, words, and names, and using those values in magical equations to discover truths about an opponent you expect to face. Names, even assumed names, carry power, and knowing the values of these names grants power over the named individual. In game terms, using Arithmology to find the value of a subject's name (real or given) gives you a bonus of +2 to the DC of their saving through for spells that you cast and they have to save against. If the true name of an outerplanes creature is known and calculated, this bonus becomes +4. Heroes who make a successful Arithmology also gain a +2 bonus when attempting to use the subject opponent as the object of a Prognostication. Arithmology has two requirements aside from knowledge of the craft: materials and time. Materials are easily acquired: paper and writing utensils, and perhaps a book of tables and an abacus. The time factor can be more prohibitive. When using the Arithmology skill, the player must add the numerological value of the subject's name (where A= 1, B=2, etc.). The sum of the letters is the total number of minutes the calculation will take. For instance, BENJAMIN HARRISON (U.S. President from 1889-1893) has a numerical value of 170. This translates to 2 hours, 50 minutes for skill use. Only part of a name, or an alias, provides increases the DC of the check. If the full name is known and the subject is a human NPC, the DC of the skill check is 15. If only part of the name is known the DC increases to 20. If you only have an alias (for example; Elder Doctor is an alias), then the DC is 30. If the subject is not human, additional modifiers are added. 1

This skill was first published in Polyhedron™ and is edited here for the Living Death Campaign.

Chapter Four: Skills

In any event, its user must be free from distractions, making Arithmology impossible to use in combat. Practitioners should discover necessary names and equations before confronting an enemy. Because Arithmology taps into the magical energies of the world, any use of this skill requires a Powers Check. This check is made at the end of the required calculation time. In most cases this check has a base of 1% per hour spent to complete the process. If the subject opponent is of a magical nature or a spell caster, then the Dark Powers check DC is the number of Hit Dice of the opponent plus the number of hours spent to complete the calculation. Artillery (Int, trained only) With this skill a hero may direct the fire of heavy weapons against enemy positions. If the commander of an artillery unit is not proficient in this skill, all artillery fire from that unit is at a -4 to hit. The Commander of the unit makes a check (DC15) at the start of combat; this reflect the Commander's calculation of range and angle of fire. A check is also made when a Commander is evaluating targets and deciding such things as the number of guns needed as well as the best placement of the guns. Artist (Int ) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) When this skill is selected, the player must choose a specific form of artistic expression for the hero. Art forms might include painting, drawing, sculpting, needlecraft, poetry writing, or other media of the player's choice. When attempting to make an artwork the DC achieved determines the quality of the piece. DC 15 =Good, DC 20= Excellent, DC 25= Superior, and DC 30 = Masterpiece. This skill may give a synergy bonus to Appraise checks for items that would be considered within the artist specialty. For example: an artist who is a painter, and had both 5 ranks in her art as well as 5 ranks in Appraise would get a synergy bonus when attempting to appraise another artist's paintings. Astronomy (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) This skill indicates a solid knowledge of the rapidly growing science of stellar observation. This skill allows a character to identify celestial bodies and to predict upcoming stellar events such as eclipses and meteor showers. Heroes with 5 ranks in this skill and 5 ranks in the

40

Navigation skill get a + 2 synergy bonus to a Navigation skill check. Athletics (Str, Dex or Con) This skill requires that the character select a specific sport as the basis of the skill. The exact benefits of the selected sport, as well as the ability score upon which checks will be made, is up to the DM. It should be kept in mind that many sports considered common on modern-day earth have not yet been invented in the 1890's, and others (such as baseball) are just starting to become popular on a national scale. To make a living as an athlete, the Athlete class is required. Special: Athletics: Wrestling (Str) may be used in the same manner as the D&D Escape Artist Skill (PHB 73) to get out of a grapple or pinned position. Heroes with ranks in this skill may also choose to use the Wrestling skill check rather than an opposed Grapple check. Biology (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) Biology involves the study of all living things, including humans. A character with the biology skill will have a general knowledge of plants and creatures and the interactions between them. Such a character will have a working knowledge of the human body, and may be able to diagnose simple common diseases. A character with the Biology skill gains a + 2 bonus to attempts to stabilize dying companions. Blacksmith (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) The hero is capable of making tools and implements from iron. Use of the skill requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. Bluff (Cha) As skill in PHB, pg. 67. Use of the Bluff skill combined with good role-playing can also be used to intimidate a target person or group. Botany (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) Heroes with this skill have extensive knowledge of plant anatomy, varieties, byproducts, propagation,

Chapter Four: Skills

hybridization, and diseases. A character who has an understanding of botany may attempt a skill check to identify any species of plant encountered. If the hero has 5 ranks in this skill and in Toxicology they gain a + 2 bonus to any attempt to create a poison (see Toxicology) that is derived from a plant. Synergy with Agriculture is also possible. Brewing (Int, trained only) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) The hero is trained in the art of brewing beers and other strong drink. The hero can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product Carpentry (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) The carpentry skill enables the hero to do woodworking jobs: building houses, cabinetry, joinery, etc. Tools and materials must be available. The hero can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a proficiency check. Chemistry (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) The Chemistry skill enables heroes to attempt to identify and create chemical compounds. This skill includes the ability to run tests that will identify the composition of a substance, so that a blood spot might be identified as something other than dark red paint. In addition, chemical compounds such as explosives can be manufactured (assuming that the character has sufficient materials, lab equipment, and time to work). If a hero also has 5 ranks in Toxicology, she can attempt to make poisons with Chemistry skill checks. The skill check s DC 10 for success, but the amount the skill check exceeds 10 sets the DC for the Fortitude Save for the poison. If the poison is used in such a manner as to invoke a Dark Powers check, then that check is increased by 2%. Climb (Str; Armor Check Penalty) As skill in PHB, pg. 69. Five ranks of Climb Walls can result in a +2 Synergy bonus to Mountaineering checks. Clockwork (Int, trained only)

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(This skill works in the same manner as Craft Skill in PHB, pg. 70.) This skill reflects the ability to work with the small mechanisms similar to those used in clocks and music boxes. With the right tools, the hero can use this talent to construct clocks, watches, or similar timing mechanisms. In a case in which a trap is fashioned from such components, the DM may allow a character with this skill an attempt to disarm it (possibly with a negative modifier to success).

an adventurer on Gothic Earth. While the first use of fingerprinting in law enforcement has not yet occurred, anyone can learn much from a careful study of criminals and their techniques. At a crime scene, a character with this talent will be able to realize the importance of something that has been found. If the hero has the Spot skill and at least 5 ranks of Criminology, she gets a +2 on her Spot checks when looking for clues or evidence. Such a character may also have an advantage in working with local law enforcement agencies.

Clown (Cha) This works in the same manner as Perform Skill in PHB, pg. 71.

Cryptography (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) The hero with this skill has some training and skill in deciphering hidden messages and codes. The character has some knowledge of how ciphers and codes are designed. In its basic form, the character is allowed to make a skill check when confronted with a coded message. If successful, the DM can reveal a general overview of the secret missive.

Cobbling (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) The hero can fashion and repair shoes, boots, and sandals. Concentration (Con) As skill in PHB, pg. 69. Connoisseur (Wis, trained only) Heroes with this skill have not only knowledge of a subject but an exquisite appreciation for the art of his field. It is especially useful in determining between an authentic work and an imitation. This skill is take it is for a specific subject such as; the cuisine of a nation, wine making, painting, sculpting, music and like subjects. If you subcategorize further (Tucson cooking, not just Italian), the DC of the check could be lowered for that specialty. Selection of a subject that is related to a skill you already have 5 ranks in (such as cooking) also becoming a Connoisseur gives you a Synergy bonus of + 2. It also offers a synergy bonus for appraise of the same subject. Cooking (Wis) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) Although all heroes may have rudimentary cooking skills, the hero with this skill is an accomplished cook. A skill check is required only when attempting to prepare a truly magnificent meal worthy of a master chef. Criminology (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78). The study of crime and its history can be of great importance to

Chapter Four: Skills

Dancing (Cha) (This skill works in the same manner as Perform Skill in PHB, pg. 79) The hero knows many styles and varieties of dance, from folk dances to formal court balls. Demolition (Int, trained only) Explosives are far more common in the Masque of the Red Death setting than they are in a traditional D&D. This skill means that the character is knowledgeable about the use of various types of explosives, and how to set charges for the best effect. She also has knowledge about the storage requirements of various types of explosives and detonators. It is possible that she may be able to look at a something that has been exploded and tell what type of explosive was used, but this is difficult. Explanation regarding how explosives work is found in the Equipment Chapter. While it is possible for explosives to be used by characters without this skill, doing so can be very dangerous for that character and those in that characters immediate vicinity. Consult Chapter 6 for more details about how this skill and checks for this skill. Diplomacy (Cha) As per PHB, pg. 71. Disable Device (Int, trained only) As per PHB, pg. 72. In MotRD this skill may not be used to disable magical traps. Disguise (Cha)

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As per PHB, pg. 72. Electricity (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) With this skill, a character can understand and design various machines that depend upon electricity for their operation. This skill allows the character to understand and attempt to make or repair such machines that use electricity. The DC for this depends on the complexity of the Machine. (Highly Complex DC 35, Moderately Complex DC 30, Complex DC 25, Simple DC 10, Very Simple DC 5) Designing and building innovative or new electrical devices is a much more difficult task requiring knowledge of Engineering, Chemistry or Physics depending on the type of device. Engineering (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78) This skill deals mostly with the knowledge of mechanical engineering. Those characters with this skill can attempt to figure out how a complex piece of machinery works, the purpose of the machine and how to repair or duplicate it. The DC for this depends on the complexity of the Machine (Highly Complex DC 35, Moderately Complex DC 30, Complex DC 25 Simple DC 10 Very Simple DC 5) For the most part, steam engines or similar mechanisms such as water wheels or windmills will power these devices. If the character is to undertake design of new or innovative machines, a higher DC is assigned. Equestrian (Dex) This skill is basically the same as the Ride Skill (PHB pg. 80). However it only includes the ability to ride horses, ponies, mules or donkeys. Camels and Elephants are different enough that attempting to ride them may be difficult. Etiquette (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) This skill gives the hero an understanding of the proper forms of behavior and address required in many different situations, including those involving nobility and persons of rank. The Diplomacy skill can give a Synergy bonus to Etiquette. If the hero has Savoir-faire, they can quickly learn the proper etiquette for a culture that they have not encountered before. In this case the hero gains a +2 bonus on Etiquette checks when dealing with a previously unknown (by the hero) culture. DC for

Chapter Four: Skills

Etiquette checks are adjusted based on the hero's background. Fire-building (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) A Hero with fire-building skill does not normally need matches to start a fire (although it is fast and easy with matches.). Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Matches are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful skill check (DC 15 with Flint & Steel; DC 25 without) must be rolled to start a fire. Fishing (Wis; Trained Only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, make a skill check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the difference between the die roll and the DC. A net will catch three times this amount. Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pool during spawning season. The DM may modify the results according to the situation. Forbidden Lore (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) This skill indicates knowledge of events long past that are of the sinister or macabre variety. If a particular area of study/knowledge, such as is not picked; then her knowledge is limited to Forbidden Lore of the most general type. For example, the noted metaphysician Van Helsing is well versed in battling the supernatural evils of Gothic Earth, but is especially devoted to (and knowledgeable about) vampires. Someone with only general Forbidden Lore would know perhaps that vampires are real and not just a tale out of folklore. They would perhaps know that a wooden stake is generally thought necessary to kill a vampire but would not be able to identify all the allergens or weakness of a particular type of vampire. If the Forbidden Lore in question deals with a culture that from their background and skills and there is no obvious reason for the character to have knowledge of that culture, the DC is greatly increased. Characters with the Forbidden Lore skill have a greater understanding of the dark and macabre side of the universe. As such, they make

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all fear and horror checks with a +2 competency bonus. If the check is directly related to some area in which the character is an expert, that bonus increases to +4. Note: You can only apply this bonus once no matter how many different specializations of the Forbidden Lore skill the character has. Like Knowledge skill in D&D, Forbidden Lore has many possible specializations. A hero can choose to concentration on one area or to gain some knowledge of many areas and hope for Synergy bonuses. Special: Forbidden Lore: Arcane Magic: This skill is used to identify Arcane spell schools when using Detect Magic. Also 5 ranks in this skill gives a +2 synergy bonus when an arcane spell caster attempts to identify and learn a new spell. Forbidden Lore: Mysticism This skill is used to identify Mystic spell domains when using Detect Magic. Forgery (Int) As per PHB, pg. 74. Gaming (Int, trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) The hero knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game (which may take too much time for some) or make a skill check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his ability score. If the skill check for the attempt is 1 to 3, however, the hero has been caught cheating. Gather Information (Cha) As per PHB, pg. 74 Geology (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78). A hero who is proficient in Geology has a good working knowledge of the processes by which the features of the earth's surface are formed and has a good recognition of various rocks and minerals. Such a character may be able to estimate the relative safety of travel in a subterranean environment or

Chapter Four: Skills

determine the likely source of a rock or soil sample (provided that the sample is significantly uncommon). This skill includes a working knowledge of mineralogy and topography. A hero who has both this skill and the Mining skill gains a +2 bonus to any checks in which the two areas overlap. Gunsmithing (Int; trained only) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) The availability of inexpensive and reliable firearms on Gothic Earth has greatly changed the nature of combat. Heroes with this skill are able to clean, maintain, and repair such weapons. The DC class for repairing a firearm will vary on the based on the extent of damage the weapon has sustained. Repairing a firearm is DC 15 assuming you have the proper tools and material and the damage is not extensive. The DC to design and build new or unique firearms will vary based on the availability of the material at hand and what the character wishes the weapon to do when it is completed. The base DC for making a new type of firearm is 25. Perhaps the most valuable aspect of the Gunsmithing skill, other than gun repair, is that it gives its owner the ability to manufacture ammunition (if materials are available) and to arm weapons with special loads (silver bullets, for example). The DC for making bullets is discussed in the Equipment Chapter of this book. Handle Animal (Cha, trained only) As PHB, pg. 74 Healing (First Aid) (Wis) This skill reflects a familiarity with first aid, natural remedies, and the like. As such, it functions as in the D&D game rules for aiding efforts for stabilizing dying companions. Heraldry (Int) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.). While this skill functions in a manner similar to its use in D&D games, players and DMs should understand that it reflects the modern flags of the world, military insignia, military medals, and various important icons of the 1890's. Herbalism (Int)

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(This skill works in the same manner as Knowledge Skill in PHB, pg. 78.). This skill includes the ability to use and identify herbs for cooking, medicine, and other normal usage. Hide (Dex; Armor Check Penalty) As per PHB, pg. 76. Hierarchy Contact** (Cha) Heroes who are members of a organized religion which have an established church hierarchy may have access to resources unavailable to other heroes. This skill reflects such resources and indicates that the hero knows how to work within his or her hierarchy to get information and other supplies an adventuring group may need. This skill maybe used to gather information about a specific place, person or object but only one that has some relationship to the organization to which the petitioner belongs. Monetary resources are not required to obtain information but access to a modern means of communication such as a telegraph or mail system is necessary. The system used to communicate the request will effect the length of time it takes to receive an answer. This is up to the DMs discretion as is the scope of information available. However, the other aspect of this skill does require a check. If the hero wants access to consecrated or otherwise special items that maybe helpful in fighting the supernatural, they must make a successful skill check. Such items may include holy (blessed) water or wafers or other such items. The availability is up to the DM. This check has a base DC 20 and increases if the hero is in a place where the religious organization she is has few resources in the hero's current location. If the attempt to acquire such items succeeds by 5, the cost is 10% less than book price. If the attempt succeeds by 10 or more the cost is halved. The campaign requires the hero be at least fourth level before using this skill. History (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78). When the skill is chosen, the player must select a specific area or period of history to be the hero’s area of expertise. For example, the history of winemaking in Europe might be an appropriate choice as would the history of France. The history This skill first appeared in Dragon Magazine #215.

Chapter Four: Skills

of Europe would not be appropriate; the history of a single vineyard in the Burgundy region would also be inappropriate. It is important to make a distinction between this skill and the Forbidden Lore skill. The History skill differs from Forbidden Lore in that History deals with mundane facts about Gothic Earth that anyone with time and research skill can obtain, while Forbidden Lore deals specifically with the dark, macabre, and supernatural side of the universe Hunting (Wis; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) When in wilderness settings, the character can attempt to stalk and bring down game. A skill check must be made with a -1 penalty to the ability score for every non-proficient hunter in the party. If the die roll is successful, the hunter (and those with him) has come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a skill check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM. Jeweler (Int; trained only) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) Includes the knowledge of how to fashion jewelry from precious metals and other valuable substances. This includes the working of fine metals and gem cutting. A hero who has at least 5 ranks of jeweler would receive a +2 synergy bonus when using the Appraise skill to value gems, jewelry and precious metals. Journalism (Int; trained only) (This skill works in the same manner as Craft Skill in PHB, pg. 70). This skill reflects a talent for writing and a familiarity with the business of publishing. It might indicate one of a number of occupations. a character employed as a writer or editor by a newspaper or magazine; a character working as a freelance writer or photographer; or a character who writes fictional stories or novels. Attempts by a character to sell written work will be governed by skill checks and the DM's estimate of the quality and interest of the work. In any case, an unmodified roll of 20 indicates that critics hail a work as masterful, while an unmodified roll of 1 indicates that a work will be scorned and ridiculed. Jump (Str; Armor Check Penalty) As PHB, pg. 77.

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Language, Ancient (Int trained only) When a player selects this skill for a hero, a specific language must be chosen. Languages that qualify as ancient include ancient Egyptian (demotic or hieroglyphic), Babylonian, Greek, and Sumerian. Latin may be selected as a modern language. This skill bestows knowledge of both written and spoken elements of a language, if both exist (which except for Greek is relatively rare). For example, a skill in Egyptian hieroglyphics does not allow a character to "speak" hieroglyphics. The translation of ancient languages is not always an easy thing and a skill check is required. The DM is free to disallow any language that seems inappropriate. Language, Modern (trained only) Like the Ancient Language skill, a character is required to select a specific language. This skill allows the character to both speak and write the selected language. As noted in the Ancient Language description, Latin is considered modern language on Gothic Earth because it is so commonly used in church services, medicine, and science, and is taught almost routinely in grammar schools. Skill checks are not necessary. You do not buy ranks. It takes 2 skill points for each language your hero learns (beyond the free ones that heroes gain from high intelligence) no matter what class the hero is. Law∗ (Wis; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) Heroes with this skill have a good understanding of the law court system and related subjects. A hero must at least 5 ranks of Law skill and the Profession class to be considered to have been admitted to the bar and certified to practice Law in one country. They must denote what country (or state) they are practicing in, as the court systems are not always similar from country to country. A player selecting this skill may decide that they have studied a specific type of law. If such is a case, then they receive a +2 bonus to skill checks within his area of expertise but suffers a –2 on all other law skill checks. Listen (Wis) As PHB, pg. 78.



This skill first appeared in Dragon Magazine™ #215.

Chapter Four: Skills

Masonry (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) A character with this skill is skilled in all manners of construction involving stone, brick, cement, and similar building materials. Her knowledge goes from building simple retaining walls, building fireplaces, foundation work as well as building actual structures. She also knows how to make bricks. Mathematics (Int; Trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) The study of abstract or theoretical mathematics dates back thousands of years in our own world; the ancient Greeks laid the groundwork for geometry, while algebra was a pastime of Islamic scholars and nobles before the European Renaissance. Possession of at least 2 ranks in Mathematics will give a +2 synergy bonus to Arithmology. Medicine (Wis; trained only) When used with the Class Professional: Physician this skill works in the same manner as Profession Skill in PHB (pg. 80.) When a hero without this class takes this skill, they are considered to have "book knowledge" but no practical experience. A Professional: Physician class hero with this skill has attended a medical school or has studied closely under a skilled physician. Such heroes are versed in the scientific healing methods of the 1890's. Professional: Physicians are able to tend the wounded. A successful skill check (DC 15 unless otherwise stated) by a physician, restores 1d4 hit points for every 5 levels of physician class for new wounds or injuries. The practice of Medicine requires a licensee, the Professional: Physician class has a licensee for either their country of origin and/or the county they are currently reside in. A hero who does not have at least one level of Professional: Physician only has "book" knowledge and cannot use it to restore hit points. Long term care: As per Heal in the PHB except that such characters recover an 2 hit point per day per level and 2 temporary ability points damage per day if engaging in normal activity (with 8 hours of rest); 4 hit points per level per day and 3 temporary damage ability points per day of complete bed rest; and 5 hit points per level per day and 4 temporary damage ability points per day if placed in a hospital or similar medical facility. Treating Poison victims: As per Heal except that the physician attempting to help a poisoned hero

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grants the hero a +2 bonus to saving throws versus poison (regardless of how the poison entered the system). If the physician has access to a reasonably equipped store of medical supplies (such as a ship's infirmary or doctor's office), this modifier increases to +3. If care is given in a hospital or similar facility, the bonus increases to +4.

check. A cumulative -1 penalty is applied to all questions after the first. Failure indicates that the trance has faltered and the subject has awakened. The questions asked must be fairly simple and straightforward. It is impossible for the mesmerized subject to lie or deceive the character in any way, although the emotions or beliefs of the subject may taint the answers given.

Physicians are able to diagnose and treat diseases. Treatment does not always indicate an immediate cure (or any cure). It may constitute the easing of symptoms through herbs, drugs, poultices, or other therapy. Treatment may shorten the duration of an illness depending on the severity of the disease. To administer successful treatment, the physician must make a skill check. If the physician has access to reasonable medical supplies, this check is made with a +2 bonus. If care is given in a hospital or similar facility, the bonus increases to +4.

A mesmerized hero has almost total recall, so this skill is useful for recovering information that may have been lost to the conscious mind. For example, a subject who witnessed a werewolf attack in the foggy alleys of London might well have been so shocked and horrified by the sight that he blocked out nearly all memory of the event. Under the influence of a skilled mesmerist, the subject could be made to recall many of the specifics of the scene, which he was unable to recall consciously.

The average physician has no knowledge of magically created or transmitted diseases. Some magically created or transmitted disease requires the knowledge of a mystic to cure. Mesmerism (Cha: trained only) (This skill works in the same manner as Perform Skill in PHB, pg. 79.) The powers of the mind are only beginning to be understood in the 1890's. The mysteries of hypnosis are still beyond the comprehension of science. A hero with this skill is able to place a willing subject into a trance. The mesmerist to explore the inner reaches of the mind with carefully phrased questions. Unwilling characters or those who are unaware of the attempt are impossible to entrance. An individual may be mesmerized only once per day. Establishing the trance requires 1d4 minutes (DC 15 skill check). During this time, the mesmerist and subject must be in a quiet place with no obvious distractions. The mesmerist must supply some object upon which the subject can focus his concentration, such as a burning candle, gleaming ring, or polished pocket watch. The combination of the focused attention and the soothing words of the mesmerist lull the subject into a sleeplike trance. Once the subject has been mesmerized, the character can begin to ask questions. With each question asked, the hero must succeed a skill

Chapter Four: Skills

Note: Someone under the affect of a Mindaffecting spell is not considered a "willing subject". Mining (Wis; Trained Only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) A hero with mining skill is needed to site and supervise the operations of any mine. First, the character can attempt to determine what types of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful skill check (made secretly by the DM), the hero has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course. A hero who has both this skill and the Geology skill gains a +2 bonus to any checks in which the two areas overlap. Mountaineering (Wis, Trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) A hero with this skill can make difficult and dangerous climbs up steep

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slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering skill leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. A character with this skill gains a +2 competency bonus per skill rank when making mountaineering checks to climb a surface. Note that mountaineering is not the same as the Climb Walls skill, since the latter does not require aids of any sort.

they wish to make a living as a Photographer they must be either Professional or Tradesman class.

Move Silently (Dex, Armor Check Penalty) As per PHB, pg. 79.

This skill includes knowledge of forces and motion, gravity, heat, light, optics, magnetism, and properties of matter and energy. The Physics skill provides a good understanding of electricity and may provide a +2 bonus on attempts to use the Electricity or Engineering talent if the DM deems this appropriate. Like other skills dealing with the sciences, additional ranks indicate the level of learning and the ability to postulate new theories.

Musician (Cha -) (This skill works in the same manner as Perform Skill in PHB, pg. 80.) The player must select a musical instrument when this skill is chosen. The hero knows how to play it but does not make a living by being a musician. If they wish to make a living at they should have at least one level of Performer class. Navigation (Wis; Trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) Navigation is much more exact on Gothic Earth than it is in most fantasy campaign worlds. A skilled navigator with the proper equipment (maps and a compass, at the very least) can find his way across any stretch of land or sea with relative ease (DC 10). If a sextant and a clock are used, then the character gets a +2 on her check. Needlework (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 65.) The hero is skilled in the use of a needle for the purposes of sewing or embroidery. Open Locks (Dex; Trained Only) As per PHB, pg. 71. Photography (Int; Trained only) (This skill works in the same manner as Craft Skill in PHB, pg. 65.) A hero with this skill is can use and repair camera equipment. In addition this talent allows a character to develop photographic plates and print pictures if the proper equipment is available. If combined with the Artist skill, the character can produce photographs that are considered artistic rather than merely competent. The hero is skilled in photography but this is only a hobby and not what they make a living at. If

Chapter Four: Skills

Physics (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) A character with this skill is familiar with the forces of nature and the physical laws and structure of the universe. Physics in the 1890's was radically different from the physics of our modern Earth. Concepts of quantum mechanics, molecular bonding and even electrons were unknown.

Presence*(Cha Trained Only) Some heroes have such spiritual power that their auras are almost tangible, especially to supernatural creatures. On a successful skill check the hero can shift the reaction of a supernatural creature. The DC of the skill check is 10+ the # HD of the creature. Also any Charisma-based skill checks gain a +2 bonus when dealing with that creature. If the Presence skill check fails, then all Charisma-based checks gain a -2 penalty. Any attempt by characters with this skill to use the Hide skill against Undead is at a -2 for every 5 ranks of Presence that she has. Aid another can not be used with this skill. Prognostication (Int; trained only) With this skill, a hero is able to catch fleeting glimpses of the future. When this skill is selected, the player must select a method by which the character attempts to read the future. Possible techniques include astrology, palm reading, tealeaf reading, and numerology. This skill does not show solutions (directly) the way a divination spell might. For the most part, individuals who practice prognostication on Gothic Earth are frauds or fools. They learn nothing from their efforts and know nothing of the true magic associated with fortune telling. Heroes who take this skill are assumed to have an understanding of the true mystical nature of *

This skill was first published in Dragon Magazine™ #236.

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their craft, however and can use this talent to accurately predict the future (although to a limited degree). The DC is based on how far in the future and how detailed is the information sought. The more general the information, the lower the DC. Very general DC 10, moderately specific DC 15 very specific DC 25 exact detailed knowledge DC 35. How far into the future you wish to look also effects the DC. Within 24 hours there is at least a +2 adjustment to the DC; 1 week +5, One Month +10. If the prognostication is for yourself then there is a +2 circumstance bonus to the check. If it is for someone not present there is a -2 circumstance penalty to the check. The use of this skill is hazardous. Because this ability taps the magical energies of the world— energies long ago fouled by the arrival of the Red death—any use of this skill requires a Powers check. The chance of failing a Powers check is based on the nature of the information sought by the prognosticator. If the character seeks only trivial or vague knowledge (for example, shall I be lucky at cards this month?) then the check has only a 1% chance of failure. An attempt to glean more specific information (for example, (Will our battle against the vampire be successful?) carries a 3% chance of failure. More precise questions, if the DM allows them to be asked, should result in more difficult checks (no less than 5%). Note that this check must be made each time the skill is attempted, regardless of whether it is successful. Also, the DM should increase the difficulty of the powers check if the information sought is to be used for an evil or malicious intent. No retry is allowed on failed attempts. Aid another can not be used with this skill. Psychology (Wis; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) The modern sciences that study the human mind are still in their infancy in 1890. Sigmund Freud, the father of modern psychiatric practices, is laboring in Vienna, performing the research that will eventually change the way humans think about mental health. The majority of Freud's important early research will not be published till the later part of the 1890's. Not until 1905 does the scientific community begin to take his work seriously.

Chapter Four: Skills

The acquisition of a Psychology skill indicates that a character is trained in the care and handling of persons suffering from varying types of mental illness. This includes the effects of failed horror or madness checks. This skill has no effect on failed fear checks. More information on the use of this skill is found in section dealing with Madness Checks in the chapter on Adventuring in Gothic Earth. Psychometry (Wis; trained only) A person with this skill has a limited psychic gift that enables the individual to detect the faint impressions attached to items involved in traumatic events. For instance, if a hero with Psychometry were to attempt to use Psychometry on a knife that was suspected as a murder weapon, a successful check might reveal great pain and terror linked to the weapon. If the object had no traumatic event associated with it, or if the roll failed, the character would sense nothing. If the roll is an unmodified 20, the character will relive the traumatic experience as if he had been present at the event. In a severe case, this could result in a fear or horror check, or even a Fortitude Check to avoid death or coma. In order to use this skill, the character must hold the object in question and spend one complete round concentrating on it. There is a minimum 1% Dark Powers Check each time this skill is used. Aid another can not be used with this skill. Read Lips (Int; trained only) The hero must be within 30 feet of the speaker and able to see her speak. The hero must also be able to understand the speaker's language. Base DC is 15 and it increases based on the complexity of the discussion and how articulate the speaker is. The hero must concentrate for one minute and can only move at half speed (assuming they can do so and keep the speakers lips within their line of sight. Religion, Ancient (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.). This skill provides a hero with an understanding of ancient religions that are no longer practiced openly on Gothic Earth. This skill may be selected for a specific country or mythos such as Religion: Ancient (Egyptian). Doing so might lower the DC or gain access to more obscure information. This skill tends to provide macabre and unusual information about "the dead gods" and similar sinister-sounding concerns. Some small crossover exists with the Modern Religion skill.

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Religion, Modern (Int) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) This skill is similar to the Religion skill in the Player's Handbook. It grants a character a general familiarity with religions currently practiced on Gothic Earth. "Common Knowledge" of a current religion is DC10. If the religion is only practiced in a country or culture unfamiliar to you the DC increases. This skill may be selected for a religion such as Religion: Modern (Catholic). Doing so might lower the DC or gain access to more obscure information. A small amount of crossover exists with the Ancient Religion skill. Seamanship (Wis; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80). The hero is familiar with the boats and ships employed in the 1890’s (both sailing ships and steamships). He is qualified to work as a crewman, although he cannot navigate without the Navigation skill. Crews of trained seamen are necessary to manage any ship. Laborer or Tradesman class is required to make a living as a seaman. (A Soldier: Sailor is considered to be making their living by being in a military unit.) Search (Int) As per PHB, pg. 81 except that Magical Traps can not be found by anyone with the use of this skill. Criminal Class heroes and 4th level Explorer/Scouts can use the search skill to find traps including those with a DC higher than 20. Other classes can attempt to find traps but they have a -6 penalty to their skill check. Sense Motive (Wis) As per PHB, pg. 81. Set Snares (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) This skill reflects the knowledge of how to set snares to trap animals. The DC class for the setting of the snare is based on the intelligence of the creature you are attempting to get. Singing (Cha) (This skill works in the same manner as Perform Skill in PHB, pg. 80.) The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that Performers can do this automatically).

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No skill check is required to sing. The character can also create choral works on a successful skill check. Sixth Sense (Int; trained only) A character with this skill is sensitive to the presence of the supernatural in its many manifestations. If such a character spends one round clearing his mind and making himself receptive to the ambient energies of the area, he can sense the presence of spell use and undead or supernatural creatures. (This is a full round action and the DM must determine whether a creature falls into this category.) The sensation is only a tingling awareness that supernatural energies are near, and gives no clue as to the nature of the energies, but it may provide a character with sufficient warning to take special precautions. The stronger and more powerful the creature, the lower the DC. The more powerful the spell being used, the lower the DC class. The base DC is 15 - the spell level or the level/HD of the supernatural creature. The DM may assign modifiers to the role based on the situation. When the hero (in a conscious attempt to see if such energies are in the area) invokes this sense, they are reaching out into the web and thus a powers check is required. The Dark Powers check has a base of 1%. This skill will not pinpoint the location of a supernatural presence, a creature or object. Aid another cannot be used with this skill. Sleight of Hand (Dex; Trained Only) As per PHB, pg. 81. Spot (Wis) As per PHB, pg. 83 except it can not be used to read lips. Survival (Int) As per Survival PHB pg. 83. Special: This skill may also be applied to a specific environment--i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. For example if the character had both 5 ranks of Survival and 5 ranks of Survival Dessert then they would gain a +2 synergy bonus to Survival checks when in the desert. Swim (Str) As per PHB, pg. 84. Tailor (Int - Craft, Wis - Profession)

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This skill includes competence with all the modern sewing techniques and devices of the 1890's. The person who makes their own clothes would use this skill. However those who wish to go in to business would take the Tradesman Tailor class especially if you wish to set up in a business comparable to the House of Worth in Paris. Taxidermy (Int; trained only) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) A hero who chooses this skill is able to dismember and successfully reconstruct the carcasses of animals for display purposes. Such a character may be employed by a museum or may work independently, possibly as a hobby. A person who is making a living doing this would be a Tradesman: Taxidermist. Teamster (Wis; trained only) (This skill works in the same manner as Profession Skill in PHB, pg. 80.) A hero with this skill is able to skillfully drive wagons, carts, and similar animal drawn conveyances. In general, no skill check is required for this activity unless an unusual situation arises, such as bad weather or frightened animals. In such cases, the DM may assign bonuses or penalties to the roll as appropriate. Tightrope Walking (Cha) (This skill works in the same manner as Perform Skill in PHB, pg. 81 as well as the Balance skill pg. 67.) The hero can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. The Checks and DCs for this are on pg. 67 in the PHB. Each rank of Tightrope Walking reduces these penalties by 1. Use of a balancing rod reduces the penalties by 2. Winds or vibrations in the line increase the penalties by 2 to 6. The hero can attempt to fight while on a tightrope, but he suffers a -5 penalty to his attack roll and must roll a successful skill check at the beginning of each round to avoid falling off. Since the hero cannot maneuver, he gains no adjustments to his Armor Class for Dexterity. If he is struck while on the rope, he must roll an immediate skill check to retain his balance.

Thespian∗ (Cha) This skill works in the same manner as the Perform skill (See PHB pg. 81). This skill includes acting and oratory. A skilled Thespian who focuses on Oratory can used their voice and manner to but forth an argument on any topic. A skilled Thespian who focuses on acting is able to adopt the mannerisms and speech patterns of those she is impersonating with great efficacy. A hero who successful combines this skill (DC 20) with a successful Disguise skill check gains a +10 circumstance bonus to the Spot DC. Toxicology (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 78.) Toxicology is the science of poisons, their effects and handling. The hero with Toxicology has a chance to identify common poisons, know how they are administered and basic understanding of their effect. She knows how to handle most poisons without endangering herself. Knowledge of Chemistry is required to make poisons. Medicine and Toxicology are needed in order to create new poisons that mimic a specific natural disease and to identify the formula for antidotes. The knowledge of Botany gives a bonus (+2) when creating a poison derived from plants while Biology gives a bonus (+2) when animal venom is used. Biology can also give a bonus (+2) if an attempt is being made to produce a specific effect (for example paralyzation) from a poison. As with other sciences, a supply of materials and laboratory equipment is required for making new poisons, antidotes or antitoxins. The making of antitoxins requires both Toxicology and Biology. The DC for making an antitoxin is 10 + the DC listed for the save against the poison. This can only be done in a laboratory and you get no Synergy bonus for additional skills. The first successful use of an antitoxin was in 1894 against diphtheria. Tumble (Dex; Trained Only; Armor Check Penalty) As per PHB, pg. 84. Use Rope (Dex) As per Use Rope, PHB, pg. 86 Ventriloquism (Cha; Trained only) (This skill works in the same manner as Perform Skill in PHB, pg. 81.) The hero has learned the secrets of "throwing his voice." Although not ∗

This skill was first published in Dragon Magazine™ #215.

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actually making sound come from somewhere else (like the spell), the hero can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character's chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer's intelligence modifies this as follows: Intelligence Modifier less than 3 +6 3-5 +4 6-8 +2 9-14 0 15-16 -1 17-18 -2 19+ -4 A successful skill check (DC 15) means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make.

actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. Weaving (Int) (This skill works in the same manner as Craft Skill in PHB, pg. 70.) A hero with weaving skill is able to create garments, tapestries. The hero requires a spinning apparatus and a loom. A weaver can create two square yards of material per day. Zoology (Int; trained only) (This skill works in the same manner as Knowledge Skill in PHB, pg. 70.) A hero with this skill has a working knowledge of the world's known animals and their habits. This skill does not permit a hero to train wild animals, but it can be used with the Animal Husbandry skill to eliminate the penalty normally associated with such attempts. This skill might allow a hero to tend a minor injury or recognize an ailment in an animal, but it does not confer the ability to perform surgery or diagnose complex diseases. However if the character also has Biology or Medicine then they can attempt to do those things as well as getting a +2 synergy bonus if they have 5 ranks in one of the other skills.

Since ventriloquism relies on deception, people's knowledge of speech, and assumptions about what should and shouldn't talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual ("Hey, his lips don't move!"). Using ventriloquism to get someone to look behind him does not work, since the voice is not

Chapter Five: Feats in Gothic Earth Each character gets two feats when the character is created (since all heroes are human). Every three levels (3rd, 6th, 9th, 12th, 15th, and 18th), he or she gains another feat. The feats come according to total character level, regardless of individual class levels. (Some classes get bonus

Chapter Four: Skills

feats. Those feats are only gained when the character's level in that class reaches the appropriate level.) The Feat List includes all allowed feats in this setting. Prerequisites Some feats have prerequisites that are unique to Masque of the Red Death setting. A character must have the listed ability score, feat, skill, skill group, class, kit or base attack bonus listed in order to select that feat.

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Table 5–1: Feats Feat Acrobatic Agile Animal Affinity Blind-Fightδ Calculator Combat Expertiseδ Improved Disarmδ Improved Feintδ Improved Tripδ Whirlwind Attackδ Deceitful Deft Hands Diligent Dodgeδ Mobilityδ Spring Attackδ Endurance Diehard Estimator Exotic Weapon Proficiency*δ Feign Death Great Fortitude Improved Criticalδ* Improved Initiativeδ Improved Unarmed Strikeδ Improved Grappleδ Stunning Fistδ Investigator Iron Will Keen Sense* Light Sleeper Lightning Reflexes Martial Weapon Proficiency* Meditation Mimicry Voice Mimicry Sounds Mounted Combatδ Mounted Archery/Firearmδ

Trampleδ Ride-By Attackδ Spirited Chargeδ Movement Meditation Negotiator Nimble Fingers Perfect Memory Auditory Perfect Memory Visual Perfect Pitch Persuasive Point Blank Shotδ Disarming Shotδ Far Shotδ Precise Shotδ Rapid Shotδ Shot on the Runδ Improved Precise Shotδ Chapter Five: Feats

Prerequisite __ __ __ — Int 13+ Int 13+ Combat Expertise Combat Expertise Combat Expertise Combat Expertise, Dodge, Mobility, Spring Attack, Base Attack+4

__ __ __ Dex 13+ Dex 13+, Dodge Dex 13+, Dodge, Mobility, Base Attack +4 or higher — Endurance __ Base Attack +1 or higher __ — Proficient with weapon, Base Attack +8 or higher — — Dex 13 Improved Unarmed Strike Improved Unarmed Strike Wis 13+, Base Attack +8 __ __ __ __ — — Wis 13+ __ __ 1 rank Equestrian skill Mounted Combat Mounted Combat Mounted Combat Mounted Combat, Ride-By Attack Wis 13+ __ __ __ __ __ __ — Point Blank Shot Point Blank Shot Point Blank Shot Point Blank Shot, Dex 13+ Point Blank Shot, Dex 13+, Dodge, Mobility Dex 19, Point Blank Shot, Precise Shot, BAB+11 53

Power Attackδ Improved Bull Rushδ Pugilismδ Quick Drawδ Rapid Reloadδ Run Savoir-fair Self-Sufficient Skill Focus* Speed Reading Stealthy __ Strength of Arm Uncanny Sense* __ Toughness** Track Two-Weapon Fightingδ Improved Two-Weapon Fightingδ Greater Two Weapon Fightingδ Weapon Finesseδ* Weapon Focusδ*

Str 13+ Str 13+, Power Attack __ Base Attack +1 or better Weapon Proficiency with pistol — __ __ __ __ __ — __ — Two-Weapon Fighting, Dex 17, Base attack +6 Dex 19, Improved Two Weapon Fighting BAB+11 Proficient with weapon, Base Attack +1 or higher Proficient with weapon, Base Attack +1 or higher

METAMAGIC FEATS Empower Spell Enlarge Spell Extend Spell Heighten Spell Silent Spell Spell Focus* Greater Spell Focus* Spell Penetration Still Spell

— __ __ __ __ __ Spell Focus __ __

SPECIAL FEATS Alertness Combat Reflexesδ Evasion Extra Turning** Learning* Sneak Attack Shield Proficiencyδ Weapon Specializationδ* Greater Weapon Focus δ Greater Weapon Specializationδ

Explorer or Cowboy Class Only Soldier, Soldier: Officer and Cowboy class 3rd level Criminal Class Mystic, Dilettante, Medium or Exorcist Class 3rd level Laborer or 3rd level Shaman 2nd level Criminal Class or 1st level Shepherd Soldier or Soldier: Officer Only Soldier level 4th + Soldier Level 8th, Weapon Focus Soldier level 12th, Greater Weapon Focus, Weapon Specialization

* You can gain these feats multiple times. The effects do not stack; each time you take the feat, it applies to a new weapon, school of magic, domain, selection of spells or sense. ** You can gain this feat multiple times. Its effects stack. The δ next to Feat name denotes Feats that qualify as combat feats for Soldiers.

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Estimator

Feat Descriptions Only those feats that are exclusive to Masque of the Red Death or are different from the PHB are described in this section. All other allowed feats are described in the PHB.

Agile Benefit: gives +2 bonus to tightrope walking and wrestling checks to escape a grapple or pin

Calculator Benefit: You are able to calculate arithmetic values with lighting speed. Normal: Your mathematical calculations take 10 times as long as someone with this feat. Special: If you fail the intelligence check for making a mathematical calculation, you realize you became muddled somewhere along the line and that the answer is wrong. Those without this skill who fail that check still believe they have the right answer.

Diligent Benefit: +2 bonus to Appraise and Accounting skill checks.

Disarming Shot Prerequisite: Point Blank Shot Benefit: You get a +2 to your attack role when you attempt to shoot a weapon out of the hand of an opponent. This only works when using revolvers or rifles. (It does not work with shotguns or scatterguns.)

Empower Spell The DC of the Powers Check when casting the spell is the level the spell is prepared +2%.

Endurance This feat also applies to arcane spell casters successfully surviving the stress and time spent when learning spells (applies to the Constitution check associated with learning spells.)

Enlarge Spell The DC of the Powers Check when casting the spell is the level the spell is prepared +2%.

Benefit: You can make quick and accurate guesses about a chosen value. This feat when chosen is for only one of three values; numbers, weights or distances. You may take this feat multiple times to get the ability in an additional value. You get +2 to the Wisdom check required to estimate a value. You must observe the item or distance for at least 3 rounds. If you fail your check, you are uncertain, unless your roll was an unmodified 1. Then you are wrong by 20 to 80% but you are positive that your guess is correct.

Exotic Weapon Proficiency Archaic weapons are included in this category.

Extend Spell The DC of the Power Checks when casting the spell is the level the spell is prepared at +2%.

Feign Death Benefit: Requires that you make a con check to succeed at achieving a cataleptic state. You appear dead to observers. The DC class is 15. If you make the check you can remain in that state for one hour. If you made the check by more than 2 better than the DC then you can remain in that state a number of hours equal to your con score. If you made your check by more than 10, you can double the amount of time that you stay in that state. A Physician must make a Medicine skill check (DC 40) to detect that the hero is actually alive. Special: This feat allows you to extend the time you can survive without air. For example if buried alive you could survive without air for your Constitution Score times one minute.

Greater Spell Focus In addition to the +1 to save DCs, this feat grants a +2 bonus to Spellcraft and Spiritcraft checks when casting spells of the School or Domain chosen. It also affects Spellcraft checks when attempting to identify or learn new spells in that school.

Heighten Spell The DC of the Powers Check when casting the spell is the level the spell is prepared at +2%.

Improved Critical This feat does not apply to firearms.

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Investigator Benefit: +2 bonus to Gather Information, Search and Criminology Checks.

Keen Sense Benefit: For each time this feat is taken, the character chooses one sense that is unusually sensitive, beyond that of normal human senses. You can observe very faint phenomena. This feat compliments the Uncanny Sense feat. Listed below are examples of how this feat works with each of the senses. This is to give the DM and the player a guideline for how this works and should not be considered the only way the character can benefit from this heighten sense. Hearing-Hear faint sounds, like a pin dropping, well enough to hear a muted conversation 20 feet away. +4 bonus to Listen checks. Sight- See in dim light; such as moonlight or starlight (like an owl) well enough to move or fight normally. Gives a +2 bonus to search in low light. Smell- Smell faint odors (like a dog), such as a perfume of a person who has passed by an hour ago, well enough to aid in following that person. Gives a +2 bonus to tracking. Taste-Taste mild flavors, such as in food or drink, well enough to observe the presence of a poison. Gives a +2 bonus to Fortitude saves for ingested poisons. Touch-Feel smoothness of surfaces, such as in walls, well enough to detect irregularities, such as secret doors. Search checks for secret doors/compartments gain a +2 bonus. Criminals with this also gain a +2 to their ability to use search to find traps.

Learning Prerequisite: 3rd level Laborer or 3rd level Shaman Benefit: This Feat allows a hero who, because of their class, can not gain a knowledge based skill to, by dedicating a great deal of effort and time, learn one knowledge based skill. Use of this feat does not cause them to lose the ability to gain levels in either Shaman or Laborer. For example if (for whatever reason) a Shaman Class hero wished to acquire the knowledge skill: Electricity they would need to first take this feat. The Electricity skill would be a crossed classed skill and the hero

Chapter Five: Feats

would need to buy at least one rank of that skill in order to use it. This skill would not allow an Adept to acquire the Animal Empathy skill as that is not a knowledge based skill. This may be taken multiple times and each time it a new knowledge based skill is designated. Hindrance: If a hero takes this feat more than twice, they are starting to change their hero in such a manner that former equals (in general society) will feel uncomfortable around them. For example; a Laborer who has gain this feat multiple times goes into his local pub and is accused of "putting on airs" or of thinking he is better than the rest of them.

Light Sleeper Benefit: You are waken by the slightest disturbance nearby. Whenever an assailant attempts to sneak up on a light sleeper, a Wisdom check is made. If you succeed then you awaken instantly and are immediately aware of your surroundings and suffer no grogginess. If you fail, you have the same chance of a normal character has to awake. If you roll a 1 on your Wisdom Check, then you are so sound asleep, a loud noise is needed to awaken you.

Meditation** Benefit: Most religious professionals are trained in various practices of spiritual discipline and meditation. In addition to the effects of these practices on the soul of the mediator, they have concrete physical and mental effects as well. By spending time in meditation and prayer (and making a successful Wisdom check) the hero can temporarily boost one mental ability scoreIntelligence, Wisdom, or Charisma-by +2. The effect lasts one-third the time spent in meditation. Meditation requires freedom from disturbances and does not eliminate the need for food, drink or sleep. Only one ability can be boosted at a time.

Mimicry, Vocal Benefit: You can imitate exactly the voice of another human you have heard. (+20 to Thespian Skill check) How long and how often you have heard the voice you are attempting to imitate dictates the DC of the required Thespian check.

*

This feat was first published in Dragon Magazine™ #236.

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Mimicry, Sounds Benefit: You can imitate the non-articulated sounds such as the call of a bird or the click of a pistol. (+10 to Thespian Skill Check) A successful Thespian skill check means that the sound is indistinguishable from the real thing. This includes the ability to sound like a specific sound such as the bark of the neighbors' dog.

Movement Meditation* Benefit: Certain mystical traditions in Gothic Earth, particularly (but not exclusively) in the East, emphasize physical discipline and exercise as a means of spiritual growth. This is identical to the Meditation skill described previously, except that one physical ability-Strength, Dexterity, or Constitution-can be improved by +1 for a period equal to half the time spent in meditation. The same requirements for the meditation must be met.

Mounted Archery / Mounted Marksmanship Mounted Marksmanship works exactly as Mounted Archery (see PHB 98). The difference is Mounted Marksmanship affects heroes using Firearms, while Mounted Archery helps heroes who used bows, lassos or bolos.

Perfect Memory, Auditory Benefit: The ability to remember anything you have heard. It is particularly helpful when the hero would remember something that the player has forgotten. The check is based on intelligence and the DC is based on the length of time since the information was heard. For up to one week ago the DC is 0, a month 5, a year 30, and over a year 45. If you miss the check by 5 or less you remember parts of the information but not all.

Perfect Memory, Visual [General] Benefit: The ability to remember anything you have read or seen. It is particularly helpful when the hero would remember something that the player has forgotten. The check is based on intelligence and the DC is based on the length of time since the information was read or seen. For up to one week ago the DC is 0, a month 5, a year 30, and over a year 45. If you miss the check by 5 or less you remember parts of the information but not all.

Perfect Pitch Benefit: You can identify any single note played or sung with perfect accuracy and duplicate it. You can produce a sound that will shatter glass (DC

Chapter Five: Feats

25). This is a Singing skill check. It also grants a +4 bonus to any Singing skill check.

Persuasive Benefit: +2 to Bluff and Diplomacy checks

Pugilism Benefit: Heroes with this skill are highly skilled in unarmed combat. They get +2 to attack rolls when attempting to fight unarmed. They can also choose to do lethal damage rather than non-lethal damage when fighting unarmed but must declare that before attacking.

Rapid Reload Benefit: For a firearm the normal reloading is 2 bullets a full round, this feat makes this a move equivalent action.

Rapid Shot This does not apply to firearms.

Savoir-fair A character with this skill has the ability to smoothly and quickly adapt to any situation in any type of company. A male character suddenly confronted by a pack of angry thugs might make a Savoir-faire check to strike up a conversation and pass as one of their own. A female character in the same situation may be able to charm her way out of danger. Conversely, such characters can exhibit all the grace and nobility shown in the great courts of Europe, perhaps garnering the finest tables in restaurants or the best suites in hotels. Benefit: +4 bonus to Etiquette skill checks. However, when dealing with culture previous unfamiliar to the hero (such as their first trip to China) they can quickly learn the proper etiquette for that culture. In this case the hero gains a +2 bonus on Etiquette checks when dealing with a previously unknown (by the hero) culture.

Sneak Attack Prerequisite: 2nd level Criminal Class Except that it starts at 2nd level this feat works as the special rogue ability in the PHB pg. 50.

Speed Reading Benefit: You can read and comprehend any language you already know ten times faster than normal. A book which would take others 4 hours to read you read in 24 minutes. You gain no

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special understanding of what you read.

Spell Focus In addition to the +1 to save DCs, this feat grants a +2 bonus to Spellcraft and Spiritcraft checks when casting spells of the School or Domain chosen. It also affects Spellcraft checks when attempting to identify or learn new spells in that school.

Strength of Arm Benefit: +2 bonus to Climb and Swim skill checks.

Two Weapon Fighting:

Hearing- Hear a precise pitch of sounds, able to identify notes in a chord, a harmonic in sound, distinguish accents, dialects (think of Henry Higgins). Gain +4 bonus to Mimicry attempts. Sight- See a fine detail from a distance (like an eagle's vision) has 20/5 vision, well enough to read a newspaper from 20'. Gain a +4 bonus to spot checks. Smell-Smell distinct odors, such as the subtle differences in the scents within various perfumes or body odor well enough to recognize familiar scents. Gain a + 4 bonus to Smell Checks (Wisdom based check)

Benefit: This feat includes the ability (formerly granted by the Ambidexterity Feat) to change which hand is considered as primary. The switch must be declared at the start of the round. This is a free action.

Taste- Taste distinct flavors, such as from different wines, well enough to recognize the flavor of a particular vineyard and type of grape. Gain a +4 bonus to appropriate type of skill check be it Connoisseur or Taste (a wisdom based check).

Uncanny Sense

Touch-Feel surfaces so that the heat, moisture and/or minute vibrations can be discerned, giving information well enough to recognize different weaves, count stitches, aid in determining time of death, or if someone is lying. Gain +2 bonus to Medicine diagnostic and +4 bonus to Criminology checks.

Benefit: One sense is highly precise, able to resolve phenomena of the same type. Each time this feat is taken, a different sense (of the player's choosing) is enhanced. This feat compliments the Keen Sense Feat.

Chapter Six: Equipment While styles and technology change over time, much of the equipment listed in the Player's Handbook (or equivalent items suitable to the 1890's) is commonly available on Gothic Earth. No matter how many years pass, a belt is still a belt and a horse is still a horse. Details about specific equipment are found later in this chapter. All financial transactions in the Masque of the Red Death setting are assumed to be handled in United States dollars. The use of this unit of currency is strictly for the sake of convenience. If an adventure (or entire campaign, for that matter) is set in a country other than the United States, the DM may simply call the money by a more suitable name. Thus, if adventurers travel to Berlin in search of an otherworldly creature passing as an officer in the German army, they can expect to pay a number of deutsche marks equal to the dollars they would spend at home.

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Rather than spending time with conversion tables, the DM should simply replace the term "dollar" with the term for the local currency. While this may not be realistic, it provides the necessary atmosphere without requiring complicated conversion rules. Masque of the Red Death campaign setting depends more heavily on mood and flavor than minute details. Following are some terms for common foreign currency. More exotic terms can be found in nearly any dictionary under the entry for money. Arabia Austria Belgium franc Bulgaria lev Canada China Denmark

riyal florin dollar yuan krone

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Egypt pound England pound Finland markka France franc Germany mark Greece drachma Hungary forint* India rupee Ireland pound Italy lira Japan yen Luxembourg franc Mexico peso Netherlands gulden Norway krone Persia dinar Portugal reis Rumania leu Russia ruble Spain peseta Sweden krona Switzerland franc * Hungary changed to the korona in 1892.

The Price of Gold The many worlds of the D&D game regard the gold coin as the standard unit of exchange. On Gothic Earth, however, paper currency has replaced gold for standard business and commerce. On occasion, players may need a standard conversion rate between gold pieces and dollars. A circumstance may arise in which Gothic Earth players wish to purchase equipment listed in a D&D game source. The expanded equipment list in this chapter should reduce the need for this to occur. Three things must be considered when converting gold piece values into dollars. The first is the direct conversion value and the division of the dollar and the gold piece into smaller units. For simplicity, assume that a gold piece is roughly equal to one dollar. This makes a copper piece equal to a penny, a silver piece equal to a dime, and the platinum coin is worth ten dollars. Note that these values do not accurately reflect the physical value of gold on Gothic Earth. A coin minted of one ounce of pure gold would be worth about $5.00 on the open market for the gold alone; it would be worth much more it if were a rare coin or an antique.

Chapter Six: Equipment

The second matter to consider when converting gold piece values is availability of goods. The industrial revolution and resulting mass production on Gothic Earth have created great differences between Gothic Earth's economy and the economies of typical D&D game worlds (such as Greyhawk or the Forgotten Realms). When determining prices for items listed in the Player's Handbook or other game products, the DM should consider the difficulty in manufacturing an item. While an ordinary kitchen knife is probably a mass-produced item on Gothic Earth and therefore inexpensive, such a knife in a medieval setting would be the work of a skilled craftsman and probably fairly costly. An alternative, excellent source for the price of items is one of the replica mail order catalogues of the 1890s that are available in bookstores. A DM or player in the Living Death campaign may use such authentic replica mail order catalogues, as a price list for items not included in this book. (Such catalogs are not accepted as evidence that a specific firearm not described in this book should be available in the Living Death campaign.) The DM and player should also consider the choice of mass-produced goods versus handcrafted wares. A mass-produced suit of clothing, for example, might be comfortable, attractive and inexpensive, but a made-to-order, tailored suit, while more expensive, may be made of finer fabric, fit more properly, and serve as a show of taste and financial status. An excellent example of interest to Gothic Earth heroes is the choice in shotguns. Machine-made shotguns by companies of little repute are functional, and inexpensive ($15), but would never be a showpiece item. A top of the line handcrafted shotgun made by W. W. Greener of England sells for $230, but would be the envy of gentry and a highly reliable piece of hardware. Players should have the option of outfitting their characters according to the image or taste they wish to portray, with the DM assessing the costs (and social reaction) as appropriate. Finally, a third element should be considered when determining the cost of goods; antique value. While a long sword is assigned a value of 15 gold pieces in the Player's Handbook and such a sword manufactured on Gothic Earth would sell for roughly 30 dollars, a medieval sword that once sold for 15 gold pieces might sell on Gothic Earth for three or four times it

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original price (or much more for a good quality antique). Remember that Gothic Earth prices reflect modern goods made on Gothic Earth. Never assume that a character could acquire an authentic medieval sword at a price given in these guidelines. The price of such an item, unless purchased from an unsuspecting individual, should reflect the antique value of the item. The DM must use discretion in determining such information. To simplify the issue for the Living Death Campaign a hero may not buy antique weapons or armor unless they are offered in an adventure. Likewise modern manufactured armor is not available unless it is specified in an adventure. STARTING MONEY Masque of the Red Death characters are not forced to begin their adventuring lives as penniless beggars. All characters start with some cash to allow for the purchase of equipment and weapons. The character's class determines the starting money. For the Living Death campaign, the maximum amount of starting money for that class is used instead of randomly rolling the starting money. For instance, a tradesman character in Living Death would start out with $240. Table 6:1 Starting Money Character Class Starting Money Adept $120.00 Athlete $120.00 Charlatan $120.00 Cowboy $120.00 Criminal $180.00 Dandy $360.00 Detective $120.00 Dilettante $360.00 Explorer/Scout $120.00 Laborer $60.00 Medium $120.00 Metaphysician $120.00 Mystic $120.00 Parson $120.00 Performer $120.00 Professional $180.00/$240.00 (see types) Scholar/Scientist $180.00 Servant $60.00 Shaman $60.00 Soldier $180.00 Soldier, Officer $240.00 Spiritualist $120.00 Tradesman $240.00

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Wealth or Income in the Living Death Campaign2 In the Living Death campaign, it is assumed that the heroes have a “day job” of some sort and do not simply work solely for the Society of the White Rose. Whether from a craft, a profession, or invested, inherited wealth, each character receives an "income" per adventure that represents the character's disposable net income and savings for adventuring. It is not a salary from the Society of the White Rose. This income relieves characters that would otherwise not be inclined to steal, become tomb robbers, or demand payment for saving the world, from going broke. DMs of home campaigns in which the characters are full-time adventurers may wish to drop (or modify) this rule. Starting character money is listed earlier; spend what you wish on equipment. Whatever is left over goes in the In Bank section under “Money” on your character sheet. This money is assumed to be in a bank or under your mattress. At the start of each adventure, each character will receive a set amount of cash. This cash represents the amount of disposable income available to the character. The amount is based on the class and adjusted by the average of the character's wisdom and charisma (rounded up).3 The amount may be adjusted for certain adventures based upon national or international depressions--your Living Death judge will inform the players of this situation. The cached funds are only available if the character is able to go to her local bank, or if she can telegraph for funds while away from home (i.e., she is somewhere that has both a telegraph and a bank), or at the beginning of a adventure. The setting of an adventure may have an effect on the character's ability to get cached funds, but the income is always available. At the end of the adventure, any leftover funds may be added to cached wealth or simply spent. This procedure allows heroes to save money for a special purpose or unexpected expense.

2

This first appeared in a campaign update article in Polyhedron™ 3 For the curious, the formula for the income is the average of the Wisdom and Charisma (rounded up), times the square of the number of d6's for the class starting money times $0.35.

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To read the chart, check your character's class description, find the starting money section and note how many d6 are listed there. The number of d6 tells you which column to use on the chart. Then, add the character's wisdom and charisma scores together and divide by two. Round up any fractions. Find this number on the left-hand side of the chart. Read across that line until you get to the correct column--your character will receive this amount of money at the start of each adventure. For example, if your character is a soldier (3d6) whose average of wisdom and charisma (rounded up) is 12, he would have $37.80 cash on hand at the start of the adventure. On rare occasions in the Living Death campaign, the heroes may receive some money (or gifts) from the adventure. They may deposit that money in the cache as well, spend it, or refuse it, as they like. Any item received as a gift can be sold (if a value is shown) for cash and that money may be deposited or spent as well. If the item on a Living Death certificate was sold (to a NPC), then the certificate should be voided. Table 6:2 Wealth Chart 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

1d6 1.40 1.75 2.10 2.45 2.80 3.15 3.50 3.85 4.20 4.55 4.90 5.25 5.60 5.95 6.30 6.65 7.00

2d6 5.60 7.00 8.40 9.80 11.20 12.60 14.00 15.40 16.80 18.20 19.60 21.00 22.40 23.80 25.20 26.6 28.00

3d6 12.60 15.75 18.90 22.05 25.20 28.35 31.50 34.65 37.80 40.95 44.10 47.25 50.40 53.55 56.70 59.85 63.00

4d6 22.40 28.00 33.60 39.20 44.80 50.40 56.00 61.60 67.20 72.80 78.40 84.00 89.60 95.20 100.80 106.40 112.00

6d6 50.40 63.00 75.60 88.20 100.80 113.40 126.00 138.60 151.20 163.80 176.40 189.00 201.60 214.20 226.80 239.40 252.00

Some characters, particularly those with the Criminal Class, may steal items of value or money while on an adventure. The Society of the White Rose does not condone stealing for personal gain, although on some missions, theft may be actually part of the assignment in order to accomplish the mission. (See Adventuring in Gothic Earth Chapter for more details on the Society and its missions.) The Living Death judge (or home DM) will deal with any legal (or other) consequences of such actions and associated Powers Check(s) during the

Chapter Six: Equipment

adventure. The judge is reminded that Powers Checks of characters with the criminal class are doubled. Also, other player characters, if they are aware of such thefts, may decide to intervene, possibly to the point of arresting the thief and escorting them to jail (although hopefully not to the point of endangering the mission). If the judge agrees that the character has obtained the additional wealth at the end of the adventure (and is still alive and a viable hero), then the character may deposit that additional wealth in her cache, spend it, or give it away as she wishes.

Modern Equipment Many things are available to the people of Gothic Earth that do not exist in the Middle Ages setting of the average fantasy role-playing game. The equipment table provides players and DM's with a list of items commonly found on Gothic Earth. This list is by no means complete, but it does provide a good basis from which DM's can estimate the costs of other items. The Goods and Services, and Containers and Carriers tables in the D&D Player's Handbook contain many items that are still available to adventurers on Gothic Earth. In the interest of space, those tables have not been reprinted here. Players wishing to outfit their characters with items found in these tables may do so at a cost of $1.00 per gold piece value. A few exceptions exist, but common sense should allow the DM to recognize these. For example, barding probably does not exist on Gothic Earth and warhorses do not exist.

Other Common Items Players will almost certainly express the desire to purchase items that are not on the equipment list in this book. If the DM is uncomfortable setting prices for such things or determining what is or is not available; several resources can be called upon. An invaluable resource for period equipment can be found in reprinted mail order catalogs of the era. A few publishers have issued these reprints for the sake of nostalgia. Most contain reprints of the original catalog pages complete with prices and illustrations, rather than reconstructed information. Such books were invaluable to the

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construction of the equipment (and firearm) lists for Gothic Earth. By hunting around in local bookstores or libraries, the DM or player should be able to find more than enough information about items commonly available in the 1890s. The DM or player may also wish to consult historical fashion books, also available in bookstores and public libraries, which show the appearance of various attire worn by Victorian men and women. To maintain the flavor and mood of the era, players and DMs are encouraged to stay within the period and not include anachronistic items (bikini swimming suits or mini-skirts from the 1960's or later, being extreme examples). However, ultimately it is up to the players to decide if the appearance or behavior of their character conforms to the norm of the period, is an eccentric outcast or viewed as a likely escapee from a mental sanitarium. The player does not chose the consequence of their hero's behavior or appearance. Note: If an item is bought from one of these other resources and does not have a certificate, it is the player's responsibility to bring to the table a copy of the source material used. Mail order retail had emerged (within the United States at least) as a method of reaching more customers and an amazing variety of goods, to even include manufactured houses, were available for sale through this venue. Characters may be able to mail order some items for delivery with some delay, usually weeks instead of days. Because of space considerations, the details on services, technology, scientific advances, and the arts of the 1890s are not included in this book. The DM, player or author who is interested in such details will need to research the topic. Several published books present timelines of several of these topics and are useful references. Most public libraries will have these books. Internet searches may also identify source material.

Equipment Descriptions Most of the items listed in the equipment table need no explanation. Some are sufficiently unusual to merit further definition. In this section, descriptions for unusual items are provided. Firearms are discussed in a separate chapter so that all the information on firearms could be consolidated. While it is based on the

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Price List presented in the original Guide to Gothic Earth some items have been added and some prices have been changed due to the results of new research. Binoculars: These optical devices are popular among explorers and adventurers for their ability to magnify distant objects. Binoculars are invaluable in surveillance situations and for observing dangerous persons or creatures. The binoculars listed on the equipment table provide a magnification factor of 10. This means that an object 100 feet away from the viewer would appear to be only 10 feet away. Binoculars are extremely fragile. Blacksmith's Kit: This large, heavy kit contains a wide assortment of metalworking tools including hammers, chisels, and tongs. For practical reasons, the kit does not include items such as a forge or anvil. In order to use these tools safely and effectively, a character must make a Blacksmith or Artisan skill check. Blessed (Holy) Water: In Gothic Earth, there is a difference between “holy water” found in most churches and magically blessed water (effective against undead). Most churches are led by Parson class clerics (not mystics) and they cannot cast the first level mystic spell Bless Water, making their sacred water magical. (In Gothic Earth, there is no divine effect.) A hero may use the Hierarchical Contact skill to locate a church that does have the "more effective" sacred water and purchase 1d4 vials once per adventure at the start. Heroes without this skill have at best only a 25% chance of actually finding Blessed Water (1d4 vials) and must pay book price ($25.00 per vial). (Heroes who have the ability to cast Blessed Water may choose to do so before the start of the adventure. A casting check and a Dark Powers check must be done for each vial attempted.) Buttonhook: This small object is used for lacing the fashionably high-top boots of the period. It is simply a small, curved metal hook about 1/4 inch in diameter on a handle about four inches long. It is also useful for retrieving small items in tight spaces. Cabinet Bag: This bag resembles the stereotypical "doctor's bag." It has stiff leather sides and soft leather, hinged top which opens wide to provide easy access to the objects within.

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Calling Cards: A convention of Victorian etiquette, a calling call bears an individual's name, name and title, or name, title, and address. Women's cards typically bear only her name. The card is handed to a butler, parlor maid, or secretary so that the individual may properly announce the caller. In the absence of the object of one's call, the card may be left as a reminder of the call.

and effectively, the character must make Cobbling or Tanning skill checks.

Camera, Box: Perhaps the most commonly used camera of the period for landscape and studio photography, this item is bulky, cumbersome and fragile. To take a picture, a photographic plate or film must be inserted into the camera. Once exposed, the plate or film must be developed later by a person with skill in photography. A different back of camera is used for a plate holder and a film roll holder. (Film for 12 and 24 exposures is available in urban settings.)

Handcuffs: The price given in the equipment list is for steel handcuffs with double locks. Each cuff can be locked and unlocked independently of the other.

Camera, Folding: Similar in operation to the box camera, a folding camera has a soft body with accordion folds that can be collapsed for easy storage and transport. new folding cameras may offer a choice of a plate holder or film holder backs. Camera, Stereo: The stereo camera is similar to a box camera in size and appearance. It produces two images of the subject, each slightly different in perspective from the other. When such photographs are developed and viewed with a stereoscope (described later), they create a threedimensional imager. Stereo cameras are very delicate. Carpentry Kit: This assortment of woodworking tools may enable a character to make repairs to wooden objects or fashion new items. In order to use these tools safely and effectively, a character must make Carpentry skill checks. Club Bag: This bag is a cross between the modern duffel bag and the briefcase. It is fashioned of canvas, leather, or alligator hide and has soft sides, a metal frame, and a metal clasp. Cobbler's Tools: These tools, including knives, punches, and awls, are used for the care and repair of items made of leather. Shoes, boots, gloves, leather backpacks, suitcases, bags, and more may be mended with this equipment. The kit is also likely to contain shoe polish, saddle soap, and leather cream. To use these tools safely

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Gunsmith's Kit: In addition to the items needed to clean and properly maintain firearms, this kit includes the tools and parts that allow for minor repairs to damaged weapons. In order to use these tools safely and effectively, a character may need to make a Gunsmith skill check.

Locksmith’s Kit: This kit includes a variety of skeleton keys, key blanks, a couple of files, screwdriver, keyhole saw, hammer, and lock picks. A tradesman (locksmith) uses it to install, replace, repair or open locks. Others may purchase the kit for less legal purposes. An Open Locks skill check is needed to open locks. ( the locksmiths kit substitutes for thieves tools.) Microscope: This tabletop optical device is used to examine minute objects and is useful in many scientific pursuits. It is fragile and can be easily damaged. The materials required to make slides for viewing under the microscope accompanies the device when purchased. Opera Glasses: These optical devices are ornate, less powerful versions of common binoculars. Opera glasses generally magnify at a power of 2 or 3 times, limiting their usefulness outdoors. They are intended for use at the theater. They are very fragile. Photographic Plate: Early photography is a challenging pursuit. Photographers on Gothic Earth must use heavy, fragile glass plates treated with chemicals in order to take photographs. The chemicals for developing the plate after a picture is taken are included in the photographic kit. Photographic Kit: This kit contains all the chemicals needed to produce good quality photographs, including flash powder and the various chemicals used in developing and printing pictures. Developing photographs requires a Photography skill check. Physician's Bag: This collection includes bandages, gauze, cotton, carbolic acid, ether, silk thread and needs for sutures, a stethoscope, and an assortment of medications common to the

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period. It is intended to serve a physician for diagnosis and treatment in emergencies. A physician attempting to practice his art without this or equivalent supplies suffers a -4 penalty to his Medicine skill check. Using the drugs in this kit without the Medicine skill is illegal. Sewing Kit: This handy kit includes a thimble, small scissors, emery bag, needles, thread, buttons, patches, hooks and eyes, tailor's chalk,

and other useful things to keep clothing and other fabric items in good repair. These supplies may be sufficient to manufacture new items. A character with the Tailor skill uses it most successfully. Stereoscope: This optical device is a hand-held device used for viewing photographs taken with a stereo camera. It is made of thin wood and fragile metal parts and is therefore fairly delicate.

Table 6:3 Equipment Price List Clothing Ballgown Belt, plain leather Blouse Bonnet Boots, Riding Boots, soft felt Boots, rubber Cap Cape, Opera Dress, Common Dress, woman’s fancy Gloves, kid Hat, Bowler Hat, Deerstalker Hat, Ten Gallon Hat, Silk Tophat Overalls Overcoat Pants Petticoat Raincoat (oil slicker) Shirt Shoes Skirt, dress Skirt, walking Suit, ladies’ dress Suit, men’s business Suit, men’s dress Union suit, wool Services Oceanliner (per 100 miles) Railroad (per 50 miles) Riverboat (per 50 miles) Horse drawn cab (per mile) Telegram (per word) Telegram, international Hospital stay per night Tools & Kits Blacksmith’s kit Carpentry kit Watchmaker’s tools Cobbler’s tools Gunsmith's kit Locksmith’s kit Photographic kit Physician’s bag Sewing kit Thespian kit (wig &makeup) 4

Cost $80-$250 $.30 $1.25 $2.25 $4.00 $1.00 $2.00 $.50 $1.00 $4.00 $7.50 $1.00 $1.50 $1.00 $3.00 $4.00 $2.50 $5.00 $1.75 $1.00 $4.00 $.75 $2.00 $3.50 $2.50 $12.00 $5.00 $9.00 $2.00 Cost $2.50 $1.50 $1.00 $.10 $.05 $.25 $4.00 Cost $12.50 $15.00 $30.00 $3.00 $5.00 $15.00 $25.00 $12.50 $2.50 $30.00

Bugle Burner, Bunsen Button hook Cabinet bag Calling cards, 50 Camera, box Camera, folding Camera, stereo Candle, wax Canteen Chalk Cigar (cheap to Havana) Clock, alarm Club bag Compass, magnetic Crowbar Fishing pole, reel, hooks, line Gramophone cylinder Gramophone, player only Gramophone, recorder Grease, Axle (lb.) Goggles Guitar Hammer Handbag Handcuffs, double lock Handkerchief Harmonica Hip flask (empty) House paint, gallon Ink, 1 pint bottle Inkstand Jars, Mason Fruit (8 doz.) Lantern Umbrella Lunchbox Kerosene (gallon) Machine Oil (quart) Magic Lantern Magic Lantern slides (10) Magnifying glass Marbles (50) Matches (25/box) Match box, silver Measuring tape (6 feet) Microscope Mirror, small glass Monocle Music box

$2.50 $.75 $.40 $3.50 $.10 $8.00 $20.00 $15.00 $.01 $.10 $.01 $.01-$.25 $1.50 $1.50 $1.00 $.50 $1.00 $.50 $25.00 $45.00 $.05 $.75 $9.00 $.50 $1.25 $3.50 $.05 $.30 $.50 $1.00 $.15 $.30 $6.00 $2.00 $1.50 $.25 $.10 $.25 $4.00 $1.00 $1.75 $1.00 $.05 $1.15 $1.25 $18.00 $.12 $1.25 $4.50

Umbrella Violin Wallet Watch, pocket Watch, chain Watch, fob Whistle, police Zither Firearms Carbine, breech loading Carbine, lever action Pistol, army Pistol, navy Pistol, derringer Rifle, breech loading Rifle, lever action Rifle, Big Game Shotgun Scattergun Ammunition Pistol, army (box of 25 rnds.) Pistol, Derringer (box of 25 rnds.) Pistol, navy (box of 25 rnds) Rifle (box of 25 rnds.) Carbine (box of 25 rnds.) Rifle, Big Game (box of 25 rnds.) Shotgun (box of 25 rnds.) Explosives Dynamite (per stick) Gunpowder (per keg) Nitroglycerine (per vial) Gunpowder Fuse (50 feet) Detonator, Plunger Wire (50 foot coil) Melee Weapons Baton Blackjack/sap Brass Knuckles Club Cutlass Dagger (Hunting Knife) Hand axe Knife, pocket Machete Rapier/Foil Saber Sword Cane Whip Leather goods4

$1.25 $6.00 $.50 $2.50 $6.00 $.75 $.75 $3.00 Cost $9.00 $11.00 $16.00 $12.00 $5.00 $10.00 $12.00 $35.00 $15.00 $20.00 Cost $.42 $.20 $.25 $.70 $.45 $1.00 $.55 Cost $1.50 $2.50 $2.00 $5.00 $10.00 $2.50 Cost $.75 $.25 $1.50 Free $12.00 $1.25 $1.00 $.75 $2.50 $15.00 $17.00 $25.00 $.25 Cost

Additional items are from the Unabridged Facsimile Catalogue No. 57, Montgomery Ward & Co. Spring and

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Transportation, equip. Bicycle Bicycle tire Tire pump, foot Boat, folding canvass Rowboat Wagon, farm Buggy, open (holds 2) Surrey, open (holds 4) Hansom, closed (2 + driver) Carriage, open (6 + driver) Coach, closed (6 + driver) Sleigh, open Saddle, plain (western) Saddle, fancy (western) Saddlebags (pair) Bit & Bridle General Equipment Acid, common (pint) Alcohol (fuel) Backpack Banjo Baseball mitt Blacking, shoe Blanket, wool Blessed (Holy) Water* Binoculars Book, cloth cover Book, leather cover Book, paper cover

Cost $35.00 $4.25 $.30 $20.00 $20.00 $45.00 $30.00 $45 $100 $350 $600 $22.50 $6.50 $9 - $35 $5.00 $3.00 Cost $2.00 $.10 $2.00 $9.00 $2.00 $.03 $1.10 $25.00 $10.00 $1.00 $1.50 $.50

Notebook, pocket Notebook, tablet Oil can, small Opera glasses Padlock – avg./good Pen, writing Pencil Perfume, common, 2 oz Photographic film (24 exp.) Photographic plate Pipe, Meerschaum Pocketbook Rope, 50 feet Scale, counter Scissors Shovel Sleeping Bag Soap, bar Spectacles Spyglass Stepladder, 5 feet Stereoscope Suitcase Tambourine Telescope Tripod, wooden Trunk Tent (2 person) Traveling Desk Typewriter

Explosives Characters may use explosives to intentionally cause structural damage to buildings, bridges, walls, and other structures, for mining, or to cause cave-ins. Explosives may also be thrown as a form of ranged touch attack with the grenade scatter rules. Explosions inside of structures (referred to as confined) are generally more damaging than explosions in the open or very large chambers (referred to as unconfined). Damage from explosions depends greatly upon the proximity of the person (particularly their head and torso) to the point of the explosion as well as the amount of the explosive. These game rules represent a compromise between accuracy and ease of play. Superior results generally are achieved if the character has the Demolition skill. In the Masque of the Red Death, three types of explosives are commonly available: dynamite, nitroglycerin, and gunpowder. All have specific uses, advantages, and hazards. Only a character with the Demolition skill should attempt to handle explosives, especially in a crisis. Alfred B. Nobel invented dynamite in 1867. He soaked

$.10 $.25 $.15 $2.50 $.40/$.60 $1.00 $.01 $.50 $4.00 $1.00 $2.50 $.75 $2.50 $2.00 $.75 $.80 $5.00 $.03 $2.75 $7.00 $1.00 $.50 $2.00 $1.50 $12.50 $1.50 $2.50 $4.00 $7.50 $25.00

Rifle cover, waterproof with sling strap Shoulder holster, navy pistol Shoulder holster, army pistol Pistol holster with belt, army Pistol, holster with belt, navy Combine cartridge & money belt Gun Case Animals Donkey Mule Pony Horse, Riding Horse, Draft Chicken Food stuffs Milk, glass Beer, glass Meal, plain Meal, good Meal, fine Canned/dried meat (lb.) Canned fruit (lb.) Canned vegetables (lb.) Tea leaves, lb. Coffee beans, lb. Cocoa beans, lb. Spices, lb. Juice (quart) Sublime Olive Oil (1/2 gallon) Wine (bottle)

$7.50 $.60 $.85 $.95 $.70 $.80 $6.50 Cost $10.00 $15.00 $20.00 $40 - $80 $60.00 $.75 Cost $.02 $.05 $.25 $.50 $2.00 $.10 $.15 $.10 $.50 $.25 $.30 $.25 $.38 $1.75 $.50 - $10

nitroglycerin oil into diatomaceous earth, which absorbed three times its weight of oil, to form a much more stable and safe explosive than straight nitroglycerin. Dynamite comes in cylindrical sticks, 8 inches in length, 1 1/4 inches in diameter and weighing 1/2 pound each. Dynamite is fairly stable - if thrown, it does not explode upon hitting the ground or an object. If put into a fire, it burns but does not explode. Immersion in water for long periods will ruin the dynamite. Storage for long periods in warm conditions will cause the dynamite to become unstable (the oil comes to the surface). Dynamite explodes due to the shock from a detonator (blasting) cap, due to the shock of a bullet hitting a stick, or nearby explosion. Dynamite within close proximity to an explosion (as defined below) will detonate. Nitroglycerin was discovered in 1846 by Ascanio Sobrero. Nitroglycerin is an oil that is kept in small (1ounce) vials. Nitroglycerin is extremely unstable and hence dangerous to use or carry. Any shock can set it off (dropping to floor, rapping it with a metal object). Nitroglycerin within medium proximity (defined below) to an explosion will detonate. High temperatures also make it unstable and flame ignites it. At temperatures above 85 degrees F, nitroglycerin has a 1% chance of exploding randomly each day. Below

Summer 1895; Dover Publications, Inc.; New York 1969 and the facsimile 1897 Sears, Roebuck Catalogue:100th Anniversary Edition, Chelsea House Publishers; Philadelphia 1993.

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55 degrees F, it is sluggish and difficult to detonate. A successful demolition check is required to detonate nitroglycerin below 55 F (DC of 15). Gunpowder (black powder) is a "low" explosive rather than a high explosive. The Chinese invented it centuries ago. Gunpowder can be set off by flame, electricity, or external shock (by explosion, detonator cap, or bullet impact) but not by simply being dropped. Loose gunpowder flares but does not explode; gunpowder must be confined to explode. Gunpowder is normally kept in 5-pound wooden kegs. An explosive device is generally detonated with a blasting cap connected to either a lighted fuse or electrical wires. Blasting caps (detonator caps) use black powder as the charge, much like a large firecracker, in a cylinder around 1 1/2" in length and 1/4" in diameter. Electrical caps have two wires coming out that are connected to a plunge detonator or a battery and switch. In this era, electrical caps are instantaneous. (Electrical delay caps are not yet available.) Fuse caps have a burnable fuse that appears to be a stiff, slick surface cord. Blasting caps can be bought in boxes and are generally stored separate from explosives. Characters with demolition skill may attempt to make blasting caps with a DC of 25. Failure with a 1 or 2 result in an explosion with a loss of a finger. Inserting a blasting cap into the explosive is a full round action. A blasting cap (of either type) is sensitive to shock so carrying dynamite with blasting caps attached is dangerous. A shock such as fall on a hard surface could set off the blasting cap and indirectly the dynamite. Fuses are lengths of flammable cord that is connected to a fuse (blasting) cap. When the cord burns down to the cap, the cap ignites and sets off the explosive device. The length of the fuse can be varied to produce a delay in the time of the explosion. Use of fuses is still fairly common. Because such fuses burn unevenly and at differing rates (and are tricky to light reliably), precision timing of an explosion is difficult. As a general rule, a one-yard length of fuse burns in 1 minute. A deviation of plus or minus 10% is considered average. A careful demolitionist will plan for this variance. Plunger Detonators are wooden boxes (usually painted red), with a T-shaped handle on the top, two brass or iron terminals on a side, and a gear-driven dynamo inside. These devices provide an electrical charge that can be used to detonate electrical (blasting) caps and the attached explosive device at a precise instant. After the charge is laid, a pair of electrical wires is run between the charge and the plunge detonator (or a

Chapter Six: Equipment

battery). At the desired moment, the demolitionist pushes the T-shaped handle down rapidly (it takes some effort) and sends an electrical charge down the wire to set off the explosives. If the wire is cut prior to this action, then no explosion will occur. When purchased, the plunger detonator comes with 50' of paired wire, but additional cable may be purchased. The plunge detonator is limited to about 500 yards, as the electrical resistance of the wire becomes too great at longer distances. Batteries are mostly wet-cell devices in this era and cumbersome to transport in functional status. The liquid is an acid, which will burn flesh if spilled on it. Batteries used for this purpose are about a cubic foot in size. An Electricity skill check (DC 10) is required to properly set up a battery-powered system. Explosive (Blast) Damage (not set for demolition) Unlike firearms, explosives have a blast radius that can potentially injure or kill several people (in addition to damaging structures). To reflect this variable area-ofeffect, four radial proximity zones (called blast zones) of explosive damage are defined: point blank, close, medium, and far. The radial blast zones of the explosion are defined in Table 6:4. One stick of dynamite (or equivalent explosive charge) causes 4d6 hp within point blank, 3d6 hp within close, 2d6 hp within medium, and 1d6 hp within far zones. For each additional stick of dynamite in a bundle, add 3 hp per d6 of damage to the result. If the target is a person (sentient being) who is able to move (meaning not helpless), then they get a Reflex saving throw for half damage. This damage is shock (pressure wave and thrown debris), not fire, so magical protections against fire do not protect against blast damage. Sonic protections do protect against damage from explosions. •





Example One: 5 sticks of dynamite would cause 3d6 hp plus (4 sticks x 3 (# of dice) x 3 hp/stick/dice = 36 hp of damage), or 3d6 + 36 hp at close proximity to a person. Example Two: 12 sticks of dynamite would cause 2d6 hp plus (11 sticks x 2 (# of dice) x 3 hp/stick/dice = 66), or 2d6 plus 66 hp of damage in the medium blast zone to a person. Example Three: If a person was in the far blast zone to those same 12 sticks of dynamite, the damage would be 1d6 + 33 hp.

If the explosion occurs inside of a room or cave where the volume of the room is less than the far zone of the explosion, then the damage is intensified. Treat any rolled 1's as 2's for such cases. (Explosions do not get the re-rolling of 6's as do bullets, except as cited for

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demolition.) Each vial of nitroglycerin or each 5-pound keg of gunpowder is treated as equivalent explosive

damage (and blast zones) as a stick of dynamite.

Table 6:4: Blast Zones Zones (radius from explosion point in feet) # Charges 1-7 8-16 17+

Point Blank 1' 2' 3'

Close 3' 5' 10'

Medium 10' 15' 30'

One of the side effects of an explosion is damage to the hearing of individuals close to the blast. For game reasons, we have simplified this effect to a temporary hearing loss of 1d6 minutes if an individual is inside of the point blank or close blast zones and failed their Reflex saving throw (as above). Individuals inside of the point blank blast zone who failed their saving throw will also be stunned for one minute. Throwing Explosives Either dynamite or nitroglycerin may be thrown as a grenade at a target. Gunpowder, generally found in kegs, is too bulky to be thrown. Throwing dynamite or nitroglycerin is treated as a ranged touch attack with the thrown weapon misses rules (PHB p. 158); however, there are some nuances to dynamite and nitroglycerin that are treated differently than say a flask of burning oil or a vial of holy water. The range increments for throwing bundles of dynamite are 12' for 1-7 sticks per bundle, 8' for 8-12 sticks per bundle, and 4' for bundles of dynamite greater than 12 sticks (but less than 25 sticks). Bundles larger than 25 sticks cannot be thrown. Even if the ranged touch attack is successful, the dynamite may not explode upon contact. Dynamite requires preparation of a fuse cap and a lit fuse prior to being thrown as a grenade (unless another character is attempting to shoot the stick(s) with her firearm). Judging the proper length of fuse and timing of the throw and predictably lighting the fuse is part of the demolition skill check. A successful check (DC of

Far 15' 30' 45' 18) means the dynamite will explode where it "lands." They may take 10 if the bundle is prepped while the demolitionist is not in combat or threatened. An unsuccessful demolition skill check means there is a time delay before the dynamite explodes. The DM should secretly roll initiative (+0) for the dynamite bundle (thereby inserting its explosion into the initiative order) and a 1d3-1 (to determine any delay in rounds (0-2) prior to exploding). For example, the dynamite will explode on its initiative if the delay round result is zero, but if the delay result was two, it will explode on its initiative after two rounds pass. In the meantime the bundle may be picked up and thrown again (maybe back at the demolitionist) (remembering that picking up an item on the ground is a move action). A demolition skill check (DC 10) may successfully defuse the bundle. Failure causes detonation. A roll of a "1" on the die for any demolition skill check means the dynamite bundle explodes in the thrower's hand. (Unless magical aid is forthcoming, such accidents will mean the loss of a hand as surgical techniques are not sufficient to restore the hand.) In all cases, characters get a Reflex saving throw unless they are helpless (unconscious, asleep, bound up or magically Held). Success yields half damage. Lighting the dynamite fuse counts as a moveequivalent action. A character can light a fuse and throw the dynamite bundle, but not move more than 5 feet in the same round. Alternatively, the character can light a fuse and make a normal move.

Table 6:5: Resolving Thrown Explosives Ranged Touch Attack against target for Dynamite Attack Roll Successful Unsuccessful

Target is within point blank blast zone Use thrown weapon miss rules to determine proximity (1 square per range increment)

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Throwing vial(s) of nitroglycerin uses the same ranged touch attack procedure except that nitroglycerin will explode upon "landing," assuming that it has not already exploded. The character throwing the nitroglycerin must make a demolition skill check (with use of the dexterity modifier instead of the intelligence modifier) to see if she can throw the nitroglycerin without it exploding in her hand. The DC for success is 20 plus 5 for each additional vial contained in a bundle. (The vials have a high risk of banging into each other while being thrown.) The character cannot take 10 or 20 in this case as it is impossible to throw it slowly and there is an immediate consequence. Failure results in the explosion in the thrower's hand. (The hand can be assumed to be two feet away from the head or torso, placing the damage in the close blast zone.) If thrown safely, the usual ranged touch attack will determine if the explosion goes off within the point blank blast zone on the intended target or if missed thrown weapon rules are to be used to determine the point of impact (as these vials won't roll). When a character throws either dynamite or nitroglycerin, there is a small chance that they might Table 6:6 Minimum Set Charge Target Material Minimum Charge (Wall/Door) Wood Earth (unlikely for less than 1 foot walls) Soft Stone Hard Stone Iron or Steel

DC (wall/door)

Set Charges Explosives may be set using the demolition skill to cause structural damage. If the skill check makes the difficulty class (DC) of the task, then the building is demolished, the wall or door is breached, or the tunnel is caved-in. A minimum charge to demolish with a set charge a building or to breach a wall or door of 1-inch thickness is cited below. Vary the charge proportionally to the thickness of the wall or door. Minimum Charge (per 10' x 20' room)

DC (building)

1 0.2

10 12

1 2

15 20

1 2 2

15 20 25

2 3 4

20 25 30

For each additional stick of dynamite (or equivalent) added to the charge above the minimum charge, add a +1 modified to the skill check. The character setting the charge may take 10 per the PHB. Characters with the Engineering skill may also add a bonus of +4 to their demolition skill check for structures. The DC of collapsing a tunnel or cave is 15 if in earth and 25 if in stone. Characters who also have the mining skill get a bonus of +6 to this skill check. The DM should assign DC to other structures as needed. The normal successful demolition check also means that the delay for a lit fuse was set correctly. If the

Chapter Six: Equipment

drop the explosive at their feet. If the attack roll was a natural one on the dice, the character must make a dexterity check against DC 10 not to drop the explosive at their feet. Nitroglycerin would immediately explode (close proximity) while the burning fuse on the dynamite would allow an improved chance of escaping the blast. In the latter case, a successful Reflex save results in no damage and an unsuccessful Reflex save yields half damage from close proximity. If the demolitionist failed their check to time the explosion (see previous page), the DM should check the explosion's initiative. The demolitionist might have time to pick the dynamite up and try again to throw it.

demolition skill check exceeds the DC by 10 or more, the demolition was done completely safely (meaning if characters were in another part of the tunnel, it did not collapse on them or an area meant to be protected, was so protected). Set charges may also be used as part of a trap or as part of an ambush. (Setting mechanical traps may require additional skills.) If the demolition skill check is successful, for determining damage to people (or animals) within the explosion, use the same blast zones as per above, but re-roll all 6's (as per with bullets). The DC for a trap or ambush using set charges is in the range of 20 to 30, depending upon the complexity of the trap or ambush.

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Antique Weapons:

A majority of the weapons listed in the PHB are considered antiques and are not in common use. Such weapons as halberds, long swords and crossbows to name a few are included in this category. These weapons are not in current production. Any that may be found are antiques and as such are more valuable, especially if they are in useable condition. These are extremely hard to find outside of private collections and museums. (Practically speaking outside of the European continent they are impossible to find)

Melee Weapons

Most melee weapons D&D game players are familiar with are no longer in common use. Gothic Earth appropriate weapons are listed in a chart below. Those that require explanation are described in detail. Baton: This is a light club similar to the type carried by police officers. The statistics listed for baton may be translated to any improvised bludgeoning object such as a bottle in a bar fight or a branch in a forest. Brass Knuckles: This item does lethal damage. Bowie Knife: This heavy knife is about 12 inches long, with a serrated blade. It can be used to cause slashing or piercing damage. It is intended for hunting, self-defense, and wilderness survival. Cutlass: The cutlass is a sword with a singleedged, curved, broad blade attached to a basket hilt. The blade is short and heavy. The sword was favored by pirate crews in earlier centuries, but is very rare in 1890s Gothic Earth.

2 modifier to the spell casting. Machete: The machete is a large, heavy knife, about 20" long, used primarily for hacking through heavy brush or jungle. It also makes a serviceable, if crude, weapon. It is most common in Central and South American countries. Pots and Pans: The Servant class has the ability to take Pots and Pans as a weapon group they are proficient in. These are cast Iron Frying pans or pots of significant size (10"-12") and generally weighing 4 lbs. Strictly Bludgeoning melee weapons, if thrown they can only go 5 feet an still deal damage. However, if a proficient hero has a strength of at least 14 (+2 Strength bonus) they can throw it 10', Strength of 16 (+3 strength bonus) they can throw it 15 feet and still cause damage. Saber: The saber is a long, curved, single-edged blade intended mostly for horsemen. It has a brass hand guard on the hilt. It is a popular weapon for light cavalry and is a standard issue weapon for U.S. Army cavalry officers. It is also very popular among German officers -- both army and navy. Dueling scars from saber cuts are considered as a badge of honor among some. Sword Cane: This item looks like an ordinary walking stick. It consists of a rapier-type blade mounted on a cane handle and inserted into a case that looks like a cane. A sword cane can be plain or decorative depending upon the owner's desire. When necessary, the sword is pulled from the case. The sword cane is very much a gentleman's weapon. Anyone using such an item on the frontier is likely to be labeled a dandy.

Knife, Pocket: This knife is usually regarded as a tool rather than a weapon. Blades average less than 6 inches in length and fold into an enclosing handle. The casing is often ornate. Although such a knife can be used for self-defense, this is not its primary purpose. Lasso: Lassos do not inflict damage. You make a range touch attack against your target, maximum range 25 feet (no range penalty). If you hit then the target has the rope around her (-4 to attack roles and effective Dexterity). An opposed strength check is required to control the creature in the lasso. Spell casting while entangled by the lasso requires a Concentration check (DC 20+spell level) and if somatic components are required there is a -

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Table 6:7 Miscellaneous Melee Weapons Table

Weapon

Damage

Critical

Weight

Type

Baton

1d4

x2

2 lb.

Bowie Knife Brass Knuckles Cutlass Knife, Pocket Machete Pots & Pans Saber

1d4 1d3 1d6 1d2 1d6 1d4+1 1d6

19-20/x2 x2 19-20/x2 x2 x3 20 18-20/x2

1 lb. 1 lb. 4 lb. 8 oz. 4 lb. 4lb 5 lb.

Sword Cane

1d4

18-20/x2

4 lb.

Bludgeoning Slashing/ Piercing Bludgeoning Slashing Piercing Slashing Bludgeoning Slashing Slashing/ Piercing

Chapter Seven: Firearms By the 1890s, handguns and rifles had evolved to become quite accurate and reasonably safe to the user. Mass production made them readily available at low prices. As such, they became the most popular weapons of the day. Any adventurer who hopes to survive when confronting minions of the Red Death would do well to keep a weapon or two loaded and in good condition. Because the firearm is the primary physical weapon of the Gothic Earth hero in her fight against the Red Death, a more thorough treatment of the characteristics of the firearm with respect to the Masque of the Red Death campaign setting was needed. However, this campaign is not meant to be a simulation of a Western gunfight on the streets of Dodge City so some simplification was made. This system does not recognize the difference in drawing speeds of different weapons nor does it have any provision for misfires or jamming.

Firearm Descriptions

In Gothic Earth (as in real Earth of the 1890s), hundreds of variations of firearms exist. However, the vast majority of weapons can be grouped into the types described here, but of different models or manufacturers. The Living Death heroes are restricted to weapons of these parameters, but a DM of a home campaign might allow some custom variations. Military arms (from the gattling gun to cannon and torpedoes)

Chapter Six: Equipment

are not described here as military forces generally tightly control them and such weapons are not suited for Living Death heroes. The weapons described are all modern for to the 1890s; older firearms (arquebus, flintlock, matchlock, wheel lock, or any ball & cap musket design) are generally assumed to be antiques and would not be considered as a dependable weapon choice of the heroes (or villains).

Rifle The rifle is the standard long arm on Gothic Earth. It exists in a variety of styles ranging from the military designs to those used for hunting, target shooting, and law enforcement. All rifles are two-handed weapons. Rifles are highly accurate over long ranges. They are difficult to conceal. They cannot point effectively at any target within 5 feet of the shooter unless the target is helpless. They can be used as a club in a pinch although this action risks damage to the rifle. The rifles are grouped into three subtypes: the standard (single-shot) rifle, the repeating rifle, and the big game rifle. The standard rifle is a breech-loading weapon, in which a shell is inserted manually into the base of the barrel prior to each shot. The shooter must reload after each shot is fired. While this type of rifle was very common, it is now mainly used by target shooters. This rifle will generally use .44 or .45 caliber bullets, although some custom target rifles may use smaller ammunition. The repeating rifle stores multiple cartridges

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inside the weapon. A new cartridge is brought into firing position (chambered) after each shot with a mechanical lever; thus, these weapons are commonly called lever action rifles. Only after all the cartridges in the weapon are expended is reloading required. This type of rifle is the most commonly used for hunting and law enforcement. This rifle will generally use .44 or .45 caliber bullets.

without notice in even polite society. Derringers are popular among the gentry and are commonly referred to as ladies' pistols or purse pistols. They fit easily into small handbags, the bosom of a corset, a gentleman's pocket, or in small holsters strapped to a wrist or a thigh. The range of such weapons is extremely short, but it is very effective in close combat. Derringers use .22 to .30 caliber ammunition.

The big game rifle is a standard rifle grown to a very large size. It is also known as a buffalo gun or an elephant gun. It is generally only used by big game hunters and usually carried by their trusty porter while on safari. Ammunition is hard to find for this size of weapon, which is represented by the cost. The big game rifle uses .50 caliber bullets.

A navy pistol is a lightweight revolver that generally uses .38 caliber ammunition. They are more dangerous than derringers, but lack the stopping power of army pistols. Navy pistols are found most commonly in urban areas (but they are available for sale in mail order catalogs) and are considered by most city dwellers to be accepted standard firearms. This weapon is in common use by police forces. While usually carried in a shoulder or waist (belt) holster, the navy pistol may also be placed in a gentleman's pocket, ladies purse (of moderate size) or hidden in various containers. With a 2" or 3" barrel, this pistol is easy to draw and maneuver in close combat.

Carbine A carbine is a lighter version of a rifle. All carbines are two-handed weapons. It has a shorter range, uses a smaller bullet (generally in .32 to .38 caliber), and causes less damage. Because it is lighter to carry on daylong marches and is easier to maneuver in close combat, the carbine is actually favored by most military forces over the rifle. Like a rifle, the carbine can be either a single-shot breech-loader, or a leveraction repeating carbine. Because of their reduced size, it is easier to conceal a carbine than a rifle, although not as easy as a pistol.

Pistol The pistol is a one-hand weapon. In Gothic Earth, the commonly available pistols are revolvers, which hold six shells, or the singleshot derringer. In the Masque of the Red Death setting, such weapons fall into one of three categories: derringers, navy pistols, and army pistols. The heroes on an adventure might encounter some variations, but they will not be available for purchase. (A DM of a home campaign may wish to permit custom pistol design (such as changing the barrel length), but this is not available in the Living Death campaign.) Pistols may be used in two-weapon style, which is explained later. A derringer is a very small, light weapon that holds only a single bullet. Although not as deadly as larger pistols, a derringer is easily concealed and may allow a hero to carry a gun

Chapter Seven: Firearms

An army pistol is the classic Western sixshooter with .44 or .45 caliber ammunition. It is medium-sized and heavy. These are the weapons of army officers, cowboys, gunslingers, explorers, and other rugged individuals. To such characters, nothing else is worth carrying. With its 7" or longer barrel, the six shooter has better accuracy over longer ranges than any other pistol. However, it suffers the handicap of being more difficult to conceal on one's body. The army pistol can be used in close combat effectively.

Shotgun The shotgun is a two-handed weapon with a length between that of carbine and rifle. The shotgun fires a shell packed with pellets (normally made of lead). Those pellets spread out as they head towards the target, making it easier to hit a given target, but also reducing the damage significantly as the range increases. The shotgun is the weapon of bird hunters and a cherished possession of gentry. While the most plain, no-name shotguns are relatively inexpensive (as shown in the equipment list), the top of the line Greener's cost $230. Because of the length of the shotgun, it is difficult to conceal the firearm on one's body. In the Masque of the Red Death setting, the shotgun is divided into

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three categories: the standard, double-barrel shotgun, the sawed-off double-barrel shotgun, and the pump shotgun. The standard double barrel, breech-loading shotgun has limited range, but can inflict a great deal of damage at close ranges. The pellets spread 1' cumulative for each range increment. Because of the spreading shot, the standard shotgun has a +1 bonus on attack rolls. The shot from a standard shotgun is not wide enough to hit more than one target at a time at 5 or less range increments. The double-barrel shotgun has two triggers, one behind the other. It is not possible to exactly fire both barrels at the same instant (although both barrels can be fired as a standard action) so each shot needs a separate attack roll. The sawed-off double-barrel shotgun is not actually something that is sold in gun shops, but it is easy to obtain. The character simply buys a standard double-barrel shotgun and using a hacksaw, cuts off the last few inches of the barrels. This action removes the choke at the end of the barrel. The fired pellets spread out over a larger area, making it easier to hit a specific target and possible at some ranges to hit multiple targets. The pellets spread 2' cumulative for each range increment. However, the greater spread also means the amount of damage declines faster with increasing range to the target. The pump (action) shotgun was developed in the 1880s and became more commonly available in the 1890s. It is a single barrel, magazine loaded weapon with a slide pump. It is not available in the sawed-off version.

Scattergun The scattergun (redefined from Second Edition Masque of the Red Death) is a highly modified, often illegal, cut down shotgun. By taking a single barrel (not double barrel or pump action) shotgun, cutting the barrel down to less than 12 inches and cutting off the stock behind the handgrip, the shooter has a one-handed, mediumsized firearm that acts as a very close combat, room-clearing weapon. The pellets disperse in a cone-shaped spray that is 6' wide at 10-foot range, 12' wide at 20-foot range, 18' wide at 30foot range, and so forth (out to 60' wide at 100foot range). However, the rapidly dispersing pellets deliver rapidly declining damage at

Chapter Seven: Firearms

increasing range. In the first 10' range increment, the damage is 3d6 hp. In the second range increment, the damage drops to 2d6 hp. In the third range increment, the damage drops to 1d6 hp. In each additional range increment, the damage drops by 1 hp (with no minimal damage). The weapon is not very effective beyond 30'. So for a target at 99' from the shooter, the damage is 1d6 - 7 hp. (Because of the reroll of 6's -- see the Damage Rolls section - positive numbers can result, but the result is likely to be zero.) Since this is not an aimed weapon, but an area-of-effect weapon, no attack roll is made. The shooter just points the weapon and pulls the trigger. The targets in the area-ofeffect roll a Reflex saving throw -- taking only half damage if successful. (The judge or DM may decide that if the shooter is attempting to place a target deliberately near an edge of the spray--probably to include more targets--if that particular target makes her Reflex save, she takes no damage.) Damage for all targets should be rolled separately as the results would be quasirandom. One lucky character at 35 feet might escape any damage at all, while an unlucky innocent bystander at 95 feet gets a pellet through the eye--killing him instantly. Use of this weapon without consideration of bystanders calls for a Powers Check of 5%. The scattergun is more difficult to hide than a pistol but easier to hide than any of the long arms. Discovery of a scattergun by police is usually taken as evidence of criminal intent of the bearer as the only purpose of such weapons is to kill people at very short distances. Confiscation of the scattergun almost always occurs.

Carrying Firearms

Characters may wish to carry more than one firearm on their body and have the weapons available for quick use. There are physical limits, however, to how many weapons can be packed on the human body and still allow for normal movement. In all cases, the weight of the firearms is added towards the encumbrance of the character. Firearms may be carried in the following locations in combination except where specifically denied. •

A character may use two hip holsters (for any handgun) OR a gentleman's pants pocket for a derringer or a navy pistol only

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if not on the same side of the body as a hip holster. •

A character may use two shoulder holsters (for navy pistols, army pistols, or derringers, NOT scatterguns) OR the use of a coat pocket (for a navy pistol or derringer) not on the same side of the body as a shoulder holster. Army pistols cannot be kept in a shoulder holster if on the same side of the body as a hip holster (with an army pistol, navy pistol or scattergun) is located. Navy pistols cannot be kept in a shoulder holster if on the same side of the body as a hip holster with a scattergun.



One back belt holster with a derringer, navy pistol or army pistol may be used.



One wrist holster with a derringer may be used.



One ankle holster may be used for only a derringer or a navy pistol. (Ladies, note that an ankle holster will be visible upon occasion (normal dress skirts or while dancing).)



One thigh holster may be used for a derringer only. This location would not be very accessible for characters who wear long pants.



One bosom holster may be used for a derringer only. (Gentlemen, please note that you are not equipped to use a bosom holster.) Access to a bosom holster implies that a bodice of a dress or blouse is low cut…which may be thought scandalous by observers. (Dance hall girls need not be concerned.)



Normally one long arm (rifle, carbine or shotgun) would be on a sling diagonally across the back. If such is carried, then no back belt holster for a handgun is possible in combination. Alternatively, two long arms may be carried, one slung on the left shoulder and one slung on the right shoulder. This arrangement is not very stable for running. It also cannot be used in combination with hip holsters (no matter the size of the handgun, or the long arm). Alternatively, one or two long arms may be placed in sheaths attached to a backpack

Chapter Seven: Firearms

frame, but this combination (due to the straps and position) cannot be used in combination with either the shoulder holsters or the back belt holster. (But the hip holsters are fine.) Alternatively, one shotgun or carbine (not a rifle) may be carried on a lanyard, looped around the neck, and behind the back (perhaps under a coat or cloak). This arrangement cannot be used in combination with the handgun in the back belt holster. Carrying multiple firearms does have an effect on the chances of on-lookers spotting your weapons and that is described in the Concealed Weapons section. Consult the Drawing the Firearm section for the ease with which a character can access the weapons in these various locations. Carrying large amounts of iron on one's body may also be an issue for magnetism, swimming, and for certain spells.

Drawing the Firearm

Commonly characters carry a firearm in a holster, in a container, or on a sling unless they feel that combat is imminent. The weight of a firearm in one's arms is tiring over long periods (hours) and the sight of a character wielding a firearm "at the ready" is often taken as an unfriendly, even hostile, act by others. This tendency of characters leads to the need to draw out one's gun upon the start of combat. If the firearm is already at the ready, then proceed with shooting. If a pistol is carried in a holster (that is accessible), drawing the pistol is a move action. If a pistol is carried in a pocket, purse or some relatively loose arrangement where the shooter must fumble for the weapon, drawing the pistol is a standard action. If the shooter has previously put her hand on the pistol (but kept the pistol in the purse, pocket, etc.), then drawing the pistol is a move action. The Quick Draw Feat changes the move action into a free action. The Quick Draw Feat depends upon the pistol being in a fixed location, which is provided by the holster, or the pistol is already in the shooter's hand. The Quick Draw Feat improves the standard action drawing of a hidden pistol to a move action. A scattergun may be carried in an oversized holster, in which case drawing the scattergun is a move action (or free action if the shooter has the

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Quick Draw Feat). If the scattergun is hanging on a lanyard (such as behind one's back, under a coat), then drawing the scattergun is a standard action, or a move action with the Quick Draw Feat. Carbines, rifles or shotguns may be carried in sheaths attached to a horse, wagon, or a backpack. If the shooter is within 5' movement of the sheath, drawing the carbine, rifle, or shotgun is a move action. The same is true if the long arm is carried on a sling on the shooter's back. The Quick Draw Feat does not help with drawing the long arms. Long arms (or handguns) being held in one's arms are considered to be "at the ready," and may be moved into firing position as a free action. Carbines or shotguns that hang on a lanyard (such as behind a shooter's back, under a coat) take a standard action to draw. The Quick Draw Feat does not improve this action. Retrieval of any firearm that is inside of a gun case, bedroll, or other container of transport is considered a full-round action. The Quick Draw Feat does not improve this action.

Resolving Attacks

Combat in the Masque of the Red Death setting follows the same general procedures given in the Player's Handbook and the Dungeon Master Guide. While melee combat is virtually unchanged, the advent of modern firearms and the demise of armor mandates some modification to the existing rules. The basic 6-second round remains the basis for orchestrating combat in Masque of the Red Death. If the character is shooting a firearm as a fullattack, then it is a Full Round Action with only 5' movement possible. The character may take one Aimed Fire shot, two Rapid Fire shots, or three Panic Fire or Blind Fire shots. If the character's base attack bonus is high enough (+6) that the character gets a second attack, then in the Masque of the Red Death setting, the character gets one additional shot in a full-round action. The additional shot is of the same type of Fire as the others that round, i.e., she would get two Aimed Fire shots, three Rapid Fire shots, or four Panic Fire or Blind Fire shots. Likewise, if the character's standard (D&D) attack bonus is high enough (+11) that the character gets a third

Chapter Seven: Firearms

attack, then the character would get three aimed firs shots, four Rapid Fire shots, or five Panic Fire or Blind Fire shots. Under no circumstances, can a character exceed the maximum rate of fire (ROF) of a specific firearm. That is a physical limit of the weapon. If the character is shooting a firearm as a standard action (which allows a 30' movement OR a move action--such as drawing a pistol out of a holster), then the character may take only ONE shot. This shot does NOT have the Aimed Fire bonus, nor does it have the AC penalty of Aimed Fire. It is, in essence, a single Rapid Fire shot. For example, a character can take one Rapid Fire shot and then move 30' to reach cover or concealment, or move, then shoot. Thus, a character with the Quick Draw Feat who was not surprised might draw and shoot once his pistol in a surprise round while the target was flat-footed. Depending upon the initiative, the character might get additional shots at the target while the target is flat-footed. The character without the Quick Draw Feat would be able to draw a pistol from a holster (as per above), but might not be able to shoot before the target does. Characters do not have to be standing in order to shoot a firearm--kneeling or prone are acceptable options--although the Quick Draw Feat will not work if a shooter is prone on her belly. Characters can shoot at a target assuming they have enough room to stick the barrel of the gun out. If the characters cannot see where they are shooting, that is Blind Fire. Players and Judges should consult PHB Table 82 (on page 141) for miscellaneous actions that might occur during a gunfight.

Rates of Fire (ROF)

The shooter may trade off her rate of fire with her accuracy, i.e., take more shots that are less accurate. These penalties or bonuses are cumulative with attack bonuses, dexterity bonuses, range penalties, or other modifiers. Aimed Fire involves the careful alignment of the weapon to achieve the best possible shot. Aimed Fire provides a +4 bonus to the attack roll. Aimed Fire is a Full-Round action. A single shot is made unless the character gets additional

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attacks due to high attack bonus. For example, if the character has a base attack bonus of +11, she gets a second attack (+6) and a third attack (+1). Under that circumstance, she could take three Aimed Fire shots in the Full Round action--the first at +11 + 4 +Dexterity Mod (etc.), the second at +6 +4 + Dexterity Mod (etc.), and the third at +1 +4 +Dexterity Mod (etc.). Rifles and pistols may benefit from Aimed Fire; shotguns and scatterguns will not benefit from Aimed Fire. The shooter using Aimed Fire is holding so steady and so focused on his target that he provokes an Attack of Opportunity if he is in a threatened square (from melee weapons only). The shooter using Aimed Fire would not benefit from Dexterity modifiers to AC nor could the Dodge Feat be used. Additionally, if an opponent had readied her firearm to shoot at the first sign he was aiming his gun, then the same conditions would apply although shooting a firearm does not threaten for the purposes of Attacks of Opportunity. Rapid Fire is the most common rate of fire in combat. The shooter rapidly raises the weapon to eye level and pulls the trigger as soon as the weapon comes into alignment, not waiting for her hand to steady. The shooter is neither panicked (and wasting ammunition) nor so calm and collected as to slowly squeeze off each shot. With a Rapid Fire shot, normal attack rolls are made (no bonus or penalty due to the rate of fire). For lower level characters using a repeating rifle, repeating carbine, shotgun, navy pistol or army pistol, the shooter will take two Rapid Fire shots (at her best attack bonus) in a Full-Round action, or one Rapid Fire shot in a Standard action. The shooter does not lose her Dexterity bonus to her AC, use of Dodge Feat, or provoke an Attack of Opportunity if in a threatened square (from a melee weapon). If the character has a base attack bonus of +6 (and thus qualifies for a second attack in the D&D rules), then the character can take an additional Rapid Fire shot in the Full Round action only. This also holds true for third or fourth attacks due to high base attack bonus. No additional shot can be taken in the Standard action. Thus, the Rapid Fire adds one additional shot at the best attack bonus over the usual attacks made in D&D during a Full Round Action. Shooting a single shot rifle or carbine as Rapid Fire may seem strange, but it would be a Standard action. With the Standard Action, a normal move would still be possible. The

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tradeoff is the loss of the Aimed Fire bonus in exchange for a move. Panic Fire occurs when the shooter is desperate (or panicked) and repeatedly pulls the trigger, filling the air with a shower of lead (or other material). The shooter will not bother to raise the weapon to eye level or will hastily pull the trigger without seeing if alignment has occurred. Because of the poor alignment, the Panic Fire shot will have a penalty of 4 to the attack roll. But the rate of fire is greater, up to three Panic Fire shots in a Full-Round action (for a low level character) can be made. If the character has a base attack bonus of +6, then a fourth Panic Fire shot can be made in a Full-Round Action. Likewise for a base attack bonus of +11 or +16, a fifth or sixth shot could be made. In a Standard Action only one shot can be made no matter the base attack bonus. The additional panic fire shots are made at the best attack bonus minus 4. Blind Fire occurs when a character simply fires her firearm blindly into an area, generally done in an attempt to force enemies to take cover (or hope for dumb luck against a lethal foe). The rate of fire is three shots (for a low level character) in a Full-Round Action, or one shot in a Standard Action. A hit is so unlikely that an unmodified 20 on the attack roll die is required to hit a target. As before, if a character has a base attack bonus of +6, the a fourth shot in a Full-Round Action can be taken. Likewise for a base attack bonus of +11 or +16, a fifth or sixth shot could be made. No additional shots in the Standard Action can be taken due to a high base attack bonus. It is possible to shoot a single-shot rifle, carbine, derringer, or scattergun, or a double-barrel shotgun with Panic Fire or Blind Fire rates. However, the maximum number of shots fired cannot exceed the number of shells in the firearm (one or two, as noted). A repeating firearm cannot be made to shoot faster than the maximum rate of fire. For instance, the repeating carbine has a maximum ROF of 3. Shooting the repeating carbine with Blind Fire will only allow three shots, never four, five, or more. Likewise the repeating rifle has a maximum ROF of 5. A character with a base attack bonus of +11 (with two additional attacks) could get 5 Panic Fire (or Blind Fire) shots off in a Full-Round Action if using a repeating rifle. However, the same character can only get 3 Panic Fire (or Blind Fire) shots off in the same

75

Full-Round Action if using a repeating carbine. Table 7:1 Rate of Fire Rate of Fire # of attacks* Bonus/penalty Type of action one +4 Full round Aimed one none Standard Rapid two none Full round Rapid Three -4 Full round Panic Three Must roll a 20 to hit Full round Blind • If the hero is of high enough level to gain an additional attack, then they get those additional attacks

Two-Weapon Style Two-Weapon Style of combat can be used with firearms so long as the firearms can be used with one hand. Thus, all long arms are eliminated from two-weapon style. Derringers, navy pistols and army pistols are light weapons, while scatterguns are not. The penalties of twoweapon fighting cited in Table 8-10 of the PHB (pg. 160) are applicable. The firearm used in the off-hand can only make one shot, no matter the rate of fire or type of firearm. The only exception to this rule is if the character has the Improved Two-Weapon Fighting Feat, in which case a second shot from the off-hand weapon (at -5) is possible, or Greater Two-Weapon Fighting Feat, in which case a third shot (at -10) from the off hand weapon is possible. Also, the firearm in the off-hand cannot be given the Aimed Fire bonus, unless it is the only attack being made (i.e., the weapon in the primary hand is not being fired). Moreover, if the firearm in the primary hand is being used with the Aimed Fire bonus, no shot may be made from the off-hand. If you use the Two Weapon Fighting Feat to get an offhand attack, as per the D&D rules, you must use a Full Attack…which takes a Full-Round Action. •





If the primary hand is shooting Aimed Fire, the off-hand cannot shoot. Penalties to the primary hand from Table 8-10 do not apply in this case, because the character is simply holding a gun in her off hand. Likewise, if the off-hand is shooting Aimed Fire, the primary hand cannot shoot. Penalties for the off-hand shot do apply. If the primary hand is shooting Rapid Fire, the off-hand can make a Rapid Fire shot, and additional penalties from Table 8-10 apply. If the primary hand is shooting Panic Fire,

Chapter Seven: Firearms





• •

• •

the off-hand can make a Panic Fire shot, and additional penalties from Table 8-10 apply. If the primary hand is shooting Blind Fire, the off-hand can make a Blind Fire shot. (Additional penalties are meaningless in this case.) The off-hand weapon can be shot Blind Fire (one shot, or two with the Improved TwoWeapon Fighting Feat or three with the Greater Two-Weapon Fighting Feat) in a different direction while the primary weapon is being shot with Rapid Fire. Likewise the off-hand could shot one Rapid Fire shot (two with Improved Two -Weapon Fighting Feat or three with the Greater Two-Weapon Fighting Feat) while the primary hand shoots three Blind Fire shots in a different direction. Additional penalties apply to the Rapid Fire shot(s) as appropriate. Other combinations of rates of fire are not possible. The Two-Weapon Fighting Feat allows the designation of primary and off-hand to be switched in subsequent rounds (but not during the same round). The firearm in the off-hand does not have to be the same type of firearm as in the primary hand. Additionally, a character may use a firearm in one hand, and a melee weapon in the other hand, subject to all the normal penalties. The one additional restriction in this case is the firearm cannot be used with the Aimed Fire bonus while a melee attack is being made with the melee weapon.

Attack Roll Modifiers In addition to their high rate of fire, the power of

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guns is so great that several changes to the normal rules for combat resolution are necessary. The standard attack bonuses always apply. Since firearms are ranged (projectile) weapons, dexterity modifiers also apply to attack rolls, but strength modifiers do not. Range increment attack modifiers also apply, of course (and size modifiers if you become something other than medium sized). Some Feats (such as Point Blank Shot feat) also add bonuses for specific situations. The attack roll modifiers for the rate of fire are identified in the Rate of Fire section. Bullets (and pellets from shotguns) are considering piercing weapons. For some monsters, it might make a difference. Spells such as Magic Weapon and Greater Magic Weapon can improve the attack roll and damage of firearms. Bullets or pellets fired from a magically enchanted firearm are treated as magical for purposes of overcoming Damage Reduction (see DMG pg. 221). Unlike other ranged weapons (bows, crossbows, slings, etc.), firearms are relatively easier to fire "per shot." One of the differences is that firearms, especially long arms, are extremely effective when fired from a prone or kneeling position. Prone position is in fact the favored position for sniper attacks because it is much easier to keep the weapon steady. The attacker using a firearm from a prone position gets a +2 bonus to her attack roll for Aimed Fire or Rapid Fire. The kneeling attacker gets a +1 bonus to her attack roll for Aimed Fire only. If the attacker with a firearm is on higher ground than the defender, the attacker gets a +1 bonus to her attack roll.

sawed-off shotguns get a +2 bonus to attack rolls, independent of the rate of fire. Armor & Shields The most important change mandated by the introduction of guns into the D&D combat system involves the physical protection offered by armor. Formidable defenses such as plate armor and chain mail offer little or no protection against bullets. Because the firearm has become the predominate weapon of warfare over the previous two hundred years, the use of armor was abandoned even though it might have offered some protection against the occasional dagger or arrow. The firearm served as a better defense than fifty or a hundred pounds of metal. By the 1890s, armor is a collectable or a museum piece. The same is true for shields; the shield provides no protection against bullets. Dexterity Modifier for AC So long as the defender (target) is not flat-footed, helpless, or running normally, the normal dexterity modifier applies to his AC even with firearms. Dodge Feat is also applicable normally. The defender is not "dodging" bullets but dodging the attacker's aim. Magical Protection Any magical protection that would normally improve a character's Armor Class (whether by deflection, armor, enhancement, luck, natural armor, or spiritual) will function equally as well against firearms as it does against other attacks. Bullets (or pellets) are normal missiles, unless they (or the firearm) have been magically enchanted.

Another difference between an attacker with a firearm and one with a bow is the bowman tends to be much more obvious in timing of the shot. The arrow is pulled from the quiver, notched, the bow is drawn, and aimed--as compared to say a pistol where the trigger is simply pulled again. So while the bowman gains a benefit to her attack modifier from being invisible, the firearm shooter does not (other than the possibility that the defender is flat-footed). The invisible shooter does not gain any added attack modifier simply for being invisible.

Damage Rolls

The shotguns and sawed-off shotguns are easier to aim than rifles or carbines because of the spread of the fired pellets (called a pattern). Because of this fact, shotguns (and pump shotguns) get a +1 bonus to attack rolls, and

To reflect this, damage from firearms is resolved in a special fashion. When a bullet (or pellets) hit a target the attacker rolls damage dice appropriate for the type of weapon. All firearm

Chapter Seven: Firearms

The damage caused by a gunshot can vary greatly. A bullet that grazes the skin is generally little more than painful, while a shot to the arm or leg can be debilitating; a torso or head wound may well prove fatal. A single bullet can quite easily be lethal, even to a seasoned adventurer. Unless an opponent is somehow protected or immune to bullets, most combats in the Masque of the Red Death setting tend to be quick and deadly.

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damage rolls use d6 as the fundamental unit. For example, a shot fired from an army pistol inflicts 2d6+3 points of damage. When any damage dice are rolled for firearms, any die that shows a 6 is added to the damage total and is then rerolled. The result is added to the damage total. If the second roll of a die also comes up a 6, the die is added and rolled again. Thus, dice that continuously show 6's can be rerolled any number of times. If all the original rolls come up 6's, they are all totaled and rolled again. By this mechanism, there is a very small chance that very large amount of damage can be done by a single bullet. However, if the target is a creature that is immune to critical hits, then sixes are not rerolled. Modifiers to the damage die, such as the +3 applied to the army pistol's two damage dice, are figured in only after all damage dice have been rolled and (if necessary) rerolled. Likewise, modifiers such as magical bonuses to damage, range increment penalties of shotguns, or the use of special ammunition are applied after all damage dice have been rolled. Consider the following example: Sherlock Holmes is under attack from a pair of thugs. He draws his navy pistol (2d6-1) and fires, hitting the nearest thug. Sherlock's player rolls the damage dice: a 3 and a 6, for a total of 9. The die that showed the 6 is rolled again, yielding a 5; damage now totals 14 points. Only after all dice have been rolled and totaled is the -1 modifier applied to indicate a damage total of 13. However, If Sherlock Holmes had been attacked by Zombies and the damage rolled dice were a 3 and a 6, for a total of 9, then the 6 would not be rerolled because Undead are immune to critical hits. Nonstandard ammunition such as silver, copper, gold, steel, or iron bullets are described in the nonstandard ammunition section. They cause less damage, being harder than lead. For each original damage die, a -1 modifier is applied to the damage from nonstandard ammunition. In the above example, if the bullet fired by Sherlock Holmes was made of silver, the damage would have an additional -2 modifier because there were two d6 dies being rolled. (Rerolls of dies due to 6's do not also carry the negative modifier.) So in that case, the damage would have been 11. Nonstandard ammunition for shotguns may be used as well. In this case, the

Chapter Seven: Firearms

damage from the nonstandard pellets is not reduced. Nonstandard ammunition may be useful in overcoming Damage reduction of some opponents. A bullet does a minimum of one point of damage. If the roll of the 2d6-1 for the navy pistol in the above example resulted in: 1 and 1 (1+1-1-2= -1) …the bullet still does a minimum of 1 point of damage. Pellets from shotguns also do a minimum of one point of damage, but pellets from a scattergun do not have a minimum damage.

Loading Your Firearm

All types of firearms (listed in this book) are loaded (or reloaded) at a rate of two shells (or cartridges) a round (six seconds). Loading a firearm is a Full-Round Action. For characters with the Rapid Reload feat this becomes a move action. The character may elect to continue to load on successive rounds until the firearm is fully loaded, or to shoot with the newly loaded shells. Hence, loading a navy or an army pistol completely takes 3 Full Rounds, and loading a repeating rifle takes 8 Full Rounds. with Rapid Reload Feat, a pistol would be reloaded during the second round and one shot (a standard action) could be taken. For this reason, many experienced characters carry a loaded backup firearm. In the Masque of the Red Death setting, ammunition speed loaders are not available.

Recoil

All firearms give a kick when they are fired. If the shooter is lightweight and low strength (a condition of many Living Death heroes), this can present a problem for them. For each type of firearm in the chart, a shooter weight (in pounds) is given. (Derringers and navy pistols have low enough recoil that they may be used by anyone without a check.) If the shooter is at or above that weight, no recoil check is needed. If the shooter is under that specified weight, then a strength check for recoil must be made for each shot. The DC for recoil is 10. If the shooter makes the check, there is no effect and his attacks proceed normally. If the shooter fails the check, then she is thrown back enough that subsequent shots that round are made at a -4. If

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shots that round. If the shooter is not being shot at (not in combat prior to her initiative, or the opponents are still flat footed), she may take 10 for the Recoil check for Aimed Fire or Rapid Fire. The shooter cannot take 10 for the Recoil check for Panic Fire. The shooter cannot take 20 for Recoil checks in any circumstance.

the shooter's check fails by 5 or more, then she is knocked off her feet and drops the firearm. In that case, picking up the firearm and standing up are each move actions. If the underweight shooter is prone when firing, she will not be knocked off her feat, but if she failed her recoil check will still be at a -4 penalty to subsequent

Table 7:2 Firearm Chart Firearm

Object Size

Weight (lbs.)

RND

MAX ROF

Range Increment (Feet)

DMG

Shooter Weight Recoil

Concealed Firearm DC

Price $

Carbine Carbine, Repeating Pistol, Army Pistol, Navy Pistol, Derringer Rifle Rifle, Repeating Rifle, Big Game Shotgun Shotgun, Pump Shotgun, Sawed-off Scattergun

S S

7 7

1 12

1 3

30 30

2d6+1 2d6-1

100 100

10 10

9.00 11.00

T

3

6

6

20

2d6+3

100

15

16.00

D

2

6

6

10

2d6-1

N/A

20

12.00

F

0.75

1

1

3

1d6

N/A

30

5.00

M M

9 9

1 15

1 5

150 120

3d6+1 3d6

150 150

5 5

10.00 12.00

M

12

1

1

200

4d6

200

0

35.00

M M

9 8

2 5

2 3

20 20

3d6* 3d6*

150 150

10 10

15.00 28.00

M

8

2

2

10

3d6**

150

10

15.00

S

5

1

1

10

Special

200

12

20.00

* Damage drops 1 hp per range increment after the first due to shot spread. ** Damage drops 2 hp per range increment after the first due to shot spread.

Unique Situations Shooting to Disarm Characters may attempt to shoot at a held firearm (or other weapon) in hope of disarming an opponent. This is a very difficult shot to make, but it is possible. A successful bullet (not pellets) hit will automatically cause the opponent to drop the weapon. The basic rules are described in the Sunder an Object section of the Players Handbook. The AC of the held weapon is determined by 10+ the defenders dexterity modifiers and magic protection, adding a +5 bonus to AC for the weapon being held, and a size dependent modifier. If the attacker has the Disarming Shot Feat, he has a +2 bonus to his attempt. Depending upon

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the damage from the hit, the DM can determine if the dropped gun was damaged or is still functional. Firearms have a hardness of 10 and 5 hit points. Grappling with Firearms Because of the fact a loaded firearm carries its ammunition (even if one shot) internally (unlike a bow or a sling), ease of use, and maneuverability, firearms present a special circumstance for grappling. If an attacker is carrying a light weapon (whether a firearm or not), they can elect to grapple while holding the weapon. Any other weapon must be dropped. The choice of grapple attempt meant the attacker was not shooting her firearm that round. The more interesting case is when the defender has the firearm and the attacker is unarmed.

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First, the attempt to grapple provokes an attack of opportunity if the defender is holding a drawn handgun. The defender may take a single Rapid Fire shot for that attack of opportunity. Alternatively the defender may "pistol whip" the attacker, using the handgun or scattergun with a melee attack. A successful hit does with a scattergun does 1d6, with an army or navy pistol 1d4 and with a derringer 1d3. If the defender has the Quick Draw Feat, a free hand, and an available handgun, then the defender may draw and shoot the handgun with a single Rapid Fire shot for that attack of opportunity. The exception to this grappling provocation is if the defender was already engaged in Aimed Fire (at another target), and had provoked himself, an attack of opportunity and the grappling attempt was that attack. If the defender is using a long arm (rifle, shotgun, or carbine), then the defender may use the long arm as a club to take an attack of opportunity (melee attack).

most of the British Empire, carrying of firearms is illegal, other than hunting rifles or shotguns on private estates, or shooters at target shooting tournaments. In most places, carrying firearms to formal dinners or parties is considered socially unacceptable.) The size of the firearm is the primary factor in determining if an observer spots a concealed firearm, closely followed by the number of concealed firearms.

The attack may elect to grapple the defender's firearm itself, or grapple the defender himself as normal.

Concealment scenarios are:

In the first case, the attacker makes an attack roll to grab the firearm. The AC of the defender is modified by an AC modifier based upon the weapon size. Modifier is; for Light (-4), onehanded (0) or two-handed (+4). If successful, the attacker and defender make opposed grappling checks (base attack bonus + strength modifiers). Unarmed attacks count as light weapons. If the attacker wins, she now holds the firearm. If the defender wins, he has wrestled the firearm out of her hands. If the checks were tied, then both characters are still holding on to the firearm and neither can use it. In the second case, the attacker makes the normal grab attempt to grapple the defender. Normal grappling rules apply, except that the defender may be able to use his firearm. If the defender is not pinned by the grappling attempt, but is held, the defender may use his light firearm on his next action instead of trying to escape the grapple with another opposed grappling check. The defender is at -4 on such attacks. (Likewise if the attacker is holding a light firearm.) Concealed Weapons (Hiding a Firearm) Characters will often attempt to conceal a weapon, particular a firearm or a knife, on their person, perhaps to remain armed while in civilized society. (In some locations, such as

Chapter Seven: Firearms

The base DC for spotting a concealed firearm is included in the Firearm Chart. The description of the assumed concealment for that DC is below. The judge may assign a bonus or penalty of 2 to the base DC is she decides the concealment attempt warrants it. For multiple concealed firearms, the worst DC is used with modifiers described below. Sitting or running while wearing concealed weapons increases the chances that the concealed weapons will be spotted.





Derringer -- assumed to be in a bosom, wrist, thigh, or ankle holster, while wearing normal street or formal attire (except the ankle holster is worn with skirts or dresses of floor length) or in a gentleman's pants or coat pocket, or in a small ladies handbag. (Medium-sized purses are more concealing.) Concealment of a wrist holster requires long sleeves. Hip or shoulder holsters under a hip length jacket or coat are not as concealing-the DC should be lowered by 2. Concealment DC is unaffected by sitting or running, except for the ankle holster which should be lowered by 2. Navy pistol -- assumed to be in a shoulder, back belt, or hip holster under a hip length or longer (loosely cut) jacket or coat. Concealment DC is lowered by 2 if the character sits and by 4 if the character runs. A navy pistol may also be concealed in a medium-sized ladies purse (or similar bag) with this concealment DC. The concealment DC of the pistol in the purse is unaffected by sitting or running, but it is affected by hitting another character with the purse. Ladies in normal women's attire (which is close fitting in this era) could not conceal a pistol easily in these locations (unless they are wearing a heavy coat or cape). A fine gentleman's dinner jacket will not conceal pistols in these locations either, as such jackets were close fitting. The

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concealment DC should be lowered by 10 in such cases. Army pistol -- assumed to be in a shoulder, hip, or back belt holster under a thigh length (or longer) coat. An army pistol can be carried in a ladies' very large purse at this concealment DC. Dress attire constraints are similar to that of a navy pistol. The concealment DC is lowered by 2 when sitting and by 4 when running. Scattergun -- assumed to be on a hip holster, or hanging on a lanyard behind the back, under a heavy, thigh length coat. The concealment DC when sitting is lowered by 2 if in a hip holster, by 6 if on a lanyard behind the back. The concealment DC when running is lowered by 4 if in a hip holster, by 10 if on a lanyard behind the back. Carbine or Shotgun -- assumed to be on a sling, under a knee length cloak (not a coat), or on a lanyard, under a knee length coat. The Concealment DC for sitting is lowered by 6, but for running, it is lowered by 4 if on a sling, 10 if on a lanyard. Rifle (not the big game rifle) -- assumed to be on a sling, under a calf, or ankle length cloak. Concealment DC drops by 10 upon sitting and by 4 if running. Big Game Rifle -- assumed to be "cleverly" disguised as a six-foot wide, rolled bedroll (for two) slung on the back. In short, the character would have to be real creative to find a way to conceal this weapon and still have quick access to it.

Observers make a spot check to see if they spot the concealed firearm. Naturally, there are some possible modifiers. Detective or criminal Classes get a +2 bonus to spot checks for firearms. • If a character (say a police officer) walks pass in the opposite direction on the street, a normal spot check is rolled. The observer cannot take 10 (or 20) for this check, unless the observer has been warned to look for the individual by description or the individual is drawing attention by her actions, in which case the observer may take 10. • If the character carrying the concealed weapon is moving slowly, with a crowd, pass a fixed observer (such as a police officer) there is a -2 modifier to the spot check because of the crowd. • If the character carrying the concealed weapon is moving slowly in single file past a stationary observer, the observer may take

Chapter Seven: Firearms





10, but no modifiers apply. If the character carrying a concealed weapon is present at an (60 minutes or longer) event, such as a dinner party where heavy coats would be out of place, where an observer can watch the character for long periods and/or repeatedly see the character during the event, the observer may take 20. If the observer has reason to be suspicious of the character (perhaps advance warning), then they should take 20. Multiple weapons have an impact on the concealment DC. Each additional weapon beyond the first weapon lowers the concealment DC (of the worst DC of the set) by 2. Derringers in bosom, wrist, or thigh holsters or in purses do not count against this total. A navy pistol in a ladies purse also does not count against this total.

A police officer (or other character) might physically search the character in which case a search skill check is made. The same concealment DC is used. A detective or criminal kit get a +4 bonus on this search check for firearms (all others get +2). If the searcher is hurried, watching other suspects, or under a threat, the check must be rolled. If not pressured, a standard search for weapons would be the "take 10." A search at a police station that amounts to a strip search would be a "take 20." However, in this era, European or American police officers are more respectful of body privacy so such searches are less common, particularly of women. The above rules on concealment of weapons assumes the weapon was concealed when no one was present to observe. if a character attempts to hide a weapon (or move a weapon from one concealment spot to another) while someone is present, then the Sleight of Hand skill (PHB pg. 81-82) must be used. A navy pistol grants a +2 bonus for the Sleight of Hand check to conceal it and a derringer gets a +4 bonus. A character may attempt to use Sleight of Hand to remove a light weapon unnoticed from another character (DC 20 plus opposing spot checks). Nonstandard Ammunition for Firearms Sometimes characters in Gothic Earth wish the bullets of their gun (or the pellets in their shotgun) were made of something other than lead. Some monsters are only harmed by weapons if the weapons are made of a certain

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material. The use of silver weapons to injure werewolves is a well-known example. Other monsters might be vulnerable to other materials. Some monsters may be vulnerable to weapons made of special materials, which are also enchanted. Spells such as Magic Weapon and Greater Magic Weapon are useful for these cases. However, such weapons, bullets or shotgun shells, are not commonly available in a variety of materials.

make the bullets. A character may purchase the needed equipment for $70 as a one-time expense. The cost (in dollars) per bullet is shown below. Bullets are attempted in lots up to 25 bullets (character choice of one type & number per attempt) with a DC of 15. Failure results in the loss of half the cost per bullet. Only one gunsmith check to make nonstandard ammunition can be made per Living Death tournament module.

Silver bullets are available in small quantities from some of the larger suppliers of ammunition. They see it as a novelty item and do not keep large amounts on hand. Silver bullets (1d10) of any one type will be available once per adventure if there is a company in the area. Eley Bros. LTD., of London (England), Birmingham (England), Glasgow (Scotland), and Liege (Belgium) is one such company. The Society of the White Rose in the Living Death campaign has arranged for a private supplier to stock silver bullets in Hong Kong and in Denver, Colorado, USA, as of 1894. The cost per cartridge with silver bullet from such suppliers is: derringer-15 cents; navy pistol-40 cents; army pistol-55 cents; carbine- 50 cents; rifle-75 cents and big game rifles- one dollar. These suppliers do not have bullets of other materials, nor do they have shotgun shells with silver (or other material) pellets. Sometimes, the Society of the White Rose may supply its heroes directly with some specific ammunition. Such cases are described in a tournament module.

Table 7:3 Making unusual Bullets/Cost per Bullet

The Gunsmith Skill allows a character to make both standard and nonstandard ammunition for firearms. Only one gunsmith skill check is permitted per Living Death adventure for a specific character. Failure of the skill check means that half the cost per cartridge was wasted. A set of 25 lead bullets can be made for half the book price with a DC of 10. Lead bullets are easy to make, though, because ordinary fires are hot enough to melt lead (620 F). The only tools are an iron or copper pot, a bullet mold, and the reloading tools. These tools cost $2. Silver, gold, and copper are other desired materials for firearm ammunition. These material melt at much higher temperatures (between 1760 F and 1980 F) and ordinary fires do not get that hot. (A conventional gas-heated, box oven tops out about 1250 F.) You need access to something similar to a forced air furnace to melt enough silver, gold, or copper to

Chapter Seven: Firearms

Firearm Derringer Navy Pistol Army Pistol Rifle Carbine

Silver 0.10 0.30 0.45 0.60 0.30

Gold 1.00 3.00 4.50 6.00 3.00

Copper 0.05 0.05 0.10 0.15 0.05

While it is possible to make iron or steel bullets, due to the temperatures for melting iron or steel as well as the hardness of the materials, it is not feasible for an individual to do this in a simple shop with the Gunsmith skill. It is possible that such bullets might be available upon rare occasions in a Living Death adventure. Bullets made of ice, glass, or rock minerals are not possible without magical assistance. As stated in the Damage Rolls section, use of nonstandard bullets reduces the damage by 1 point per original damage die. Hence, damage from silver bullets for derringers is -1, For navy and army pistols is -2, for rifles is -3, and for big game rifles is -4. remember minimum damage of 1 per hit (not per die). Some heroes would also like to have shotgun (or scattergun) shells also loaded with exotic materials. In addition to the silver, gold, copper, iron, or steel, heroes have been known to try to put various rock minerals into shotguns. Conceivably characters might try glass as well. Special material pellet packing of shells is possible. The Gunsmith skill, access to the materials and tools, and time are, of course, required. For this purpose, the character is assumed to purchase small gauge wire of silver, gold, or copper and then cut off small pieces roughly the size of a shotgun pellet. Steel or iron would come in fine rods, and would be similarly cut into small pieces. Some grinding or polishing might be done to smooth the rough edges. Glass or rock materials would be smashed with a

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hammer into small fragments. The glass could be smoothed by use of heat, but the rock materials are naturally irregular and cannot be smoothed. The use of silver, gold, copper, iron, steel, or glass pellets will not harm the barrels. Use of minerals or irregular-shaped materials will damage the barrel(s) after 3 such firings. The basic reloading equipment for shotgun shells cost $1.50. The DC for making these nonstandard shells (up to 10 shells in a lot) is 10. The cost per shell is silver - 60 cents, gold - $5, copper 10 cents, iron - 20 cents, steel - 20 cents, glass 5 cents, and rock materials (if commonly available) 5 cents.

Chapter Eight: Adventuring in Gothic Earth Powers Checks

Evil done in the name of Good is still evil. Many events in our own world which we look back on today as deeds of great evil were done by people who claimed that they were serving the forces of Good. Tempting people by offering what may seem to be a chance to improve the welfare of the greater good at the cost of doing something that is evil is one of the Red Death’s favorite ploys for gaining allies. The Red Death is a being of great evil that has corrupted the world of Gothic Earth, draining and twisting magical energies. Because of this, using magic is also dangerous and can cause the corruption of the caster, even if they are doing a beneficial spell such as cure wounds or mending. Rare is the Adept or Mystic who achieves great power without feeling the taint of the Red Death. As far as anyone can tell, it has no corporeal body. The best analogy of this creature is that it is like an awareness or presence that watches over the fabric of our world. When a deed of evil is done or when magic is used a light flashes briefly in the darkness and there is a chance that the Red Death will notice it. The greater the evil, or magic being used, the brighter the light and the greater chance for being noticed. The frequency can also increase the chance of the attention of the Red Death being brought to bear on you.

Chapter Seven: Firearms

Packing the barrel(s) of a shotgun with fine materials (rocks, metals, etc.) other than rock salt as an expedient measure will work only once, ruining the barrel(s). The range increment for all such cases will be only 25% of normal. Packing the barrel(s) of a shotgun with objects that are greater than 0.25 inch in any dimension will cause the barrel to become blocked upon firing, ruining the barrel.

When the Red Death notices you, it tries to tempt you by granting you a special ability that enhances a skill you already have, or gives you an entirely new skill. There is always a cost associated with the new skill or ability, but many are so tempted by this increase in their personal power that the cost seems insignificant. The Red Death increase the temptation and beckons you to further corruption by offering greater power. The steps of this process are referred to as Stages of Corruption and those who the Red Death is tempting in this way are referred to as the Tainted. Failing a power check starts the descent, with additional failures paving the way through the Stages. Each Power Check is a percentage roll. The Suggested Power Checks Chart lists many of the circumstances that would call for a Power Check. These should be considered base numbers for the roll. If the roll is that number or less then the Power Check is failed and the character has gained the notice of the Red Death. Such things as location may adjust the DC of the check. While the percentage chance of the Red Death noticing any singular occurrence of magic is somewhat slim, frequent use of magical abilities (including arcane skills) or frequent evil acts may in fact increase the likelihood of the hero being noticed by The Red Death. Repeated deeds of evil have a greater chance of being noticed by the Red Death. If a hero commits a second criminal or violent deed (as shown by the chart) within one hour per 1% of the power check of the first deed then the second power check is the sum of the two. For example, if a hero brutally murders an evil NPC, the power check is 3%. If within 3 hours (from the 3%) the hero lies to another hero, the Powers Check for the lie is 4%, instead of 1%. If a third deed occurs within the window of the first deed then all 3 are added

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together. Otherwise it is compared to the second deed.

would be: 1%, 2%, 3%, 4%, 5%, 6%, 7%, 8%, 9%, and 10%.

For spell casting (or use of the arcane skills: Sixth Sense, Prognostication and Psychometry) the window on the power check is 10 minutes per 1% of the first spell. If for instance a spell caster cast ten 1st level spells within ten minutes (all for a good purpose), the successive checks

If a previous Power Check failed, i.e., the Red Death noticed the hero, then all powers checks for the next eight hours are doubled (including ones for frequency). .

Table 8:1 Suggested Power Checks Check5

Checks6

Unholy Acts

Criminal/Violent Act Assault, unprovoked Assault, grievous Betrayal, major Betrayal, minor Extortion Lying Murder, Brutal Murder, premeditated Theft, grave robbing Theft, major Theft, minor Threat of violence Torture, routine Torture, sadistic • •

*/ 1 /2/4 1/2/4/6 1/3/6/9 */1/3/6 */2/5/8 */*/*/1 3/6/10/# 2/3/9/15 */1/5/7 */1/4/10 */1/3/6 */*/1/2 4/7/#/# 10/#/#/#

Breaking a tenet Breaking an Oath Breaking a vow Desecration Bestowing Curses Embarrassing Frustrating Troublesome Dangerous Lethal Spellcasting Casting a spell for Good Casting a spell for Evil Necromancy School/Domain and Death, Destruction & Evil Domains

*/1/2/5 */2/5/10 */5/10/# */4/8/# Check7 2% 4% 8% 16% 32% Check8 1% per level 2% per level 2 x the normal chance

* no check needed # Act of Ultimate Darkness: automatic failure or chance greater than 10% as DM deems required.

Possible Effects of Corruption by the Red Death Because this is a tournament campaign, we down play some parts of the corruption/ temptation of player characters during adventures. However, NPCs may have these visual effects. Since Heroes may gain a more detailed knowledge of such effects by taking Forbidden Lore: The Tainted and Redemption, the information is included here.

“Good” effects •

Commonly gain significant improvement in one of the five (or even sixth) senses – Vision, hearing, taste, smell, touch. (Keen Sense Feat or Uncanny Sense Feat)



Improved physical or mental abilities. (Increases in character abilities.)



Greater knowledge or skills without apparent study. (Increased skills)



Innate arcane power to cause magical

5

Numbers indicates percentage chance for acts against Evil NPCs or Monsters/ Neutral NPCs/Good NPCs/PCs or innocents 6 numbers indicate percentage chance for acts against: evil faiths/ neutral faiths/good faiths/PC’s faith 7 Check is made if the curse succeeds or fails 8 0 level spells and Arcane Skills that touch the web have a min. 1% check

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effects.

“Bad” effects •

Excessive fondness for consumption of a specific drink or food.



Observable physical changes: Skin color changes or blemishes or sores. Changes to eyes, fingernails, toenails, hair, or breath.



Fondness or affinity for specific creatures for companionship.



A compulsion to lie or steal without cause.



A compulsion to torture or sacrifice living creatures.



A compulsion to kill wantonly or destroy civilization.



Changes in physical form to a non-human creature, even though some positive effects may be associated with such changes. This could be uncontrolled or controlled changes.

Stages of Corruption

It is possible for one who has become tainted to be redeemed from her terrible fate. She must truly wish to be redeemed and acknowledge what actions of hers brought her to this state. It requires a Mystic to ask the spirits to shoulder the burden of evil. It is believed that there are six Stages of Corruption but a Mystic cannot redeem those who have reached Stage 5. Each Stage grants greater gifts and more obvious signs of corruption. It may start out as a gift of Uncanny Sense of Hearing while your ears become slightly pointed and a soft down like fur covers the back of them. Each benefit has a hindrance that becomes more obvious the deeper you sink into corruption. Those with Forbidden Lore: The Tainted & Redemption skill study and try to analyze this phenomenon.

Stages of Corruption Zero:

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People without any corruption are known as the clean, or if they recovered from a previous taint, redeemed.

One: The Enticement

People in stage one are often called Unclean. The Unclean might be relieved by a mystic ritual Bless.

Two: The Invitation People in stage two are often called Accursed. The Accursed might be relieved by a mystic ritual (or arcane) Remove Curse.

Three: The Touch of Darkness People in stage three are often called Corrupted. The Corrupted might be relieved by a mystical ritual of Atonement.

Four: The Embrace People in stage four are often called Beast. Some ancient tomes say a Beast might be redeemed, but powerful ritual (Greater Restoration) is required.

Five: Creature of the Red Death People in stage five are just known as Creatures There are thought to be further stages of corruption but all are wholly agents of the Red Death and quite powerful.

Redemption Reversal of the corruption of the Red Death first requires that the character is willing. In some case, the character may not seek redemption. To remove Stage One corruption, a successful Bless spell is required. Stage Two needs a Remove Curse and a Bless, Stage Three needs an Atonement, Remove Curse and a Bless. Stage Four needs Restoration: Greater, Atonement, Remove Curse and a Bless. Basically each spell removes one layer of corruption and each must be done in order. As each stage of corruption is rolled back, the benefit and hindrance of the previous stage of corruption disappears.

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As Living Death is a tournament campaign we have had to develop the following rules for handling the corruption and redemption of heroes. Unfortunately that tends to downplay the temptation. We explored this avenue during the adventure Mystic of Mercy and took a survey during Weekend in Gothic Earth 2000. While a majority enjoyed the adventure, the overall consensus was that including this in all adventures (visible effects of failed PC Dark Power checks) had the potential to change the focus of any adventure to dealing with the taint rather than the mission. Therefore the following rules are to be used. •

If a hero fails a Powers check for an evil act or spell casting during the adventure, they do not get any special ability or sign of their corruption. The hero will sense that she is being observed or brushed by some great power (the Red Death), i.e. the hero knows that she has been effected by taint.



If a character fails two Powers Checks for evil acts during one adventure module, then they are converted to NPC status at that moment. The character is considered to have succumbed to the temptation of the power and evil of the Red Death.



If a character fails three Powers Checks for spell casting or use of Arcane Skills (or one for evil acts and two for spell casting) during the adventure, and remain tainted at the end of the adventure, then that hero is converted to NPC status at that time. The character is considered to have succumbed to the temptation of the power and evil of the Red Death.





If there is a mystic PC or NPC present, they can attempt to help the tainted PC by casting the appropriate spells (described above) during the event. While the campaign might have mystic heroes who are of high enough level and have access to the correct domain to remove stage four taint from a hero, any hero who achieves stage four taint (failed four Dark Powers checks without redemption) during an adventure is automatically converted to NPC status at the moment of reaching Stage Four. This is true regardless of if a mystic hero is present who can cast Restoration, Greater .

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If the hero only failed one (or in the case of a spell caster, two) Powers Check, then it is assumed that the Society arranges for the heroes' redemption in-between assignments. Players of heroes who have succumbed to the temptation of the Red Death should contact the LD Campaign Coordinator.



There is no limit to the number of times taint maybe redeem or no effect (beyond that of the Powers checks for the spells needed).

Fear, Horror and Madness Checks These checks are tools to promote good roleplaying. If the players are reacting appropriately to the situations, then the DM does not need to make the players roll these checks.

Fear

Fear is the response to an immediate physical threat. This is frequently a creature but it could be someone who threatens them with overwhelming power or strength. Another trigger for a Fear check in Gothic Earth is when the characters are faced with something whose nature they understand but whose scope bewilders them. For example, most characters will have some familiarity with machines and electricity, but if faced with a humanoid who looks to be pieced together and gives off electrical sparks, the average citizen is likely to be very afraid. Fear is considered to be an assault on your mind; therefore it is a Will Save with Wisdom Modifier. The base DC is 15, but unique aspects of the creature or event may vary this. If so, then that adjusted DC will be listed in the tournament. The modifiers listed below are those that depended upon unique aspects of the characters playing the event. You have a spell already cast on you that is helpful against the encounter +4 You have a magical item that is particularly helpful against the encounter +4 Friend or Family endangered

+4

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Facing the same threat again on the same day +1 Know how a similar encounter was defeated +4 Defeated previously by a similar encounter -4

2

The results of a failed Fear Check are the same as the effect of failing the save from the spell Fear-see PHB (pg. 229) for details. 3

Horror

The distinction between Fear and Horror is often hard to discern. While Fear deals with an immediate physical threat, a Horror Check occurs when a character stumbles on something supernatural that no human was meant to see. Horror deals with a wider array of emotions such as anguish, revulsion and repugnance that are so intense they could cause a physical sickness. An experienced adventurer in Gothic Earth may no longer react in Fear when they see the transformation of a person into a werewolf for they know how to defeat the creature. However if the person changing is a friend or family member, then a Horror check is called for.

4

Horror Checks are Fortitude Saves with Wisdom modifier instead of Constitution. The base DC is 15, but unique aspects of the creature or event may vary this. If so, then that adjusted DC will be listed in the tournament. The modifiers listed below are those that depended upon unique aspects of the characters playing the event. Lawful Good Hero -1 Hero knows a person in the scene -2 Close friend or family member in the scene -4 Closed quarters -1 Open area (room to run) +1

5

Failing a Horror Check

Heroes who fail are stunned for one round; she cannot move attack or defend herself. A d6 is rolled to find the result of the failed check.

Failed Horror Check Results 1

Aversion: You cannot bear to look at the scene or object. It is impossible for

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6

you to stay in an enclosed space where that scene is located. You must stay at least 30’ away. If you violate that, you are automatically Fear struck. A similar scene will automatically affect you. You do not get a new check. Revulsion: This is a stronger version of the above. Things that bear a resemblance or could be reminders of the scene are repugnant to you. If the scene was especially bloody, red wine or rare meat might cause a reaction. Obsession: The experience replays over and over again in your mind. By day you are compelled to talk about it; by night your dreams are so bad, you cannot get any rest. Each sleepless night reduces your attack rolls by 1 (cumulative). Mystics and Adepts are not rested enough to meditate and regain spells. A sleep spell will help (no additional negatives but your negative modifiers remain the same). Senseless Rage: You are filled with rage and anger with only one desire-to smash and destroy the that which horrified you. You attack anything in your way. You gain +2 to both to hit and damage rolls as well as an extra attack if using a melee weapon. If using a firearm, you automatically use Panic Fire. You lose any Dexterity modifier to your AC as you are concentrating on the destruction of what was before you above all else. Even after it is destroyed, you continue to attack it. You can make a Will save attempt every other round to stop. The rage continues to simmer inside you. If you see a similar scene, you must make a Horror check at a –2. If you fail, you automatically fall into a Senseless Rage. Mental Shock: You remain stunned for three rounds; after that you can make a Will check each round to throw it off. If you fail 3 consecutive checks, you slip into a deep shock. Once in deep shock you can only attempt to throw it off once per hour. If you come across a similar horror scene your check is made with a penalty of -2 and you automatically suffer the effects of Mental shock Fear struck: If you come across a similar horror scene, your check is made with a penalty of -2 and you

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automatically suffer the effects being Fear struck

of

Removing the Horror Struck State

There are some spells that may be effective in this cause. If cast soon after the event (within one week), Modify Memory may be able to lift the effect. This is limited by the duration of that which caused the Horror Struck State in the first place. If that occurred over a period time longer than one hour, the spell will not be able to help. A Forget Spell cast immediately after the event may also cure the problem. The spells Heal and Greater Restoration will also cure the Horror Stuck State.

The Psychology Effect If a hero with the Psychology skill is nearby, they can affect how the failed horror checks are resolved. If during the round the horrified character is stunned, the character with Psychology is able to converse with them without being disturbed (Psychology skill check DC 12), they can delay the onset of the Horror Struck State. The affected character is considered to be in a state of shock and all attacks, saves, and skill checks are at a –4. The shocked hero must keep the Psychologist within sight or will lapse into the Horror Struck State. Once a hero is in a Horror Stuck state, it is up to the Psychologist to attempt to cure him. They must stay under the care of someone with the Psychology skill. During an adventure this could be either a NPC (if available) or a fellow party member. The person with the skill can make a check for each week the patient is under their care. If the Psychologist also has the Mesmerism skill, they get a +2 to their skill check. If the patient cannot be moved to somewhere quiet and secure for at least a week, then a penalty of at least –2 is applied to the roll. If successful, the patient is cured permanently of the Horror Struck state. The DC of this check is 20. A hero with the horror struck state that is not being cared for by a hero psychologist by the end of the adventure remains in the horror struck state. They will be functional as long as that which triggered the horror struck state in the first place does not reoccur. However if their fellow adventures mention the problem (in a report on

Chapter Eight: Adventuring in Gothic Earth

their mission) the White Rose will send someone to work with stricken hero. The judge should make the appropriate checks to determine how long the hero is out of play. (Assume attending Physician has +8 to Psychology skill checks.)

Madness

The madness check is mainly reserved for cases in which the person experiences the inner mind of an evil, supernatural monster. The check is a Will save with Wisdom Modifier; the DC will vary depending on the situation. If you fail, then roll a d6 to find out the actual result. Unlike Fear and Horror checks, Madness checks normally need to be rolled as they represent the possibility that the character has seen too much to comprehend and stay sane. Some tournaments will have an alternate results table based on what occurred in the module. A player should have a certificate for failed Madness Check, this allows for the chance of a continued play as well as a chance for being cured. The definitions below are for game purposes and may not resemble current day definitions of these mental health problems.

Failed Madness Check Results 1. Schizophrenia: This fragments the mind into several specialized personalities, capable of dealing with a particular kind of situation with no assurance that the appropriate personality will be dominant at the right time. There is a chance in any emotionally charged or stressful situation for the character to change personalities. This base chance is 25% otherwise roll each day to see which character is the main one for that day. You can use the following table to determine the personality type or you can make your own list of personalities: 1. Aggressive, violent person 2. Passive, submissive victim 3. Naïve, friendly child 4. Angry, sulking 5. Kind, sympathetic 6. Aloof, snooty intellectual 7. Artistic, creative 8. Compulsive liar 9. Bratty smart mouth child 10. Stubborn defender 11. Cheerful extrovert 12. Spiteful accuser

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2. Severe Depression: The character loses all will to take action. She only wants to be left alone and there is a chance to become suicidal. In any given situation, there is a 50% chance that the character will not do anything, even to protect their own life. If the character has their lack of self worth reinforced by someone else (being berated, criticized or insulted), there is a 50% chance the character will become suicidal. She will then attempt to flee or wander away and concoct an elaborate plan to do away with herself which has only a 25% chance of succeeding. She wants others to believe she wants to kill herself (thus gaining attention and comforting) more than she wants to actually kill herself. 3. Delusions: The character believes herself to be something or someone they are not. They see the world around them somewhat normally--it is just themselves that is changed. They take on a new persona or identity and maintain it constantly. The player can choose the form, however the DM is allowed to veto and insist the player choose a different form for their character’s delusion. 4 Paranoia: Unreasoning fear of other people, item, place or action. The situation that triggers the paranoia should dictate the item feared. The fear should be large in scope and include anything associated with the object of the fear. 5. Hallucinations: The character sees herself normally but sees the world differently. How she sees the world should be centered around a theme, preferably one that has some link to what caused the horror in the first place. While a normal person subject to the sight of something over and over again becomes immune to the horrifying effect of that sight, the person suffering from this is incapable of that. The item always produces an emotional response whether it be fright, enchantment or obsession. 6. Amnesia: This is a personality change. The character suffers a partial change in alignment and has no memories of his previous life. If she had been suffering from the results of earlier failed Fear, Horror or Madness checks, these are now cured. Even if her memory is restored those events will no longer have any control of her. Your alignment change is limited to whether you are Chaotic, Neutral or Lawful. You make a d6 roll and use the following chart: Result 1-3 Chaotic 4 Neutral 5-6 Lawful

Chapter Eight: Adventuring in Gothic Earth

Once the alignment is determined the player needs to develop a new personality. If they are having a hard time of this, they can use the earlier list for Schizophrenia. The amnesia victim becomes for all intents and purposes a 0-level character. They retain their hit points and ability scores but have no special class abilities (such as spell casting). If they have any knowledge based skills, they can attempt to use them but gain no benefit from ranks in that skill. They retain knowledge of how to use weapons (including benefits from Feats) and language skills. If later cured the former amnesiac can decide to either use any experience gained to multi class. Otherwise any experienced gain while an amnesiac is halved.

Removing Madness

There are only two spells that can possibly help the victim of Madness. Heal or Greater Restoration spells can cure mental illness.

The Psychology Effect Once a hero succumbs to Madness, it is up to the Psychologist to attempt to cure him. They must stay under the care of someone with the Psychology skill. The hero with the skill can make a skill check at a -4 each month that the patient is under their care. If the Psychologist also has the Mesmerism skill, they get a +2 to their skill check. The DC of this check is 25. Heroes cannot treat themselves. If left in the care of the White Rose, the hero is out of play for six months.

Curses

When a curse is employed on Gothic Earth it is less likely that it will be recognized for what it is. Most people believe in the power of science and laugh at those who believe in superstitious things like curses. So while curses are less likely to occur, it is also less likely that a cursed person will be able to find magical relief from a their curse. Curses are caused either through magical means (geas, quest, limited wish, wish, bestow ancient curse, bestow curse, bestow greater curse) or through the actions of the character. The actions of a character could cause what amounts to a self

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inflicted curse by doing something that attracted the attention of the Red Death which granted some wish of the character but in a twisted way. Or their actions may cause another to such heights of rage for vengeance that the Red Death grants them their wish.

unconscious. If they make the save, then they stay awake until the second save must be made. If the target that failed the first save made the second save, they awaken in 1d10 minutes. If the target fails the second save, they awake in 2d4+2 hours.

Because of the nature of Gothic Earth and the interference of the Red Death, a Remove Curse or a Break Enchantment spell by itself will not be enough to aid. See spell descriptions for duration of relief from the curse that these spells can bring. Whenever a curse is laid upon a hero or NPC in Living Death, the requirements for completely removing the curse will be listed in the tournament module.

Inhaled Medicines In the campaign two substances used in the medical world might be used in combat situations. When inhaled these substance cause unconsciousness. Chloroform and ether (which is also flammable) are considered inhaled medicines. The liquid chloroform or ether can be placed on a cloth and held over the nose and mouth of a person to induce unconsciousness. If the target is unwilling an opposed grapple check is required to hold the cloth in place. Each round that you are successful, the target makes DC 15 Fortitude save. If they fail they are unconscious for 1d3 minutes. If the target fails the fortitude save and cloth over their nose and mouth is continued to be held for one minute, a second Fortitude check is made (DC 20). If that check is failed then the victim remain unconscious for 1d3 hours. If the victim saves that time is halved.

Turning Undead

Attempting to Turn Undead in Gothic Earth is very similar to attempting it in 3.5 D&D (PHB pg. 159). There are however, two major differences in Gothic Earth. • In 3.5 D&D Turning Undead is a Standard action, in Gothic Earth it is a Full Round action. • In Gothic Earth the turning check is a (D203) + Charisma modifier.

Medicines and Poisons

Some modern medicines can be used to subdue an opponent or perhaps calm a friend. Injected Medicine Injections are administered via a syringe. A syringe can deliver one dose of a medicine or poison (injury or contact poisons). This action requires a successful melee attack roll unless the subject is pinned. If the attack roll is high enough to make contact (a touch attack) but not penetrate the target's actual AC, then the syringe breaks. This attack action always provokes an attack of opportunity. The Physician makes a Medicine check when preparing the syringe. (During combat they cannot take 10 on this roll.) Since the size and weight of the target are factors in determine the size of the dose, syringes can not be prepared ahead of time. The Medicine skill check sets the Fortitude save DC for the target. The target makes one save immediately and a second one a minute later (as per poison rules DMG pg. 296). If the target makes both saves, there is no effect. If the target fails the first save, they go

Chapter Eight: Adventuring in Gothic Earth

Ingested Medicine Laudanum is a tincture of opium used widely during the 19th century. Using it in combat situations is extremely unlikely. If administered as a sedative by a character with at least one level of Physician class the Medicine check DC is 10. If the check is successful then the dose is the correct amount to require the character that imbibes it to make a Fortitude save (DC 20) or minutes later they will fall unconscious for 1d5+1 hours. If the check is not successful then there is a 40% chance that the doze is too large and will kill the character if they fail the fortitude save. The percentage chance of an overdose decrease by 5% for each level of Physician the hero who prepared the dose has. So a 5th level Physician has only a 15% chance of overdosing a patient. If administered as a sedative by a character without at least one level of Physician class the Medicine check DC is 20.

The Society of the White Rose The history of Gothic Earth presented in the Masque of the Red Death box set (and available on the Official Campaign web site) mentions various secret societies that have sprung up through the centuries. These societies are

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referred to as qabals. Some of these qabals are aware of and fight the Red Death. The qabals often have different approaches but similar a goal, that is to defeat the Red Death. There are also groups whose aim are to further increase the power of the Red Death, as well as their own power. The premise of the Living Death campaign is that the player characters are members of a qabal, The Society of the White Rose. It is this group which gathers the characters together and presents them with a task to accomplish or an investigation to complete. The Society of the White Rose is an international society of ordinary people with an extraordinary commonality of purpose. The members have experienced an event that clearly is outside the bounds of normal laws of nature, that is to say “supernatural.” They have banded together to fight the Red Death and its minions. The Society’s goal is to identify, acquire and use a means to rid our world of the Red Death. The Society is believed to have been organized sometime during the latter half of the 18th century, possibly in North America. There are some indications that Benjamin Franklin had a role in organizing the society Some of the more unusual aspects of the society's makeup could have developed from his influence. Historically speaking, most of the qabals were formed by people with similar outlooks on life (alignment) as well as having a common goal. While most qabals can actually be labeled or defined by the alignment of a majority of their members, that is not true of the White Rose. The membership of the White Rose is much more varied which may explain its growth over the past century. It values the contributions of all, no matter their background, so long as they share the common goal. The members and operations are dispersed throughout the world. Ethically speaking they are somewhat pragmatic when it comes to the laws of individual countries and states. They would prefer on the whole not to have to ask anyone to break a law, but if it is necessary to achieve a victory against the Red Death they will do so. They realize the risk in this and so they have taken steps in the organization of the society to provide a means to redeem those who have been tainted.

Qualifications for Membership

First, and most importantly, a person must have witnessed a supernatural event that serves as a motivation for them to fight the Red Death. Second, they must be sufficiently dedicated to spend considerable time and effort in this quest. Third, they must be able to read and write, in at least one language. (It is unacceptable practice for a Traveler to ask an outsider to read a Society letter or telegram. As these are frequently used methods of communication, persons who could not read would never find out about an Expedition.) Fourth, they must be willing to subordinate their other beliefs and biases to the Expeditions. Fifth, they must be willing to work with and to trust their teammates. The Society realizes that our international diversity will ensure that many different faiths, backgrounds, and personal prejudices will be present among the Travelers. The Society cannot screen out such attitudes. However, such attitudes shall not be allowed to degrade the effectiveness of the Expedition. Travelers who cannot have cooperative meetings with either natives or other Travelers are not effective. They may be letting their other beliefs be of greater importance to them than their dedication to fighting the Red Death. Such individuals are invited to leave the Society. Sixth, they must be willing to follow the Society security procedures. What happens to a Traveler who breaks the law in the performance of his expedition? Travelers are cautioned to obey the local laws to the fullest extent possible. Membership in the Society is certainly not a license to kill, steal or cause wanton destruction. The Society of the White Rose exists to help protect our civilization. The Society cannot retrieve a Traveler out of prison other than by quasi-legal means, and it must keep all contacts indirect. The Society will not turn a Traveler over to legal authorities if the violation occurred during an expedition and was considered necessary and unavoidable by the Council. However, Travelers who have become unacceptable liabilities will become the responsibility of the Shepherds. Can Society members, particularly Travelers, socialize amongst each other in between expeditions? While the Society cannot “outlaw” such meetings, frequent contact between Travelers

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outside of official expeditions may run the risk of a security leak and unwanted attention by our adversaries. The Society will not sponsor nor condone any group social function such as a “reunion,” an “awards banquet,” or a Society “picnic.” The Society may need to assemble large groups of Travelers for certain types of Expeditions, which will be set up in the normal manner.

performing such duties would be called spies. •

The Field Watchers perform a longer-term role for the Society. Often recruited locally, they watch and report on any events that might occur in their geographic area. Sometimes, Field Watchers are retired Travelers or Researchers, and their duties are not onerous. Often, Field Watchers are not full members of the Society; i.e., they are not “witting” of the true scope and purpose of the Society of the White Rose. Other members should be discrete in discussing details of the Society with Field Watchers, or any who are not members of the Inner Circle for that matter.



The Travelers are our brave heroes who venture into danger, sometimes known, sometimes not, with instructions (general or specific) to identify the problem and, if possible and necessary, end the problem…permanently. The Society does try to prepare the Travelers for their “mission” with foreknowledge and resources but often timeliness prevents more than a hastily assembled team. All Travelers are reminded that there is no shame in a discrete withdrawal and a call for help in the face of overwhelming odds. Select senior travelers will be assembled to respond such cries for aid. While the Society tries to avoid sending Travelers on tasks certain to fail, we do expect that these heroes will be resourceful. Travelers are expected to be available at a moment’s notice and to maintain a valid passport.

How does a member become a part of the Inner Circle? Becoming a senior member of the Society of the White Rose has more requirements than just being experienced. One must show seasoned judgment, quick wit, impeccable morals, and unfaltering dedication in the Society’s work. From time to time, more experienced members will be given the opportunity to witness and support different aspects of the Society’s operations. Recommendations from current senior members are mandatory.

The Organizational Structure

A group known as the Council sets the policy of the Society. The Council does not involve itself with daily operations, but identifies Society goals, raises contributions to the Society, and oversees the Inner Circle and the Shepherds. The Inner Circle, the senior level of our Society, coordinates the various departments of the Society. The Shepherds guard vigilantly against the Red Death corrupting the Society. Realizing that in this high-risk quest, some heroes will fall from grace, the Council made provision to ensure that the taint is safely contained and removed from the Society. The highest risk department is, of course, the Expeditions. Within this department, there are Field Researchers, Field Watchers, and the Travelers (also referred to as Explorers by older hands). •

The Field Researchers are solo investigators of unusual reports or known groups. Typically, they live and work in a location for weeks or months. They may be living with a false identity. These dedicated people gather information about local events, people, or phenomenon and pass that back to the Area Field Supervisor for review and action. In some circles, people

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Expeditions would have little foreknowledge and no aid with spells if not for the department of Scholars. Scholars are the various experts within the Society are often unique in their knowledge of history, languages, science, Forbidden Lore, spiritcraft, or Spellcraft. Usually these experts live quietly in a set location, answer questions put to them through mail or couriers, and write reports based upon their studies. Scholars pore over the fragmentary field reports, trying to piece together the plans and activities of our adversaries. Some Scholars are former Field Researchers or Travelers who have decided that the less risky profession of Scholars is more to their liking. Many Scholars teach at renowned universities. Some Scholars are Forbidden Loremasters.

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The Travelers sometimes leave a community or government in a state of confusion and disbelief about supernatural events. The department of Journalists works with various journalists, embassies and police departments around the world to provide them with a comforting, mundane explanation of the events they may have just witnessed. Of course, this department should not be taken as license to wanton indiscretion by Society members. Some Travelers, Field Researchers, or rarely Scholars become injured with mundane or supernatural wounds in the performance of their duties. The department of Ministers provides splendid medical assistance, including a firstclass sanitarium for mentally disturbed members, as well as spiritual healers. The latter tend to our members who have become tainted with the corrupting touch of the Red Death, but are deemed to be still salvageable. Those beyond salvage, or declining spiritual healing, are left to the care of the Shepherds. Travelers in poor health will be provided with a free, unlimited stay in the Society’s comfortable, private sanitarium until they recover. The Shepherds have the charge of protecting the Society from the taint of the Red Death on the inside. The Shepherds insure that no wolves in sheep’s skin hide in our flock. They also deal with members who have gone “rogue.” Recently the staff and the vigilance of the Shepherds were increased to rectify a few lapses early on in the security of the Society. A very secret function within the Society is performed by Qabalists. They are not part of a separate department, but typically are Travelers. Their role is to gather information for the White Rose specifically on other Qabals. One of the more obscure departments, deliberately so, is the department of the Keepers. This very small department consists of custodians of special items or, in a few cases, places. Sometimes an item found by Travelers is deposited with a Keeper who acts as the guardian for that item. Their identity and location as well as their responsibility are closely held secrets. Of course, even a dedicated Society such as ours could not function without money to cover expenses. The department of accounting holds and transfers funds through major banks and

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Western Union, buys tickets for rail or sea travel, pays for lodging, rent, or leases, and pays stipends for dedicated research. With members dispersed throughout the world the Society uses telegrams, letters, notes, newspaper classified ads, and field personnel to pass information to the Travelers. The Society is currently securing a network of telephones in certain major cities to provide more timely communications. Travelers must notify the Society when they depart for a new location. Loss of contact will not only prevent their use for specific expeditions; it will be considered cause for review by the Shepherds of the mental and spiritual health of the Travelers. The use of codewords, code phrases, and recognition symbols, such as a white rose, are an essential part of the Society’s safety program. New Travelers are urged to learn the system and old Travelers are urged not to become complacent.

Getting Society Help Sometimes after a Living Death adventure a hero is left with a residual undesirable effect such as a curse, madness, illness, disability, drained ability, wanted poster, or prison sentence. This section explains what, if anything, can be done to eliminate the problem. In all cases, take time at the end of the scenario play to ask the judge if the problem can be resolved there and if there is a certificate for the problem. Many problems such as curses have a mechanism to get a removal of the curse described in the adventure scenario. The certificate may describe how to relieve the problem as well. Mechanism listed on the certificate may be different from what is presented below. Follow instructions on the certificate. If there is not a mechanism to resolve the problem in the adventure (or the hero can not meet the requirements), the hero may (in some cases) seek help from a fellow traveler, (in which case the traveler must be at the same table, playing the same adventure (or interactive) together) or from an NPC member of the Society. If the player decides he/she is unlikely to encounter such a hero in play, or just wants the problem resolved quickly, they may turn to the Society. The general mechanism for determining if and

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how much aid the Society will lend your hero is determined by their number of "unused" Favorable Notices of the Inner Circle are gained through adventure play. Instructions for awarding these are in qualifying LD adventures. When "used" the GM should write "used" on the certificate but never VOID or tear it up. The total number of Favorable certificates still counts for adventure play and for which traveler might be given specific instructions during an adventure. Any LD GM can adjudicate use of Favorable Notices to remove a problem.

Unfavorable Notice Heroes may redeem one Unfavorable Notice of the Inner Circle by "using" two Favorable Notices. The Unfavorable Notice is marked "redeemed", initialed, and stapled to the "used" favorable notices. Any Unfavorable Notice must be redeemed before asking the Society for Aid. (Some adventures may also redeem an Unfavorable Notice; if so, then criteria will be explicitly given there.)

Curses If the curse is from a spell (Bestow Curse, Bestow Greater Curse, Bestow Ancient Curse or the use of Limited Wish to duplicate these effects) and no requirements or guidelines are provided for lifting the curse the following holds true. Bestow Curse may be removed with the casting of both Break Enchantment and Remove Curse. If a fellow hero has such spells, the curse can be lifted during play. The Society will lift Bestow Curse if the hero has one unused Favorable Notice with no time out of play. Mark the certificate "Used". If Bestow Greater Curse was used, then a hero during game play may cast Atonement and a Remove Greater Curse. Otherwise the Society will lift Bestow Greater Curse with 3 unused Favorable Notices, but there will be a 3 month delay before help arrives. (The player decides whether to play the character with the curse, or to sit it out.) If Bestow Ancient Curse was used, then Atonement and Remove Ancient Curse is required. Lifting this curse requires mandatory 3 months out of game play for the hero. To do this

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the Society requires 5 unused Favorable Notices. If the problem is from a cursed item, normally a Remove Curse will be sufficient to allow the hero to be free of the item. The hero may routinely get the Society to remove this curse upon request; no Favorable Notices are required. Geas and Geas, Lesser go away in days automatically so no help is needed. Assume that after two weeks the effect is gone.

Madness Heroes inflicted with Madness may seek heroes who can cast Heal or Greater Restoration during game play. They may instead seek a hero who is a Physician with the Psychology skill. Both the afflicted hero and the Physician hero are out of game play for one month for each attempt while the patient is treated. As per the discussion under "Removing Madness", if the skill check is successful, the madness is cured. If not, then the patient and the Physician may repeat attempts until ultimately successful. (Assume 6 months is the same as "take 20".) Alternatively the hero may ask to be treated at a White Rose Sanitarium. The hero is out of play for six months. No roll is needed. The GM should mark the date of resumption of play on the certificate (or character sheet if no certificate) and on a Roster of Heroes. No Favorable Notices are required. Alternatively, the hero may request the Society treat him/her with a Heal spell. this option requires 7 favorable notices and there is a 3 month delay in getting help.

Illness Mundane illnesses can be automatically treated by ministers following the conclusion of adventure play. No favorable notices are required. Magical diseases (such as Mummy Rot) are usual certed (if so see certificate). If it can be lifted with a Remove Curse/Remove Disease combination, then the afflicted hero may seek help from her fellow travelers or the Society (upon message). No Favorable Notices are needed. Note: Most adventures with a rapidly progressing disease offer some resolution in the

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scenario for help; the hero is not left to deteriorate unless the adventure outcome was quite horrible.

the Society will send a mystic within two weeks to remove the disability without need of Favorable Notices.

If the magical disease is more resilient requiring a Heal spell, the Society can provide a mystic with a 3 month delay and using 4 favorable notices.

Dismemberment

Drained Ability (-ies) A hero might suffer permanent loss of ability points, due to the difficulties of learning arcane spells, or from contact with various monsters. Some adventures may offer the means for restoration but that is generally rare. The hero's best option is to seek a fellow traveler capable of casting the mystic spell Restoration in game play and request their help. (Usually they will ask for the $100 material component cost to be reimbursed.) If the hero seeks aid from the Society, 5 Favorable Notices will be required, but no time out of game play, for the restoration of one ability. A second drained ability will be restored (for the same hero) at the same time for 8 Favorable Notices (total).

If a hero is missing a limb (which is an unlikely occurrence), then the hero may get Society aid with 8 Favorable Notices and six months out of game play. The limb will be regenerated at the end of the period.

Wanted Poster If a hero is wanted by the law in a city, state or country, then they had best avoid that region for two years or risk discovery and imprisonment. The Society will not help in removing the wanted posters. With 8 Favorable Notices the Society will help the hero assume a new identity (name, residence, appearance) that will stand any mundane scrutiny.

Prison Sentence The society will not interfere with prison term of less than one year (unless it specifically says so in the adventure). With 10 favorable notices, the Society will arrange the release of the hero after one year out of game play.

Disabilities Some heroes may pick up a disability such as Blindness, Deafness, Paralyzation, etc. Such disabilities have a profound effect on the hero's ability to function for the Society. Upon request, dangerous that no sane person would attempt to use it.

Chapter Nine: Magic Thousands of years ago, a group of ancient Egyptians unwittingly allowed an unspeakable evil into the world. It was not their intention to tarnish magic or to deliver an evil force unto mankind. It was not their intent, but it was the consequence of their actions. A being already banished from the nether-realms it called home for its acts of unspeakable darkness, found itself trapped somewhere between life and death. When ancient priests of Egypt attempted to sunder the barriers between those realms, the diabolical creature slipped through the temporary rift and into Gothic Earth and so the Red Death entered Gothic Earth. As the powers of the Red Death grew in the world, magic became corrupted. The use of magic became so

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In the 1890's magic is a lost and forgotten art. The stories of ancient wizards like Merlin or great societies like Atlantis are dismissed as fictional. Few people recognize that virtually all such legends are rooted in fact. Adepts and Mystics are the last of a dying breed. Although countless evil creatures, as well as the mysterious Vistani, seem able to wield spells, few mortal men dare to do so. Two types of magic exist: Arcane and Mysticism. Although similar results can be created with both forms, the ways in which these spells derive power and manifest effects are very different.

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General Guidelines

Although its use threatens great peril, magic can create results that science cannot begin to explain. Still, magic is not all-powerful. It has limitations, and no creature, not even the Red Death itself, can bend it toward every desired result. Therefore, some guidelines have been created that should always be considered when evaluating the use of magic on Gothic Earth. Planar Travel: Gothic Earth spins through the prime material plane. Since the day that the Red Death entered this world, travel from Gothic Earth to other planes of existence has been all but impossible. While certain creatures can travel to Gothic Earth from these nether regions, they invariably find themselves permanently trapped. No spell that allows creatures to travel to another plane of existence functions on Gothic Earth. Many of the D&D spells that involved travel or contact with other planes are no longer known in Gothic Earth and those few that do are not always reliable. The only exception to these inaccessible planes is the Ethereal, which may be reached by use of certain spells. Characters on the Ethereal cannot pass beyond that realm, however, and may exit only to Gothic Earth. Because of the lack of planer contact many of the spells developed on other Worlds by powerful Wizards do not exist on Gothic Earth or if they do they are known by more mundane names. Divination: Like the evil permeating the domains of Ravenloft, the radiant energy of the Red Death completely prevents the use of spells for detection of good or evil. Law and chaos can be sensed magically, but only careful observation of a subject can reveal whether it is good or evil. Necromancy and the Undead: Aspects of magic that deal with the undead and their sinister powers have been enhanced by the arrival of the Red Death. All such spells carry something of an evil twist, even if used for beneficial purposes, and require the caster to make an especially risky powers check when using them. The enhancement of these spells by the Red Death includes making many Necromancy spells quicker to cast than other spells of similar levels.

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The Enemy's Lair: The planet's most powerful supernatural creatures have established lairs (a vampire's castle, a werewolf's forest, or a ghost's cemetery, for instance) where their powers are often maximized. These places are often referred to as Sinkholes of Evil. The effects of these Sinkholes of Evil may vary and are dependent on the both the level of malevolence of the creatures residing there and the length of their residence. Visual Effects; Many of the D&D spells listed in the Player's Handbook have pronounced visual elements associated with their casting such as Color Spray. On Gothic Earth, the visual elements of these spells are either muted or eliminated entirely. Details for individual spells follow in the spell descriptions.

Powers Checks for Spellcasters On Gothic Earth, no one casts a spell without alerting the Red Death to his presence to some degree in most cases, that malevolent entity will not respond to the vibrations within its web. Still, the danger associated with magic is ever present and must be considered each time that a spell is cast. The use of magic whether it be using an item, a spell or an arcane skill places the character at risk for a power check. The casting of any spell (even something as honorable as Cure Light Wounds) requires a Powers Check with a percentage chance of failure equal to the level of the spell. If a spell is cast for an evil or sinister purpose, or the spell is from the Necromancy school or the Necromantic, Evil or Destruction Domain, this chance is doubled. As a rule of thumb, most of the spells cast by characters during the course of an adventure for defense, information gathering, or other passive effects are assumed to require the spell-level powers checks. A more complete discussion of Powers Checks can be found in the Adventuring in Gothic Earth Chapter of this book.

Casting Times The depleted and twisted magical energies of Gothic Earth are harder to tap than the energies in other D&D game worlds. To reflect this, most of the casting times listed for spells are increased. In the spell description section casting times are listed for each spell. In cases in which a

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spell requires more than one day to cast, a character is assumed to be allowed a few brief breaks for food, drink, sleep, and other natural needs Anything other than these minimal distractions, however, results in spell failure.

Magical Items Unlike most campaign worlds of the D&D game, Gothic Earth is not littered with magical items. Magical items while not impossible to obtain are appropriately rare. Permanent magical items will only be available from first run events and in most cases there will only be one. Occasionally, items will be made available that have a temporary (one use) effect. When these appear, they will not be unique items and will still be available to players of those modules after the first run of the event. The knowledge of how to create a magical item is extremely rare. Most who seek such knowledge become seduced by the Red Death in the process. Even if they manage that (learn how to make a particular magic item) the danger continues, as the actual making of an item can result in their eternal corruption. On Gothic Earth, there is no such thing as a dagger + 1 that is, a generic dagger of unknown origin that provides a combat bonus. Such weapons exist; however, no two such weapons are alike. Each has its own history and special characteristics. As a sample, consider a weapon of Oriental design. It might be known as Fire of the Morning Sun; some research might reveal that it is said to have belonged to the first Emperor of Japan. Also, the dagger might confer a +2 bonus if used within the borders of ancient Japan or in the hands of a Japanese character.

adepts, charlatans and metaphysicians. It is fueled by the caster's own life force and directed by the strength of his will and the force of his intellect. When an arcane spellcaster casts a spell, he is commanding the universe to change in some way, and fueling this reaction with a small fragment of his own life. This process obviously poses a risk to the life of the spell caster. With each spell cast, the adept becomes gradually consumed by the magic he has mastered. In the end, he may have great supernatural powers, but will be physically weak and decrepit. This aspect of arcane magic is especially important when a character attempts to learn a new spell. At such a time, while the character attempts to harness the mightiest of magical energies and knowledge, he is at the greatest risk. Thus, any time a character attempts to learn a new spell, a Constitution check must be made. The DC for the check is 10 + the level of the spell that the adept is trying to learn. If the roll fails, the adept loses 1 point of Strength or Constitution. The player can select which attribute to reduce or can roll randomly to decide. The Endurance Feat aids the spellcaster when making this check. Also if the spell belongs to a school in which the arcane caster has Spell Focus Feat, they gain a +2 to their check.

Schools of Magic •

All the Arcane Magic spells in Masque of the Red Death are divided into schools as in the D&D. Because of the corruption and depletion of magic many spells that are found in the D&D PHB are not found on Gothic Earth. Most adepts are self-taught or are single protégés of a master. There is no uniformity of training nor large schools or groups working openly together. The language of magic itself is also corrupted and unclear.

The Tainted Web Just as spells have been corrupted by the presence of the Red Death, so too have magical items been tarnished. Any weapon, even the dagger presented in the last paragraph, carries a lingering curse. The corruption may result in a negative effect (like a curse), perhaps a risk of further corruption (higher percentage base for the Dark Powers check), or simply a call to creatures of the Red Death.

Spellcraft

Arcane Magic

The character’s arcane spell caster level and her intelligence determine the level of spell she can

Arcane Magic refers to the magic employed by

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The one thing all Arcane Spellcasters have in common is the Spellcraft class ability. It is this ability which allows them to actually cast spells. This is an intelligence based class ability.

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cast. She must have Intelligence equal to or better than 10+ the level of the spell she is attempting to cast. Casting a spell is a Spellcraft check (DC 8+level of the spell). The check is d20 + intelligence + Spell Focus (if applicable.) In most cases, if the check fails, the spell fails— no effect, desired or otherwise, takes place. An unknown element of the casting was performed incorrectly, and the adept has simply wasted the effort. If the caster's roll is a natural 1 without modifiers; however, some tragic mistake takes place. A spell effect is created, but the result is not what the caster intended. The guidelines that follow can be used to approximate the nature of the calamity. • If the spell was an attack spell, it boomerangs onto the caster's party. The DM selects the new target of the spell or rolls randomly to determine it. • If the spell was of a defensive nature, its powers are reversed so as to make the caster more vulnerable to attacks by enemies. For example a miscast Armor spell can result in an AC of 6. • All other spells have their effects perverted in some manner determined by the DM. Those arcane spell casters, who wish to study a specific school, and thus improve their ability to cast spells in that school, can do so with the Spell Focus Feat. A different specific school must be indicated each time that this Feat is taken.

Table 9:1 Choices for Starting Spells Defensive Spells Offensive Spells 0 level Resistance Open/Close 1st level Alarm Shield Detect Undead Hold Portal Mage Armor

0 level Daze Disrupt Undead 1st level Burning Hands Charm Person Chill Touch Sleep Cause Fear

Magical Studies As this is a tournament campaign, some adjustment has been made to how arcane spell casters acquire new spells. Because of the amount of time spent working for the White Rose, the time an adept has to research and learn new spells is limited. Because of this, the White Rose sends the adept a new spell to learn (at the end of most adventures). Occasionally, the adept may find a spellbook while on a mission. Some of these books are tainted so strongly by the Red Death that keeping them for any length of time can corrupt the adept, so some caution is recommended.

Learning an Existing Spell For a hero to learn a spell discovered in a spellbook, three steps are necessary: •

Initial Spells

A Spellcraft check must be made for the hero to determine the spell's level and school. (DC =10+spell level) The caster can not take 10 or 20 on this check. The PC must copy the spell into his own spellbook, then roll a Spellcraft check to determine whether the spell was copied correctly. If the spell was copied successfully, the hero may attempt to cast the spell; the normal Spellcraft check applies. If the hero has five ranks in Forbidden Lore: Arcane Magic, they gain a +2 competency bonus when learning spells. If the hero has Spell Focus for the school that the spell is in, they gain a +2 bonus to learn the spell.

Arcane spell casters must maintain a spellbook. When a hero is first created, this book will contain only a few spells. All adept characters begin the game with detect magic and read magic spells. In addition, a character is assumed to know 4 other spells, for a total of six. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive enchantment, while the other two may be offensive spells. On the back page of the Living Death Character sheet there is a place to list your starting spells. All other spells require a certificate.



The players may select the spells their hero knows from the following list:

While Read Magic allows you to learn the ritual involved in casting the spell found, it does not

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• • •

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tell the adept exactly what the spell does. Unlike other campaign settings in Gothic Earth there is no one universal magical language that all Adepts study and learn. Frequently the magical language has been filtered or altered by the language of whoever has written the spell down, hence the difficulty. The steps to learning a new spell are detailed below

Determine level and school. To determine the nature of a spell, a Spellcraft check must be made by the character. If the roll fails, the hero has no idea what the spell will do when cast. No subsequent roll may be made to learn the nature of the spell until the character has advanced one level. Failing the check does not prevent the adept from attempting to copy the spell into his spellbook and then casting it, but casting a spell whose results are unknown can be incredibly dangerous. An adept who copies a spell following a failed check suffers a penalty to the Spellcraft roll for copying the spell. (This is detailed in the next section.) If the roll is successful the caster learns the level of the spell and the school to which it belongs. No amount of research or study will reveal the exact effects of the spell. Only when a character casts the spell will the precise nature of its magic be revealed. Obviously, this can be hazardous. Note: Spells given to the hero by the White Rose will include this information so this step need not be done for those spells. The hero will also be informed of what the expected effect of the spell should be.

the formula was copied accurately. The hero may not take 10 or 20 for this check. A hero who failed the initial roll to evaluate the spell suffers a penalty to the check for copying it. The penalty is equal to the level of the spell. Thus, an adept who copies a 5th-level spell after failing the initial roll suffers a -5 penalty to the roll that is made after the formula has been copied. If the check to copy the spell fails the enchantment is beyond the character's current ability. The hero may try again after advancing to the next experience level as an adept.

Mysticism

Mysticism is the branch of magic used by Dilettantes, Mediums, Mystics, Shamans and Spiritualists who have the Spiritcraft ability. When such a hero casts a spell, he draws upon ancient lore and long forgotten commands to force the unseen spirits of the world to obey his bidding. As such, the hero expends none of his own life force to manifest spell effects. Those who follow this path do tend to become less and less connected to what we perceive as the material world. As the realm of the Spiritworld becomes more and more real to him, that hero's attention tends to be drawn away from the world, making him slow to react to sudden threats and changes in the environment. This is generally reflected in penalties on Initiative, Spot and/ or Search skill checks. Mystic spell casters do not keep a spellbook. They depend upon rituals and ceremonies to create magical effects.

Copy the Spell.

Spiritcraft

Once a hero has attempted to understand the newly discovered spell, she may record it in her spellbook. The translation of the formula into a format that is usable by the character takes a great deal of time and effort on the part of the character. As such it is generally not attempted during the course of an adventure. For this reason spells are not tradable between arcane spell casting heroes.

The one thing all mysticism spell casters have in common is the Spiritcraft class ability. The access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of their spells. It is this ability which allows them to actually cast spells. This is a wisdom based ability.

In order to record a new spell in the spellbook, the hero must carefully copy its casting instructions. This takes one day (16 hours) of uninterrupted work per level of the spell. At the end of that time, the player makes a Spellcraft check (DC 10+spell level) to determine whether

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They must have Wisdom ability equal to or better than 10+ the level of the spell she is attempting to cast. They do not get additional domain spells or special abilities from their studies of the domains.

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However, if they have major access to a Domain they get a +2 bonus to their Spiritcraft checks when casting spells from that domain. Unlike the D&D Cleric, mysticism spell casters can not swap out spells to get cure spells on the fly. Mysticism Spellcasters start out with Minor access to the All Domain. Those mysticism spell casters, who wish to devote more time to study a specific domain, and thus improve their ability to cast spells in that domain, can do so with the Spell Focus Feat. A specific domain must be indicated each time that you take this Feat.

all available spells belong to a Domain. Certain spells are not available or work slightly differently than in regular D&D. Later on in this section you will find a list of all the domains and the spells that they contain. The Evil Domain can only be accessed by characters of evil alignment. During the research that is done in the process of learning this domain an alignment shift occurs if the character is not already of evil alignment. The Necromancy and Destruction Domains are also perilous to those studying them. Acquiring Major Access to either of those Domains will cause a shift in the alignment of a Character. As the campaign allows only good aligned player characters and hero acquiring major access to the Necromancy or Destruction domains immediately becomes an NPC.

Casting a spell is a Spiritcraft check (DC 8+level of the spell). The check is d20 +wisdom bonus + major access bonus (of applicable) + Spell Focus (if applicable.) The mystic spell caster cannot take 10 or 20 for this roll.

Initial Domain:

In most cases, if the check fails, the spell fails— no effect, desired or otherwise, takes place. An unknown element of the casting was performed incorrectly, and the mystic has simply wasted the effort. If the caster's roll is a 1 without modifiers, however, some tragic mistake takes place. A spell effect is created, but the result is not what the caster intended. The guidelines that follow can be used to approximate the nature of the calamity. • If the spell was an attack spell, it boomerangs onto the caster's party. The DM selects the new target of the spell or rolls randomly to determine it. • If the spell was of a defensive nature, its powers are reversed so as to make the caster more vulnerable to attacks by enemies. For example a miscast Armor spell can result in an AC of 6. • All other spells have their effects perverted in some manner determined by the DM.

A mystic spell caster spends most of his time studying mystical lore and the unseen realm of the spirits. When a hero is created the mystic spell caster has minor access to the All domain. The player must select one domain as the subject of the hero’s current research9. This may be a domain to which the character has no access, or it may be a domain to which he has just gained minor access. When a character has minor access to a domain, they know all 1st through 3rd level spells in that domain. (They can only cast those spells that they are of high enough level to cast.)

Domains of Magic Because mystics are devoted to the study of the transcendental world in general and not to any single supernatural being, they are not limited to access to a specific set of Domains. However, this lack of divine involvement also means that

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All mystic characters begin the game with minor access to the All Domain.

Accessing New Domains

If the hero continues study in a domain to which he has minor access, the hero gains major access to that domain when he reaches the next experience level. If the character researches a new domain, the character gains minor access to that domain upon reaching the next level. When a character has major access to a domain the character can access all of the spells in that domain. (They can only cast those spells that they are of high enough level to cast.) A character can not gain major access to domain without having previously gained minor access to that domain. See Breaking off Studies for more information. 9

Exception: the Dilettante class gains access to two domains every other level, see class description.

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This procedure is followed every time a character gains a new level. The player must decide whether the mystic will research a new domain in order to gain minor access to it, or whether the hero will research a domain to which he has minor access, in order to gain major access. If the character multiclasses at the next level, he does not gain that added domain access. If returning to advancing in mystic later the character must study the same domain as before or it is considered to be a broken off of studying that domain as below.

Breaking off Studies: If a mystic spell caster discontinues study of a specific domain, he can never study that domain further. Thus, if a character opts not to pursue study of the All domain while advancing from 1st to 2nd level and chooses instead to gain minor access to another domain, he can never attempt to study the All domain further. He will never gain major access to the All domain.

For example: a 6th level Mystic started out with minor access to the All Domain. She began study of the Healing Domain and gained minor access upon reaching 2nd level and major access upon reaching 3rd level. She then takes up the study of the Knowledge Domain and gains minor access upon reaching 4th level. At that point she decides to take up the study of the Good Domain. So she gains minor access to that domain upon reaching 5th level and major access upon reaching 6th level.

Differences in Spell Names

the Red Death that have different names than they do in D&D. These are basically a few of the named spells that previously existed in Gothic Earth. Since a majority of the Named spells did not exist in Gothic Earth, the names of these were changed for consistency. D&D Name Evard's Black Tentacles Melf's Acid Arrow Tasha's Hideous Laughter

MotRD Name Black Tentacles Acid Arrow Hideous Laughter

The following spells still exist in Gothic Earth and are described later in this chapter: Affect Normal Fires, Forget, Irritation, Feign Death (now also a Feat), Deeppockets, Gaze Reflection, Dig, and Fools Gold. If you gained a certificate for any of these spells, they are still valid. The spell Friends is now the spell Eagle's Splendor. Mark the change on the certificate, if you have the spell Friends. If you have a certificate for the spell Emotion chose one of the following to replace it (mark which one chosen on the certificate.): Crushing Despair, Heroism or Rage. Some spells that have been given out in the campaign have new names or have had their level adjusted. Since there are valid certificates with the old name on them use the chart below to determine the new name of the spell. Mark the certificate with the new name to avoid confusion. (See chart that follows.)

There are a few arcane spells in the Masque of

Arcane Spells 2ed Name Hold Undead Audible Glamer Protection from Normal Missiles Detect Invisible Wizard Lock Strength Continual Light Protection from Evil 10’ radius Enchant a Weapon Spook

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D&D Name Halt Undead Ghost Sound Protection from Arrows/Bullets See Invisible Arcane Lock Bull’s Strength Day Light Magic Circle against Evil Magic Weapon Cause Fear

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Mystic Spells Name Changes Because Mystics get their spells from the study of the Spiritworld and not from a divine source, some of the spell names have been changed as well as the descriptions of how the spell works. The chart on the right should help you locate those spells.

D&D Name Consecrate Divine Favor Divine Power Hallow Holy Aura Holy Smite Holy Word Shield of Faith Undetectable Alignment

Unhallow Unholy Aura Unholy Blight

MotRD Name Purify Place Spirit Favor Spirit Power Spirit Place Spirit Aura Spirit Strike Spirit Voice Spirit Shield Undetectable Aura

Defile Aura of Evil Blight

Arcane Spells in Gothic Earth 0-Level Arcane Spells Acid Splash Affect Normal Fires Arcane Mark Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Flare Ghost Sound Light Mage Hand Mending Message Open/Close Prestidigitation Ray of Frost Read Magic Resistance Touch of Fatigue

1st-level Arcane Spells Alarm Animate Rope Burning Hands. Cause Fear Charm Person Chill Touch Color Spray. Comprehend Languages Confusion, Lesser Detect Secret Doors Detect Undead Disguise Self Endure Elements Enlarge Person Erase Expeditious Retreat Feather Fall Gaze Reflection Grease Hold Portal Hypnotism Identify Jump Mage Armor Magic Weapon Mount Obscuring Mist Protection from Chaos Protection from Evil Protection from Good Protection from Law Ray of Enfeeblement Reduce Person Shield

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Shocking Grasp Silent Image Sleep True Strike Unseen Servant Ventriloquism

2nd-Level Arcane Spells Acid Arrow Alter Self Arcane Lock Bear's Endurance Blindness/Deafness Blur Bull’s Strength Cat’s Grace Command Undead Continual Flame Darkness Darkvision Daze Monster Deeppockets Detect Thoughts Eagle's Splendor False Life Flaming Sphere Fog Cloud Fools Gold Forget Fox's Cunning Ghoul Touch Glitterdust Gust of Wind Hideous Laughter Hypnotic Pattern Invisibility Irritation Knock Levitate Locate Object Magic Mouth Minor Image Mirror Image Misdirection Obscure Object Owl's Wisdom Protection from Arrows/ Bullets Pyrotechnics Resist Energy Rope Trick Scare Scorching Ray See Invisibility Shatter Spectral Hand Spider Climb Summon Swarm

Touch of Idiocy Web Whispering Wind

3rd-level Arcane Spells Arcane Sight Augment Undead Clairaudience/Clairvoyance Corpse Whisper Daylight Deep Slumber Dispel Magic Displacement. Explosive Runes Fireball Flame Arrow Fly Gaseous Form Gentle Repose Halt Undead Haste Heroism Hold Person Illusory Script Invisibility Sphere Keen Edge Lightning Bolt Magic Circle against Chaos Magic Circle against Evil Magic Circle against Good Magic Circle against Law Magic Weapon, Greater Major Image Nondetection Phantom Steed Protection from Energy Rage Ray of Exhaustion Secret Page Sepia Snake Sigil Shrink Item Sleet Storm Slow Stinking Cloud Suggestion Tongues Vampiric Touch Water Breathing Wind Wall

4th-level Arcane Spells Animate Dead Arcane Eye Bestow Curse Black Tentacles Charm Monster Confusion Contagion

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Crushing Despair Detect Scrying Dig Dimension Door Dimensional Anchor Enervation Eyes of the Undead Fear Fire Shield Fire Trap Geas, Lesser Globe of Invulnerability, Lesser Hallucinatory Terrain. Ice Storm Illusory Wall Invisibility, Greater Locate Creature Minor Creation Modify Memory Phantasmal Killer Polymorph Rainbow Pattern Reduce Person, Mass Remove Curse Scrying Shout Solid Fog Stoneskin Wall of Fire Wall of Ice

5th-level Arcane Spells Animal Growth Baleful Polymorph Blight Break Enchantment Cloudkill Cone of Cold Dismissal Dominate Person Dream Fabricate False Vision. Feeblemind Feign Undead Hold Monster Magic Jar Major Creation Mind Fog Mirage Arcana Nightmare Overland Flight Passwall Permanency Persistent Image Prying Eyes Seeming Sending Stone Shape Symbol of Pain Symbol of Sleep Telekinesis

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Teleport Transmute Mud to Rock Transmute Rock to Mud Wall of Force Wall of Stone Waves of Fatigue

Teleport, Greater Teleport Object Vision Waves of Exhaustion

6th-level Arcane Spells

Antipathy Bestow Ancient Curse Binding Clone Create Greater Undead Demand Dimensional Lock Discern Location Horrid Wilting Incendiary Cloud Iron Body Maze Mind Blank Moment of Prescience Polar Ray Polymorph Any Object Power Word, Stun Prismatic Wall Prying Eyes, Greater Remove Ancient Curse Scintillating Pattern Screen Shout, Greater Sunburst Symbol of Death Symbol of Insanity Sympathy Temporal Statis Trap the Soul

Acid Fog Antimagic Field Chain Lightning Circle of Death Contingency. Control Water Control Weather Create Undead Disintegrate Dispel Magic, Greater Eyebite Flesh to Stone Geas/Quest Globe of Invulnerability Guards and Wards Heroism, Greater Legend Lore Mislead Move Earth Permanent Image Programmed Image Repulsion Stone to Flesh Suggestion, Mass Symbol of Fear Symbol of Persuasion True Seeing Veil Undeath to Death Wall of Iron

7th-level Arcane Spells Arcane Sight, Greater Banishment Bestow Greater Curse Control Undead Delayed Blast Fireball Finger of Death Forcecage Insanity Limited Wish Mass Invisibility Phase Door Plane Shift Power Word Blind Prismatic Spray Remove Greater Curse Reverse Gravity Scrying, Greater Sequester Simulacrum Spell Turning Statue Symbol of Stunning Symbol of Weakness

8th-level Arcane Spells

9th-level Arcane Spells Dominate Monster Energy Drain Foresight Freedom Gate Imprisonment Meteor Swarm Power Word, Kill Prismatic Sphere Refuge Soul Bind Teleportation Circle Time Stop Wail of the Banshee Weird Wish

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Mysticism Spells Air Domain Obscuring Mist (1) Feather Fall (2) Fog Cloud (2) Sound Burst (2) Gust of Wind (3) Wind Wall (3) Major Access Air Walk (4) Control Winds (5) Wind Walk (6) Whirlwind (8)

All Domain Purify Food & Drink (0) Virtue (0) Bless (1) Bless Water (1) Purify Place (2) Prayer (3) Major Access Geas, lesser (4) Atonement (5) Spirit Place (5) Symbol of Sleep (5) Banishment (6) Geas/Quest (6) Symbol of Stunning (7) Symbol of Weakness (7)

Animal Domain Calm Animals (1) Charm Animal (1) Detect Animals or Plants (1) Hide from Animals (1) Animal Messenger (2) Animal Trance (2) Hold Animal (2) Speak with Animal (2) Dominate Animal (3) Reduce Animal (3)

Entropic Shield (1) Protection from Law (1) Confusion, Lesser (1) Align Weapon: Chaotic (2) Shatter (2) Magic Circle against Law (3) Major Access Chaos Hammer (4) Dispel Law (5) Animate Objects (6) Word of Chaos (7) Cloak of Chaos (8)

Charm Domain Command (1) Cause Fear (1) Remove Fear (1) Calm Emotions (2) Charm Person (2) Eagle's Splendor (2) Enthrall (2) Hold Person (2) Remove Paralysis (2) Major Access Geas, Lesser (4) Glibness (4) Command, Greater (5) Geas/Quest (6) Hold Monster (6) Symbol of Persuasiveness (6) Mind Blank (8) Sympathy (9)

Creation Domain Create Water (0) Mending (0) Obscuring Mist (1) Restoration, Lesser (2) Make Whole (2) Continual Flame (3) Create Food & Water (3) Helping Hand (3)

Major Access Giant Vermin (4) Repel Vermin (4) Animal Growth (5) Insect Plague (5) Creeping Doom (7)

Major Access Restoration (4) Wall of Iron (5) Wall Of Stone 5) Heroes Feast (6) Restoration, Greater (7) Gate (9)

Chaos Domain

Death Domain

Detect Law (1)

Death Watch (1)

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Detect Undead (1) Hide from Undead (1) False Life (2) Gentle Repose (2) Speak with Dead (3) Major Access Death Ward (4) Disrupting Weapon (5) Undeath to Death (6) Tomb Ward (7) Finger of Death (8) Wail of the Banshee (9)

Destruction Domain Inflict Minor Wounds (0) Doom (1) Inflict Light Wounds (1) Darkness (2) Inflict Moderate Wounds (2) Shatter (2) Blindness/Deafness (3) Deeper Darkness (3) Inflict Serious Wounds (3) Major Access Inflict Critical Wounds (4) Poison (4) Inflict Light Wounds, Mass (5) Harm (6) Destruction (7) Disintegrate (7) Symbol of Weakness (7) Earthquake (8) Symbol of Insanity (8) Implosion (9)

Divination Domain Guidance (0) Detect Snares & Pits (1) Augury (2) Find Traps (2) Owl's Wisdom (2) Zone of Truth (2) Locate Object (3) Major Access Discern Lies (4) Divination (4) Scrying (5) True Seeing (5) Greater Scrying (7) Discern Location (8) Moment of Prescience (8) Foresight (9)

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Earth Domain

Good Domain

Detect Snares & Pits (1) Magic Stone (1) Soften Earth and Stone (2) Meld into Stone (3) Stone Shape (3)

Protection from Evil (1) Sanctuary (1) Aid (2) Align Weapon: Good (2) Magic Circle against Evil (3) Remove Curse (3)

Major Access Dig (4) Spike Stones (4) Commune with Nature (5) Transmute Mud to Rock (5) Transmute Rock to Mud (5) Wall of Stone (5) Move Earth (6) Stone Tell (6) Stoneskin (6) Earthquake (8) Iron Body (8) Repel Metal or Stone (8)

Evil Domain Inflict Minor Wounds (0) Bane (1) Curse Water (1) Protection from Good (1) Align Weapon: Evil (2) Desecrate (2) Bestow Curse (3) Contagion (3) Magic Circle against Good (3) Major Access Blight (4) Defile (5) Dispel Good (5) Symbol of Pain (5) Bestow Greater Curse (6) Symbol of Fear (6) Bestow Ancient Curse (7) Blasphemy (7) Aura of Evil (8) Energy Drain (9)

Fire Domain

Major Access Spirit Power (4) Spirit Strike (4) Dispel Evil (5) Disrupting Weapon (5) Remove Greater Curse (6) Remove Ancient Curse (7) Spirit Voice (7) Symbol of Stunning (7) Spirit Aura (8)

Guardian Domain Resistance (0) Hide from Undead (1) Sanctuary (1) Shield Other (2) Silence (2) Status (2) Undetectable Aura (2) Glyph of Warding (3) Helping Hand (3) Invisibility Purge (3) Obscure Object (3) Major Access Anti-plant Shell (4) Sending (4) Symbol of Sleep (5) Forbiddance (6) Glyph of Warding, Greater (6) Word of Recall (6) Refuge (7) Repulsion (7) Screen (7) Tomb Ward (7)

Healing Domain

Flare (0) Burning Hands (1) Endure Elements (1) Fire Trap (2) Flame Blade (2) Flaming Sphere (2) Produce Flame (2) Resist Energy* (2)

Cure Minor Wound (0) Detect Poison (0) Cure Light Wounds (1) Cure Moderate Wounds (2) Delay Poison (2) Cure Serious Wounds (3) Remove Blindness/deafness (3) Remove Disease (3)

Major Access Wall of Fire (4) Fire Shield (5) Flame Strike (5) Fire Seeds (6) Fire Storm (7) Incendiary Cloud (8)

Major Access Cure Critical Wounds (4) Neutralize Poison (4) Reincarnate (4) Cure Light Wounds, Mass (5) Raise Dead (5) Heal (6)

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Regenerate (7) Mass Heal (8)

Knowledge Domain Know Direction (0) Comprehend Languages (1) Detect Secret Doors (1) Detect Thoughts (2) Find Traps (2) Fox's Cunning (2) Clairaudience/Clairvoyance (3) Major Access Discern Lies (4) Sending (4) Tongues (4) True Seeing (5) Find the Path (6) Legend Lore (7) Discern Location (8)

Law Domain Protection from Chaos (1) Detect Chaos (1) Align Weapon: Law Calm Emotion (2) Magic Circle against Chaos (3) Major Access Order’s Wrath (4) Dispel Chaos (5) Mark of Justice (5) Hold Monster (6) Dictum (7) Shield of Law (8)

Magic Domain Detect Magic (0) Read Magic (0) Faeroe Fire (1) Lessor Restoration (2) Undetectable Aura (2) Bestow Curse (3) Dispel Magic (3) Remove Curse (3) Major Access Imbue with Spell Ability (4) Restoration (4) Break Enchantment (5) Plane Shift (5) Spell Resistance (5) Bestow Greater Curse (6) Dispel Magic, Greater (6) Remove Greater Curse (6) Bestow Ancient Curse (7) Greater Restoration (7) Remove Ancient Curse (7) Spell Turning (7) Antimagic Field (8)

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Necromancy Domain Death Watch (1) Detect Undead (1) Death Knell (2) False Life (2) Animate Dead (3) Augment Undead (3) Corpse Whisper (3) Eyes of Undead (3) Major Access Feign Undead (4) Slay Living Anti-life Shell (6) Create Undead (6) Create Greater Undead (8) Symbol of Death (8) Soul Bind (9)

Plant Domain Know Direction (0) Detect Animals or Plants (1) Entangle (1) Goodberry (1) Pass without trace (1) Barkskin (2) Tree Shape (2) Warp Wood (2) Wood Shape (2) Diminish Plants (3) Plant Growth (3) Snare (3) Speak with Plants (3) Major Access Antiplant Shell (4) Command Plants (4) Commune with Nature (5) Tree Stride (5) Wall of Thorns (5) Ironwood (6) Liveoak (6) Repel Wood (6) Transport via Plants (6) Animate Plants (7) Change Staff (7 Control Plants (8) Shambler (9)

Protection Domain Resistance (0) Endure Elements (1) Protection from Chaos (1) Protection from Evil (1) Protection from Good (1) Protection from Law (1) Spirit Shield (1) Cat's Grace Resist Energy (2) Shield Other (2)

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Magic Circle against Chaos (3) Magic Circle against Evil (3) Magic Circle against Good (3) Magic Circle against Law (3) Protection from Energy (3) Major Access Death Ward (4) Freedom of Movement (4) Spell Resistance (5) Anti-Life Shell (6) Repulsion (7) Antimagic Field (8) Mind Blank (8)

Strength Domain Resistance (0) Endure Elements (1) Enlarge Person (1) Bear's Endurance (2) Bull’s Strength (2) Magic Vestment (3) Major Access Righteous Might (5) Wall of Stone (5) Stoneskin (6) Wall of Force (7)

Summoning Domain Summon Natures Ally I (1) Summon Natures Ally II (2) Summon Swarm (2) Summon Natures Ally III (3) Major Access Dimensional Anchor (4) Dismissal (4) Summon Natures Ally IV (4) Summon Natures Ally V (5) Summon Natures Ally VI (6) Summon Natures Ally VII (7) Dimensional Lock (8) Summon Nature's Ally VIII (8) Elemental Swarm (9) Summon Nature's Ally IX (9)

Sun Domain Light (0) Endure Elements (1) Heat Metal (2) Daylight (3) Searing Light (3) Major Access Fire Shield (5) Flame Strike (5) Fire Seeds (6) Sunbeam (7)

Sunburst (8)

War Domain Cause Fear (1) Magic Stone (1) Magic Weapon (1) Shillelagh (1) Spirit Favor (1) Shatter (2) Spiritual Weapon (2) Magic Vestment (3) Bless Weapon (3) Major Access Freedom of Movement (4) Greater Magic Weapon (4) Poison (4) Spirit Power (4) Flame Strike (5) Command, Greater (5) Blade Barrier (6) Power Word, Blind (7) Power Word, Stun (8) Power Word, Kill (9)

Water Domain Create Water (0) Bless Water (1) Curse Water (1) Obscuring Mist (1) Fog Cloud (2) Water Breathing (3) Water Walk (3) Major Access Control Water (4) Quench (4) Ice Storm (5) Acid Fog (7) Horrid Wilting (8)

Weather Domain Endure Elements (1) Obscuring Mist (1) Chill Metal (2) Fog Cloud (2) Heat Metal (2) Call Lightning (3) Major Access Sleet Storm (4) Solid Fog (4) Ice Storm (5) Call Lightning Storm (5) Chain Lightning (6) Cone of Cold (6) Control Weather (7) Storm of Vengeance (9)

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Spells The spells herein are presented in alphabetical order. Basically which is different from the PHB and the description of spell and the arcane spell components are listed.

Acid Arrow Conjuration (Creation) [Acid] Level: Arcane 2 Components: V, S, M, F Casting Time: 2 rounds Focus: A dart.

Acid Fog Conjuration (Creation) [Acid] Level: Arcane 6, Water 7 Components: V, S, M/F Casting Time: round/level This spell only creates a 20'x20' X 20"cube of fog.

Acid Splash Conjuration (Creation) [Acid] Level: Arcane 0 Components: V, S Casting Time: one standard round

Affect Normal Fires Conjuration (Creation) [fire] Level: Arcane 0 Components: V, S, M Casting Time: 1 standard action Duration: 2 rounds per level Area of Effect: 5-ft radius This spell enables the caster to manipulate non-magical fire. The caster can make the fire to reduce in size and brightness to mere coals or increase to be as bright as full daylight. This does not affect fuel consumption or damage caused by the fire. the spell lasts until the duration expires, the fuel for the fire is consumed or the fire is put out.

Aid Enchantment (Compulsion) [Mind-Affecting] Level: Good 2 Components: V,S,F Casting Time: 2 rounds

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Air Walk

Animal Growth

Transmutation Level: Air 4 Components: V, S, F Casting Time: 4 rounds Target: Creature (Man size or smaller) touched Duration: 5 minutes/level This spell is much weaker in Gothic Earth. The size of the creature effected is less as is the duration.

Transmutation Level: Arcane 5 , Animal 5 Components: V, S Casting Time: 5 rounds Targets: Up to 1 animal /4 levels, no two of which can be more than 30 ft. apart Duration: 1 minute/level This spell is somewhat weaker in Gothic Earth.

Alarm

Enchantment (Compulsion) [Mind-Affecting] Level: Animal 2 Components: V, S, M Casting Time: 2 rounds Duration: 1 hour/level Material Component: A morsel of food the animal likes.

Abjuration Level: Arcane 1 Components: V, S, F Casting Time: 1 round Only the mental version of this spell exists in Gothic Earth.

Align Weapon Transmutation Level: Chaos, Evil, Good, Law 2 Components: V, S, F Casting Time: 2 rounds

Alter Self Transmutation Level: Arcane 2 Components: V, S Casting Time: 2 rounds You can alter your appearance and form—including clothing and equipment—to appear taller or shorter, thin, fat, or inbetween. The assumed form must be corporeal. Your body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and your mass can be changed up to one-forth. If you use this spell to create a disguise, you get a +10 enhancement bonus on your Disguise check. If you do not have the disguise skill, you can not use this spell to mimic the features of another person. With the spell you get a +10 to your check, you still need to make the check to see if you have been able to duplicate the appearance of that person.

Animal Messenger

Animal Trance Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Animal 2 Components: V, S Casting Time: 2 rounds

Animate Dead Necromancy [Evil] Level: Necromantic 3, Arcane 4 Components: V, S, M Casting Time: 2 rounds Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, you can’t create more than 2xHD of undead than you have caster levels with a single casting of animate dead.

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The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can only control 4 HD worth of undead creatures per level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: Skeletons can only be created from mostly intact corpses or skeletons. The corpses must have bones (so purple worm skeletons are not allowed). If skeletons are made from corpses, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. See the Monster Manual for details. Zombies: Zombies can only be created from mostly intact corpses. The creatures must have true anatomies (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. See the Monster Manual. Material Component: You must place a black onyx gem worth at least $25.00 into the mouth, eye socket, or other opening of each corpse. The magic of the spell turns these gems into worthless, burned out shells.

Animate Objects Transmutation Level: Chaos 6 Components: V, S Casting Time: 4 rounds

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Animate Plants Transmutation Level: Plant 7 Components: V Casting Time: 6 rounds Target: One large plant or all plants in 10'x10' area

Animate Rope Transmutation Level: Arcane 1 Components: V, S Casting Time: 1 round

Antilife Shell Abjuration Level: Necromantic, Protection 6 Components: V, S, F Casting Time: 6 rounds Duration: 10 minutes /level An invisible barrier surrounds the area you are standing when it is cast, it does not move with you.

Antimagic Field Abjuration Level: Magic, Protection 8 Arcane 6 Components: V, S, M/ F Casting Time: 1 round/level of the spell Duration: 10 minutes /level An invisible barrier surrounds the area you are standing when it is cast, it does not move with you. Arcane Material Component: A pinch of powdered iron or iron filings.

Antipathy Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 8 Components: V, S, M/F Casting Time: 2 hours Antipathy counters and dispels sympathy. This spell cannot be cast upon living creatures. Arcane Material Component: A lump of alum soaked in vinegar.

Antiplant Shell Abjuration Level: Guardian, Plant 4 Components: V, S, F

Casting Time: 4 rounds Duration: 10 minutes/level An invisible barrier surrounds the area you are standing when it is cast, it does not move with you.

Arcane Eye Divination Level: Arcane 4 Components: V, S, M Casting Time: 20 minutes Range: 50 miles You create an invisible magical sensor that sends you visual information. Arcane Material Component: A bit of bat fur.

Arcane Lock Abjuration Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Component: Gold dust worth $12.50

Arcane Mark Universal Level: Arcane 0 Components: V, S, M Casting Time: 1 round

Arcane Sight Divination Level: Arcane 3 Components: V, S Casting Time: 3 rounds Your eyes do not glow blue.

Arcane Sight, Greater Divination Level: Arcane 7 Components: V, S Casting Time: 7 rounds Your eyes do not glow blue.

Atonement Abjuration Level: All 5 Components: V, S, M, F, XP Casting Time: 2 hours Material Component: Burning incense. Focus: In addition to your normal focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or

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prayer book) worth at least $15.00. XP Cost: When cast for the benefit of creatures whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see text in PHB).

Augment Undead Necromancy Level: Necromantic 3, Arcane 3 Components: V, S, M Casting Time: 3 rounds Range: Medium Target: 1 Undead Creature Duration: 1 minute/level Saving Throw: None Spell Resistance: No Target must have 3 fewer HD than the caster. If the spell succeeds then the creature is treated as if it has 3 more HD for all saves and when someone attempts to turn them.

Augury Divination Level: Divination 2 Components: V, S, F Casting Time: 2 rounds Focus: A set of marked sticks, bones, or similar tokens of at least $12.50 value.

Aura of Evil

Abjuration Level: All 6, Arcane 7 Components: V, S, F Casting Time: 1 round/level of the spell This spell works very differently in Gothic Earth. If the creature's home plane is not the Ethereal, this spell will teleport the creature to a random location on Gothic Earth.

Range: Touch (Vistanni do not need to touch victim) Target: Creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes In Gothic Earth bestowed curse cannot be dispelled. Removal is very difficult depending on the motivation of the person bestowing the curse. It is possible that it can be removed with a break enchantment, and a remove curse when done either at the same time or one right after another. In some cases an Atonement and remove curse may be required. If only a remove curse is used then the curse is lifted temporarily- 10 minutes per level of the caster.

Barkskin

Bestow Greater Curse

Casting Time: 5 rounds

Bane Enchantment (Compulsion) [Mind-Affecting] Level: Evil 1 Components: V, S, F Casting Time: 1 round

Banishment

Transmutation Level: Plant 2 Components: V, S, F Casting Time: 2 rounds There is no visible change to the skin caused by this spell.

Bear's Endurance Transmutation Level: Strength 2 Arcane 2 Components: V, S, F Casting Time: 2 rounds Duration: 10 minutes/level

Abjuration [Evil] Level: Evil 8 Components: V, S, F Casting Time: 6 rounds Range: 20 ft. Targets: One creature/level in a 20-ft. radius burst centered on you Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: Yes (harmless) See text of Unholy Aura (PHB pg. 297)

Bestow Ancient Curse

Focus: A tiny reliquary containing incense the total cost at least $ 500.00

Bestow Curse

Baleful Polymorph Transmutation Level: Arcane 5 Components: V, S,

Chapter Nine: Magic in Gothic Earth

Necromancy Level: Evil, Magic 7 Arcane 8, Vistani 7 Components: V Casting Time: 1 minute Target: Special Duration: Special Saving Throw: Will negates Spell Resistance: yes Works like the 6th level Bestow Greater Curse except that it effects the descendants of the targeted character.

Necromancy Level: Evil, Magic 3, Arcane 4, Vistanni 3 Components: V, S Casting Time: 1 round per level of the spell

Transmutation Level: Evil, Magic 6, Arcane 7, Vistanni 3 Components: V, S Casting Time: 1 minute Range: close Target: Special Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes The caster believes the target of the spell has performed an act of great evil. The caster must announce the curse in the presence of the evildoer. Thereafter the curse is in effect but depending on the wording of the curse the effect may not be noticeable for some time. The lifting of the curse requires Atonement and a deed of great courage (the exact deed required may be hinted at in the wording of the curse).

Binding Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 8 Components: V, S, M Casting Time: 8 minutes A binding spell creates a magic restraint to hold a creature. This spell is very powerful and takes some time to cast.

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In addition to the specially made props suited to the specific type of binding (cost $ 250.00), the spell requires opals worth at least $250.00 for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Black Tentacles Conjuration (Creation) Level: Arcane 4 Components: V, S, M Casting Time: 4 rounds Range: Medium (100 ft.+10 ft./level) Effect: 20 ft radius spread. Duration: 10 minutes/level Saving Throw: None Spell Resistance: No (See Evard's Black Tentacles PHB pg. 228) Arcane Material Component: A piece of tentacle from a giant octopus or giant squid.

Blade Barrier Evocation Level: War 6 Components: V, S Casting Time: 4 rounds

Blasphemy Evocation [Evil, Sonic] Level: Evil 7 Components: V Casting Time: 4 rounds

Burning Hands Bless Weapon Transmutation Level: War 3 Components: V, S Casting time: 1 round

Blight Evocation [Evil] Level: Evil 4, Arcane 5 Components: V, S Casting Time: 2 rounds Range: Medium (100 ft.+10 ft./level) Area: 20-ft. radius spread Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes (See Unholy Blight PHB pg. 297)

Blindness/Deafness Transmutation Level: Destruction 3, Arcane 2 Components: V Casting Time: 1 round per level spell is cast

Blur Illusion (Glamer) Level: Arcane 2 Components: V Casting Time: 1 round

Break Enchantment

Enchantment (Compulsion) [Mind-Affecting] Level: All 1, Components: V, S, F Casting Time: 1 standard action

Abjuration Level: Magic 5, Arcane 5 Components: V, S Casting Time: 2 minutes Break Enchantment only lifts (temporarily) the effects of Bestow Curse. The effects are lifted for 1 hour per level of the spell caster. Depending on the circumstances an atonement or remove curse may also be needed. Otherwise it works as described in the PHB.

Bless Water

Bull’s Strength

Extraplanar creatures within the area that are not evil are instantly teleported to the Ethereal.

Bless

Transmutation [Good] Level: All 1 Components: V, S, M Casting Time: 10 minutes Material Component: 5 pounds of powdered silver (worth $12.50 ).

Chapter Nine: Magic in Gothic Earth

Transmutation Level: Strength 2, Arcane 2 Components: V, S, M/F Casting Time: 2 rounds Duration: 10 minutes/level Arcane Material Component: A few hairs, or a pinch of dung, from a bull.

Evocation [Fire] Level: Fire 1, Arcane 1 Components: V, S Casting Time: 1 round Range: touch Area: special Save: None Your hands glow with the light of red flames. You do 1d4 points of fire damage per your caster level (maximum 5d4) when you make a successful touch attack.

Call Lightning Evocation [Electricity] Level: Weather 3 Components: V, S Casting Time: 20 minutes, plus 1 round per bolt called Range: Long (400 ft.+40 ft./level) Duration: 10 minutes/level

Call Lightning Storm Evocation [Electricity] Level: Weather 5 Components: V, S Casting Time: 20 minutes, plus 1 round per bolt called Range: Long (400 ft.+40 ft./level) Duration: 10 minutes/level

Calm Animals Enchantment (Compulsion) [Mind-Affecting] Level: Animals 1 Components: V, S Casting Time: 1 round

Calm Emotions Enchantment (Compulsion) [Mind-Affecting] Level: Charm, Law 2 Components: V, S, F Casting Time: 2 rounds

Cat’s Grace Transmutation Level: Arcane 2, Protection 2 Components: V, S, M Casting Time: 2 rounds Duration: 10 minutes/level Arcane Material Component: A pinch of cat fur.

Cause Fear Necromancy Affecting]

[Fear,

Mind-

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Level: Charm 1, Arcane 1, War 1 Components: V, S Casting Time: 1 round

Chain Lightning Evocation [Electricity] Level: Weather 6, Arcane 6 Components: V, S, F Casting Time: 6 rounds The bolt inflicts 1d6 points of electricity damage per caster level (maximum 10d6) on the primary target. Focus: A bit of fur; a piece amber, glass, or a crystal rod; and one silver pin (worth at least $2.00 each) for each of your caster levels.

Changestaff Transmutation Level: Plant 7 Components: V, S, F Casting Time: 2 minutes The treant-like creature created with this is only Large size. Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process taking 28 days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

Chaos Hammer Evocation [Chaotic] Level: Chaos 4 Components: V, S Casting Time: 4 rounds There is no visible manifestation when this spell is cast.

Charm Animal

Components: V, S Casting Time: 4 rounds

Charm Person Enchantment (Charm) [MindAffecting] Level: Arcane 1 Charm 2 Components: V, S Casting Time: 1 round per level of the spell Note also that you must speak the person’s language to communicate your commands.

Chill Metal Transmutation [Cold] Level: Weather 2 Components: V, S, F Casting Time: 2 rounds

Chill Touch Necromancy Level: Arcane 1 Components: V, S Casting Time: 1 full round Range: Touch A victim of the touch who fails her Fortitude save vs. this spell takes 1d6 points of damage and loses 1 point of Strength and 1 point of Constitution. If she makes the save, she takes 1d6 points of damage and loses 1 point of Strength. the ability damage returns at the rate of one point per hour.

Clairaudience/ Clairvoyance Divination Level: Knowledge 3, Arcane 3 Components: V, S, F Casting Time: 3 rounds Focus: A small horn (for hearing) or a glass eye (for seeing).

Circle of Death

Enchantment (Charm) [MindAffecting] Level: Animal 1 Components: V, S Casting Time: 1 round

Necromancy [Death] Level: Arcane 6 Components: V, S, M Casting Time: 6 rounds Material Components: $250.00 Black Pearl

Charm Monster

Cloak of Chaos

Enchantment (Charm) [MindAffecting] Level: Arcane 4

Chapter Nine: Magic in Gothic Earth

Abjuration [Chaotic] Level: Chaos 8 Components: V, S, F

Casting Time: 8 rounds Range: 20 ft. There is no visible manifestation with this spell Focus: A tiny reliquary containing some ancient relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least $250.00.

Clone Necromancy Level: Arcane 8 Components: V, S, M Casting Time: 2 hours Arcane Material Components: The piece of flesh, various laboratory supplies (cost $1,000.00) Focus: Special laboratory equipment (cost $500)

Cloudkill Conjuration (Creation) Level: Arcane 5 Components: V, S Casting Time: 5 rounds

Color Spray Illusion (Pattern) [MindAffecting] Level: Arcane 1 Components: V, S, M Casting Time: 1 round Only the targets of this spell can see the spray of color. Arcane Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

Command Enchantment (Charm) [Language-Dependent, MindAffecting] Level: Charm 1 Component: V Casting Time: 1 standard action

Command, Greater Enchantment (Charm) [Language-Dependent, MindAffecting] Level: Charm 5, War 5 Component: V Casting Time: 2 rounds

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Command Plants

Contagion

Enchantment (Charm) [MindAffecting] Level: Plants 4 Components: V Casting Time: 4 rounds

Necromancy [Evil] Level: Evil 3, Arcane 4 Components: V, S Casting Time: 2 rounds

Command Undead Necromancy Level: Arcane 2 Components: V, S, M Casting Time: 1 round Nonintelligent Undead get a saving throw.

Commune with Nature Divination Level: Earth, Plant 5, Components: V, S Casting Time: 1 hour

Comprehend Languages Divination Level: Knowledge 1, Arcane 1 Components: V, S, M/F Casting Time: 1 round Arcane Material Components: A pinch of soot and a few grains of salt.

Contingency Evocation Level: Arcane 6 Components: V, S, M, F Casting Time: At least 1hour (see text) You can place another spell upon your person so that the latter spell comes into effect under some condition you dictate when casting contingency. The contingency spell and the spell it is to bring into effect are cast at the same time. The 1 hour casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, add that amount of time to the one hour casting time.

Cone of Cold

Arcane Material Components: Those of the companion spell, plus a $200. Crystal or gemstone crushed.

Evocation [Cold] Level: Arcane 5, Weather 6 Components: V, S, M Casting Time: 1 round per level of the spell being cast Arcane Material Component: A very small crystal or glass cone.

Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least $1,000.00). You must carry the focus for the contingency to work.

Confusion

Continual Flame

Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 4, Components: V, S, M/F Casting Time: 4 rounds Arcane Material Component: A set of three nut shells.

Confusion, Lesser Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1, Chaos 1 Components: V, S, M/F Casting Time: 1 round Arcane Material Component: A set of three nut shells.

Illusion (Figment) Level: Creation 3, Arcane 2 Components: V, S, M Casting Time: 3 rounds Material Component: You sprinkle ruby dust (worth $50 .00) on the item that is to carry the flame.

Control Plants Transmutation Level: Plant 8 Components: V, S, F Casting Time: 4 rounds Range: Close (25 ft.+5 ft./2

Control Undead Necromancy Level: Arcane 7

Chapter Nine: Magic in Gothic Earth

Components: V, S, M Casting Time: 4 rounds Range: Close (25 ft.+5 ft./2 levels) Targets: Up to 4 HD of undead creatures/level, no two of which can be more than 30 ft. apart Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes Arcane Material Component: A small piece each of bone and raw meat.

Control Water Transmutation Level: Arcane 6, Water 4 Components: V, S, M/F Casting Time: 1 round per level of the spell being cast Arcane Material Component: A drop of water (to raise water) or a pinch of dust (to lower water).

Control Weather Transmutation Level: Weather 7, Arcane 6 Components: V, S Casting Time: 20 minutes (see text) Range: 2 miles Area: A 2-mile radius circle, centered on you (see text) Duration: 4d12 hours You change the weather in the local area. It takes 20 minutes to cast the spell and an additional 10 minutes for the effects to manifest. The current, natural weather conditions are determined by the DM. Or are listed in the event.

Control Winds Transmutation Level: Air 5 Components: V, S Casting Time: 5 rounds

Corpse Whisper Necromancy Level: Necromancy, Arcane 3 Components: S, M Casting Time: two rounds Target: one undead creature Range: special Duration: 24 hours Saving Throw: none Spell Resistance: no

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The caster can transmit a message to an undead creature. If it is a undead creature already under the casters control, they do not need line of sight. The message forms in the mind of the creature in the voice of the caster. Only self-willed undead creatures not already under the control of the caster can disobey the commands of the voice. The caster can send one sentence for every 2 levels she has within a 24-hour period.

Create Food and Water Conjuration (Creation) Level: Creation 3 Components: V, S Casting Time: 20 minutes

Create Greater Undead Necromancy [Evil] Level: Necromancy, Arcane 8 Components: V, S, M Casting Time: 2 hours Range: Close (25 ft.+5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This is a spell of great power and normally only done by those of evil alignment there is very little chance for this spell to be cast without gaining the notice of the Red Death You may create less powerful undead than your level would indicate if you choose. For example, instead of a mummy you could decide to create a ghoul, shadow, or wight. These would possess one HD more than the norm for an Undead of that type. This spell may be cast at anytime. Material Component: A dead body. The DM may assign specific requirements for various types of undead For example, the corpse must be fresh to create a vampire, while it should be desiccated to create a mummy.

Chapter Nine: Magic in Gothic Earth

Create Undead Necromancy [Evil] Level: Necromancy, Arcane 6 Components: V, S, M Casting Time: 2 hours Range: Close (25 ft.+5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No You may create less powerful undead than your level would indicate if you choose. For example, instead of a mummy you could decide to create a ghoul, shadow, or wight. These would possess one HD more than the norm for an Undead of that type. There are no limitations, as far as time of day, for the casting of this spell. Material Component: A dead body. The DM may assign specific requirements for various types of undead For example, the corpse must be fresh to create a vampire, while it should be desiccated to create a mummy Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast upon a dead body, and the DM may assign specific requirements for various types of undead. You must place a black onyx gem worth at least $25.00 per HD of the undead to be created into the mouth, eye socket, or another opening of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.

Create Water Conjuration (Creation) Level: Creation, Water 0 Components: V, S Casting Time: 1 round Effect: Up to 1 gallon per level of the caster.

Creeping Doom Conjuration (Summoning)

Level: Animal 7 Components: V, S Casting Time: 7 rounds

Crushing Despair Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 4 Components: V, S, M/F Casting Time: 4 round

Cure Critical Wounds Conjuration (Healing) Level: Healing 4 Casting Time: 4 rounds

Cure Light Wounds, Conjuration (Healing) Level: Healing 1 Components: V, S Casting Time: 1 round

Cure Light Mass

Wounds,

Conjuration (Healing) Level: Healing 5 Components: V, S Casting Time: 5 rounds

Cure Minor Wounds Conjuration (Healing) Level: Healing 0 Casting Time: 1 round

Cure Moderate Wounds Conjuration (Healing) Level: Healing 2 Casting Time : 2 rounds

Cure Serious Wounds Conjuration (Healing) Level: Healing 3 Casting time: 3 rounds

Curse Water Necromancy [Evil] Level: Evil 1, Water 1 Components: V, S, M Casting Time: two minutes Range: Touch Material Component: 5 pounds of powdered silver (worth $12.50).

Dancing Lights Illusion (Figment) Level: Arcane 0 Components: V, S Casting Time: 1 action

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Darkness

Deep Slumber

Evocation [Darkness] Level:, Destruction 2, Arcane 2 Components: V, M/F Casting Time: 2 rounds

Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 Components: V, S, M Casting Time: 3 rounds

Arcane Material Components: A bit of bat fur and either a drop of pitch or a piece of coal.

Darkvision Transmutation Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds

Daylight Evocation [Light] Level: Sun 3, Arcane 3 Components: V, S Casting Time: 2 rounds

Daze Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 0 Components: V, S, M Casting Time: 1 action Arcane Material Component: A pinch of wool or similar substance

Daze Monster Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 2 Components: V, S, M Casting Time: 1 round

Death Knell Necromancy [Death, Evil] Level: Necromancy 2 Components: V, S Casting Time: 2 rounds

Death Ward Necromancy Level: Death, Protection 4 Components: V, S, F Casting Time: 4 rounds Range: Touch

Deathwatch Necromancy[Evil] Level: Death, Necromancy 1 Components: V, S Casting Time: 1 round

Chapter Nine: Magic in Gothic Earth

Deeper Darkness Universal Level: Destruction 3 Components: V, S Casting Time: 3 rounds

Deeppockets Transmutation Level: Arcane 2 Components: V, S. M Casting Time : One hour Range: Touch Duration: 1 hour per level Area of Effect: 1 garment Saving Throw: none This spell allows the caster to prepare a garment to hold far more than it originally could. The garment must be of superior make (book price + 50%) and fashioned to contain numerous hand size pockets (no less than 12 pockets). The spell enables these pockets to hold a total of 100 lbs. as if it were only 10lbs. There are no discernable bulges were the pockets are. If the spell duration expires while there are objects still in the pockets, or if a successful dispel magic is cast, the items appear around the wearer and fall to the ground. Arcane Material Components: Besides the garment, which is reusable, a tiny gold needle and a strip of fine cloth given a halftwist and fastened at the ends is needed.

Defile Evocation [Evil] Level: Evil 5 Components: V, S, M Casting Time: One day Range: Touch Area: A 10-foot/level radius emanating from the touched point Duration: Instantaneous

Saving Throw: None Spell Resistance: See text (See Unhallow PHB 297) Material Components: Herbs, oils, and incense worth at least $500.00, plus $500.00 per level of the spell to be included in the unhallowed area

Delay Poison Conjuration (Healing) Level: Healing 2 Components: V, S, F Casting Time: 1 round

Delayed Blast Fireball Evocation [Fire] Level: Arcane 7 Casting Time: 7 rounds Duration: Up to five rounds Like Fireball this takes up a somewhat smaller space (only a ten foot radius spread).

Demand Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 8 Casting time: 30 minutes Saving Throw: Will Partial Spell Resistance: Yes Arcane Material Component: A short piece of copper wire and some small part of the subject creature—a hair, a bit of nail, etc.

Desecrate Evocation Level: Evil 2 Components: V, S, M, F Casting Time: 2 rounds This spell bestows an area with negative energy. Each Charisma check made to turn undead within this area suffer a – 3 profane penalty. Undead entering this area gain a +1 bonus to attack rolls, damage rolls, and saving throws. Undead created within or summoned into a desecrated area gain +2 hit points per HD. Material Component: A little Cursed Water and $12.50 worth (5 lbs.) of silver dust, all of which must be sprinkled around the area.

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Destruction Necromancy [Death] Level: Destruction 7 Components: V, S, F Casting Time: 7 rounds This awful spell instantly slays the target and consumes her remains utterly fire. Focus: A special Focus of silver marked with verses of anathema (cost $500.00).

Detect Plants

Animals

or

Divination Level: Animal, Plant 1 Components: V, S Casting Time: 1 round

Detect Chaos Divination Level: Law 1, Components: V, S, F Casting Time: 1 round

Detect Law Divination Level: Chaos 1 Components: V, S, F Casting Time: 1 round

Detect Magic Divination Level: Magic 0, Arcane 0 Components: V, S Casting Time: 1 action

Detect Poison Divination Level: Healing 0, Arcane 0 Components: V, S Casting Time: 1 action Alchemy skill does not help as it is defined in this setting as dealing only with magical potions. However, Toxicology skill (DC 20) may be helpful.

Detect Scrying Divination Level: Arcane 4 Components: V, S, M Casting Time: 4 rounds Range: 120 ft. Arcane Material Components: A small piece of mirror and a miniature brass hearing trumpet.

Chapter Nine: Magic in Gothic Earth

Detect Secret Doors Divination Level: Knowledge 1, Arcane 1 Components: V, S Casting Time: 1 round

Detect Snares and Pits Divination Level: Divination, Earth 1 Components: V, S Casting Time: 1 round

Detect Thoughts Divination [Mind-Affecting] Level: Knowledge 2, Arcane 2 Components: V, S, F Casting Time: 2 rounds Range: 60 ft, Undead of Low intelligence or better can project their thoughts, which can be detected with this spell. Arcane Focus: A copper piece.

Detect Undead Divination Level: Death 1, Arcane 1, Necromancy 1 Components: V, S, M/F Casting Time: 1 round Saving Throw: Yes Will Save negates Undead creatures do get a save versus this spell. If four or more are grouped close together then they have a –2 /creature there for their save and the group saves not individual creatures Arcane Material Component: A bit of earth from a grave.

Dictum Evocation [Lawful, Sonic] Level: Law 7 Components: V Casting Time: 7 rounds Range: 30 ft. Area: Creatures in a 30-ft. radius spread centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Extra-planer creatures are sent to the Border Ethereal

Dig

Level: Earth, Arcane 4 Components: V,S, M Casting Time: 4 rounds Range: 30 yd. Area: 5’cube/level Duration: 1 minute/level Saving Throw: none Spell Resistance: yes You can excavate a 125 cubic feet of earth, sand or mud per minute. After the first minute you can either enlarge the original hole (deeper or wider) or you can start a new hole. If you are digging in earth then once you dig deeper than 20 feet there is a 15% chance that the hole collapses. You make this check every additional 5ft. This problem occurs sooner in Sand (10ft.) and Mud (5ft).You can tunnel with this spell only so long as there is a place to put the dirt that is removed.

Dimension Door Transmutation [Teleportation] Level: Arcane 4, Components: V Casting Time: 4 rounds Range: Long (400 ft.+40 ft./level) Target: You Duration: Instantaneous If you are trapped, then you are in the Ethereal, not the Astral Plane.

Dimensional Anchor Abjuration Level: Summoning 4, Arcane 4 Components: V, S Casting Time: 4 rounds No visual manifestation.

Dimensional Lock Abjuration Level: Summoning 8, Arcane 8 Components: V, S Casting Time: 8 rounds No visual manifestation.

Diminish Plants Transmutation Level: Plants 3 Components: V, S, F Casting Time: 3 rounds Range: See text

Evocation

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Discern Lies Divination Level: Divination, Knowledge 4 Components: V, S, F Casting Time: 4 rounds

Discern Location Divination Level: Divination, Knowledge 8, Arcane 8 Components: V, S, F Casting Time: 20 minutes Range: 500 miles The range is greatly diminished.

Disguise Self Illusion (Glamer) Level: Arcane 1, Components: V, S Casting Time: 1 round If you use this spell to create a disguise, you get +10 enhancement bonus on your Disguise check. Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in this case of this spell).

Disintegrate Transmutation Level : Destruction 7, Arcane 6 Components: V, S, M /F Casting Time: 1 round per level of the spell being cast Arcane Material Components: A lodestone and a pinch of dust.

Dismissal Abjuration Level: Summoning 4, Arcane 5 Components: V, S, F Casting Time: 1 round per level of the spell being cast This spell can only send the creature to the Ethereal or to another location on Gothic Earth. 50% chance base chance of it being to the Ethereal. If the HD of the caster is greater than that of the target of the spell, the chance that the creature is sent to the Ethereal is increased by 5% per HD. For example, if a 10th level caster was attempting to dismiss a 7th level outsider, they

Chapter Nine: Magic in Gothic Earth

would have a 65% chance of sending the target to the Ethereal if their spell is cast successfully. Arcane Focus: Any item that is distasteful to the subject creature.

Dispel Chaos Abjuration [Lawful] Level: Law 5 Casting Time: 5 rounds There is no visual manifestation of this spell.

Dispel Evil Abjuration [Good] Level: Good 5 Components: V, S, F Casting Time: 5 rounds There is no visual manifestation of this spell. Dispelled creatures go to either the Ethereal or to another location on Gothic Earth.

Dispel Good Abjuration [Evil] Level: Evil 5 Casting Time: 5 rounds

Dispel Law Abjuration [Chaotic] Level: Chaos 5 Casting Time: 5 rounds

Dispel Magic

Displacement Illusion (Glamer) Level: Arcane 3 Components: V, M Casting Time: 3 rounds Arcane Material Component: A small strip of leather made from hide of a chameleon, twisted into a loop.

Disrupt Undead Necromancy Level: Arcane 0 Components: V, S Casting Time: 1 action Undead get a Reflex Save for half damage.

Disrupting Weapon Transmutation Level: Death, Good 5 Components: V, S Casting Time: 5 rounds

Divination Divination Level: Divination 4 Components: V, S, M Casting Time: 20 minutes The base chance for a correct divination is 50%, plus 1% per caster level. Material Component: Incense worth at least $12.50 burnt in a brazier worth at least $25.00.

Dominate Animal

Abjuration Level: Magic 3, Arcane 3 Components: V, S Casting Time: 3 rounds

Enchantment (Charm) [MindAffecting] Level: Animal 3 Components: V, S Casting Time: 2 rounds

Dispel Magic, Greater

Dominate Monster

Abjuration Level: Magic 6, Arcane 6 Casting time: 6 rounds As dispel magic, except that the maximum bonus on the dispel check is +20 instead of +10. Additionally, greater dispelling has a chance to lift any effect that remove curse can temporarily remove . If it does, then the effects are lifted for 3 hours per level of the caster.

Enchantment [Compulsion] [Mind-Affecting] Level: Arcane 9 Target: One Creature Casting Time: 5 rounds As Dominate Person but not restricted by creature type or size. If the caster rolls a 1 on her Spellcraft roll then the Monster has in fact managed to dominate the caster.

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Dominate Person

Energy Drain

Enchantment (Charm) [MindAffecting] Level: Arcane 5 Components: V, S Casting Time: 3 rounds

Necromancy Level: Evil 9, Arcane 9 Casting Time: 9 rounds If the target fails their save, they permanently lose 4 hit points as well as suffer all the effects listed in the PHB.

Doom Enchantment (Compulsion) [Fear, Mind-Affecting] Level: Destruction 1 Components: V, S, F Casting Time: 1 round

Dream Illusion (Phantasm) [MindAffecting] Level: Arcane 5 Components: V, S Casting Time: 2 minutes Range: On Gothic Earth

Eagle's Splendor Transmutation Level: Arcane, Charm 2 Components: V, S, F Casting Time: 2 rounds Duration: 10 minutes/level

Enervation

Necromancy Level: Necromancy 3, Arcane 4 Components: V, S, M Casting Time: 1 round Duration: 1hour/caster level Range: Close (25 ft+5 ft./2levels) Target: One Corpse or Undead creature Saving Throw: Special see text The caster can use this spell on any dead or undead body. Once cast a link is forged with the body that allows the caster to see and hear anything that the corpse can. The caster can not control an undead creature with this spell. The more self-will and intelligent the undead the greater chance of hearing/seeing something useful. If the Undead creature is serving the caster willingly then no saving throw is made. A dead body also does not get a save.

Transmutation Level: Arcane, Strength 1 Components: V, S, M Casting Time: 1 round

Entangle

Enthrall

Abjuration Level: Arcane, Fire, Sun, Strength, Protection, Weather 1 Components: V, S Casting Time: 1 round

Chapter Nine: Magic in Gothic Earth

Eyebite

Enlarge Person

Elemental Swarm

Endure Elements

Abjuration [Force] Level: Arcane 3 Components: V, S Casting Time: 3 rounds

Necromancy [Evil] Level: Arcane 6 Components: V, S Casting Time: 3 rounds The duration of the spell effects (not the spell) are 1 minute / caster level.

Evocation Level: Destruction, Earth 8 Components: V, S, F Casting Time: 8 rounds

Conjuration (Summoning) [see text] Level: Summoning 9 Components: V, S Casting Time: 20 minutes You cannot reach the elemental Plane itself, however there are some creatures that had originated on the Elemental Planes that have been stranded here or on the Ethereal plane. There is only a 25% chance that you can reach a creature of nature you wish.

Explosive Runes

Necromancy Level: Arcane 4 Components: V, S Casting Time: 2 rounds If the target fails their save, they permanently lose 2 hit points as well as suffer all the effects listed in the PHB.

Transmutation Level Plant 1, Components: V, S, F Casting Time: 1 action Range: Medium (100ft+10 ft./level Area: Plants in a 20-ft. radius spread

Earthquake

Components: V, S Casting Time: 1 round

Enchantment (Charm) [Language-Dependent, MindAffecting, Sonic] Level: Charm 2 Components: V, S Casting Time: 2 rounds

Entropic Shield

Eyes of Undead

Abjuration Level: Chaos 1, Components: V, S Casting Time: 1 round The Shield is only visible to you.

Although the range requirement must be meet when casting the spell, the corpse/undead can travel as far as a mile away from the caster and the spell will still function.

Erase

Arcane Material Component: An eye and an ear of a dead man.

Transmutation Level: Arcane 1 Components: V, S Casting Time: 1 round

Expeditious Retreat Transmutation Level: Arcane 1

Fabricate Transmutation Level: Arcane 5 Components: V, S, M Casting Time: See text

118

Casting requires one minute per 10 cubic feet (or foot) of material to be affected by the spell. As most machines which use electricity use more than one type of material this spell will not fabricate them. Arcane Material Component: The original material.

Faire Fire Evocation Level: Magic 1 Components: V, S, F Casting Time: 1 round

False Life Necromancy Level: Arcane 2, Death, Necromancy 2 Components: V, S, F Casting Time: 1 round If the character dies within 24 hours of casting the spell, they rise as an undead (NPC) within 1d3 minutes. If they are 5 HD or less they rise as a Zombie with the same number of HD. If they have 6 or more HD at time of death they rise as a Ghoul with the same number of HD.

False Vision

Components: V Casting Time: 1 free action

Feeblemind Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 5 Components: V, S, M Range: Close (25 feet +5 feet/2 levels) Casting Time: 5 rounds

Feign Undead Necromancy Level: Necromancy 4, Arcane 5 Components: V, S, M Casting Time: 2 rounds Range: Touch Target: One creature Duration: 10 minutes/level The caster or any willing person to masquerade as a zombie. The person looks undead, ceases to breath, and feels no pain or emotion. The person still suffers damage, but no pain. Spells that effect Undead do not effect them. The body looks like a corpse and the joints become stiff making movement jerky and slow. She no longer attacks as a PC, instead attacking as a zombie.

Illusion (Glamer) Level: Arcane 5, Components: V, S, M Casting Time: 5 rounds Duration: 30 minutes/level Arcane Material Component: The ground dust of jade worth at least $25.00, which is sprinkled into the air when the spell is cast.

Any creature that sees the zombie assumes it is real. However actions that are out of line with normal behavior (for a zombie) gives the viewer a Will Check (DC 10+level of the spell). Arcane Material Component: a bit of bone and dirt from a grave.

Fear

Find the Path

Level: Knowledge 2, Divination 2 Components: V, S Casting Time: 2 rounds

Finger of Death Necromancy [Death] Level: Death 8, Arcane 7 Casting Time: 1 minute

Fire Seeds Conjuration (Creation) [Fire] Level: Fire 6 Components: V, S, M Casting Time: 2 rounds /seed Range: Touch Targets: Up to four touched acorns or up to eight touched holly berries All damage is fire damage. Material Component: Acorns or holly berries.

Fire Shield Evocation [Fire or Cold] Level: Fire 5, Arcane 4 Components: V, S, M/F Casting Time: 1 round per level of the spell Arcane Material Component: A bit of phosphorous for the warm shield, a live firefly or glow worm or the tail portions of four dead ones for the chill shield.

Fire Storm Evocation [Fire] Level: Fire 8 Components: V, S Area: One 10 foot cube/ level Casting Time: 1 minute

Fire Trap

Necromancy [Fear, MindAffecting] Level: Arcane 4 Components: V, S, M Casting Time: 2 rounds Arcane Material Component: Either the heart of a hen or a white feather.

Divination Level: Knowledge 6 Components: V, S, F Casting Time: 1 minutes Focus: A set of divination counters of the sort favored by you—bones, ivory counters, sticks, carved runes, etc.

Abjuration [Fire] Level: Fire 2, Arcane 4 Components: V, S, M Casting Time: 20 minutes Material Components: A halfpound of gold dust (cost: 12.50) sprinkled on the warded object. Attuning the trap to another individual requires a hair or similar object from that individual.

Feather Fall

Find Traps

Fireball

Transmutation Level: Arcane 1, Air 1

Chapter Nine: Magic in Gothic Earth

Divination

Evocation [Fire] Level: Arcane 3 Components: V, S, M

119

Casting Time: 3 rounds Range: Long (400 ft.+40 ft./level) Area: A 10-ft.-radius spread Arcane Material Component: A tiny ball of bat guano and sulfur.

Flame Arrow Transmutation (Creation) Level: Arcane 3 Components: V, S, M Casting Time: 1 round Duration:1 round/level Can not be used on ammunition for firearms. Arcane Material Component: A drop of oil and a small piece of flint.

Flame Blade Evocation [Fire] Level: Fire 2 Components: V, S, F Casting Time: 2 rounds

Flame Strike Evocation [Fire] Level: Fire, War 5 Components: V, S, F Casting Time: 5 rounds All of the damage is from fire.

Flaming Sphere Evocation [Fire] Level: Fire 2, Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Components: A bit of tallow, a pinch of sulfur, and a dusting of powdered iron.

Flare Evocation [Light] Level: Fire 0, Arcane 0 Components: V Casting Time: 1 standard action

Flesh to Stone Transmutation Level: Arcane 6 Components: V, S, M Casting Time: 6 rounds Arcane Material Components: Lime, water, and earth.

Fly Transmutation Level: Arcane 3

Chapter Nine: Magic in Gothic Earth

Components: V, S, M Casting Time: 3 rounds Arcane Material Component: A wing feather from any bird.

Fog Cloud Conjuration (Creation) Level: Arcane, Air, Water, Weather 2 Components: V, S Casting Time: 2 rounds

Fools Gold Illusion [Glamer] Level: Arcane 2 Casting Time: 2 rounds Components: V,S,M Area: 10 cubic in. per level Range: Close (25' + 5' every 4 caster levels) Duration: 1 hour/level Saving Throw: Special You can make copper, brass or iron look like gold. The viewer has a Will Save to see through the illusion. The save is at a –1 for every 2 levels of the caster.

Forbiddance Abjuration Level: Guardian 6 Components: V, S, M, F Casting Time: 10 minutes Material Components: A sprinkling of holy water and rare incenses worth at least $500.00 per 60-foot cube. If a password lock is desired, this requires the burning of additional rare incenses worth at least $500.00 per 60-foot cube.

Forcecage Evocation Level: Arcane 7 Components: V, S, M (see text) Casting Time: 7 rounds Arcane Material Component: Ruby dust worth $750.00.

Foresight Divination Level:, Divination 9,Arcane 9 Components: V, S, M/F Casting Time: 9 rounds The sixth sense mentioned in the text in the PHB bears no resemblance to Sixth Sense skill in MotRD.

Arcane Material Component: A hummingbird’s feather.

Forget Enchantment (Compulsion) (Mind -Affecting) Level: Arcane 2 Components: V, S Range: Close (25' + 5'/caster level) Target: One Person Duration: Instantaneous Casting Time: 1 round Saving Throw: Negates (Will) By means of this spell the caster can make the target forget what occurred in the 5 minutes previous. For every 3 caster levels the time span (that the target forgets) increases by 5 minutes.

Fox's Cunning Transmutation Level: Arcane 2, Knowledge 2 Components: S, M Casting Time: 2 rounds Duration: 10 minutes/level

Freedom Abjuration Level: Arcane 9 Components: V, S, M Casting Time: 5 rounds

Freedom of Movement Abjuration Level: War 4, Protection 4 Components: V, S, M, F Casting Time: 4 rounds Material Component: A leather thong, bound around the arm or similar appendage.

Gaseous Form Transmutation Level: Arcane 3 Components: S, M Casting Time: 3 rounds Arcane Material Components: A bit of gauze and a wisp of smoke.

Gate Conjuration Summoning) Level: Creation, Arcane 9 Components: V, S

(Creation, Planer

9,

120

Casting Time: 1 hour In most cases can only open to Ethereal Plane or to a location on Gothic Earth. If the caster rolls a natural 20 when attempting to cast the spell (and they were attempting to reach a plane other than the Ethereal) there is a 25% chance that the Gate connects to the Plane spell caster original designated.

Gaze Reflection Level: Arcane 1 Components: V, S Casting Time: 1 standard action Duration: 1 round/level Range: Personal Saving Throw: Negates By means of this spell the casters eyes become gleaming silver orbs. Any gaze attack is reflected back at the creature. If not already immune the originator of the gaze can attempt to make a save vs. the reflected attack at +4.

Geas/Quest Enchantment (Compulsion) [Language-Dependent, MindAffecting] Level: All, Charm 6, Arcane 6 Target: One living creature Saving Throw: None Casting Time: 6 rounds

Geas, Lesser Enchantment (Compulsion) [Language-Dependent, MindAffecting] Level: All, Charm, Arcane 4 Target: One living creature with less than 7HD Saving Throw: Will Negates Casting Time: 4 rounds Duration: 1 day/2 levels or until discharged

Gentle Repose Necromancy Level: Death 2, Arcane 3 Components: V, S, M/F Casting Time: 2 rounds Arcane Material Components: A pinch of salt, and a copper piece for each eye the corpse has (or had).

Ghost Sound Illusion (Figment) Level: Arcane 0 Components: V, S, M Casting Time: 1 standard Action Arcane Material Component: A bit of wool or a small lump of wax.

Ghoul Touch Necromancy Level: Arcane 2 Components: V, S, M Casting Time: 1 standard action Arcane Material Component: A small scrap of cloth taken from clothing worn by a ghoul or a pinch of earth from a ghoul’s lair.

Giant Vermin Transmutation Level: Animal 4, Components: V, S, F Casting Time: 4 rounds Range: Close (25 ft.+5 ft./2 levels) Targets: Up to three vermin, no two of which can be more than 30 ft. apart Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes

Glibness Transmutation Level: Charm 4 Components: V, S, M Casting Time: 4 rounds Duration: 5 minute/level

Glitterdust

Globe of Invulnerability, Lesser Abjuration Level: Arcane 4 Casting Time: 4 rounds

Glyph of Warding Abjuration Level: Guardian 3 Components: V, S, M Casting Time: 20 minutes Range: Touch Target or Area: Object touched or up to 5 square ft./level Duration: Until discharged Saving Throw: See text Spell Resistance: Yes (object) Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least $120.00.

Glyph of Greater

Warding,

Abjuration Level: Guardian 6 Casting Time: 6 minutes As glyph of warding, except that the blast deals up to 10d8 damage and the greater glyph can store a harmful spell of up to 6th level. Material Component: Diamond dust worth at least $240.00.

Goodberry

Conjuration (Creation) Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Range: Medium (100 ft.+10 ft./level) Area: Creatures and objects within 10-ft. spread Duration: 1 round/level Saving Throw: Will negates (blinding only) Spell Resistance: Yes Arcane Material Component: Ground mica.

Transmutation Level: Plant 1 Components: V, S, F Casting Time: 1 round

Globe of Invulnerability

Abjuration Level: Arcane 6 Components: V, S, M, F

Abjuration

Chapter Nine: Magic in Gothic Earth

Level: Arcane 6 Casting Time: 6 rounds

Grease Conjuration (Creation) Level: Arcane 1 Components: V, S, M Casting Time: 1 round Arcane Material Component: A bit of pork rind or butter.

Guards and Wards

121

Casting Time: 1 hour (D) Arcane Material Components: Burning incense, a small measure of sulfur and oil, a knotted string, and a small amount of Lions' blood. Arcane Focus: A small silver rod.

Guidance

Components: V, S, M Casting Time: 3 rounds Arcane Material Component: A shaving of licorice root.

Heal Conjuration (Healing) Level: Healing 6 Components: V, S Casting Time: 6 rounds

Divination Level: Divination 0 Components: V, S Casting Time: 1 round This spell imbues the subject with a touch of guidance from the Spiritworld.

Heal, Mass

Gust of Wind

Transmutation Level: Weather, Sun 2 Components: V, S, F Casting Time: 2 rounds Range: Close (25 ft.+5 ft./2 levels) Target: Metal equipment of one creature/2 levels, no two of whom can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle Duration: 7 rounds Saving Throw: Will negates Spell Resistance: Yes If this is cast on firearms, then during the round in which the metal heats to searing all bullets in the weapon will explode. Damage will vary by the amount of bullets in the weapon and the type of weapon.

Evocation Level: Arcane 2, Air 3 Components: V, S, F Casting Time: 3 rounds Focus: A tiny leather bellows.

Hallucinatory Terrain Illusion (Glamer) Level: Arcane 4 Components: V, S, M Range: Medium Casting Time: 20 minutes Arcane Material Components: A stone, a twig, and a bit of green plant.

Halt Undead Necromancy Level: Arcane 3 Components: V, S, M Casting Time: 2 rounds Saving Throw: See text Spell Resistance: Yes Even non-intelligent Undead get a Will saving throw. Arcane Material Components: A pinch of sulfur and powdered garlic.

Harm Necromancy Level: Destruction 6 Components: V, S Casting Time: 3 rounds

Haste Transmutation Level: Arcane 3

Chapter Nine: Magic in Gothic Earth

Conjuration (Healing) Level: Healing 8 Casting Time: 8 rounds Targets: Up to 1 creature/3 levels

Heat Metal

Helping Hand Evocation Level: Guardian 3 Components: V, S, F Casting Time: 3 rounds The hand is only visible to you and the person it is looking for.

Heroes’ Feast Conjuration Level: Creation 6 Components: V, S, F Casting Time: 20 minutes

Heroism Enchantment(Compulsion)[Mind -Affecting] Level: Arcane 3

Component: V Casting Time: 3 rounds

Heroism, Greater Enchantment(Compulsion)[Mind -Affecting] Level: Arcane 6 Component: V Casting Time: 6 rounds

Hide From Animals Abjuration Level: Animal 1 Components: S, F Casting Time: 1 round Range: Touch

Hide From Undead Abjuration Level: Death, Guardian 1 Components: V, S, F Casting Time: 1 round All Undead get Will Saves versus this spell.

Hideous Laughter Enchantment (Compulsion) Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

Hold Animal Enchantment (Compulsion) [Mind-Affecting] Level: Animal 2 Components: V, S Casting Time: 2 rounds

Hold Monster Enchantment (Compulsion) [Mind-Affecting] Level, Charm, Law 6, Arcane 5 Components: V, S, M / F Casting Time: 1 round per level of the spell Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.

Hold Person Enchantment (Compulsion) [Mind-Affecting] Level: Charm 2, Arcane 3 Components: V, S, F/F

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Casting Time: 1 round per level of the spell Arcane Focus: A small, straight piece of iron.

Hold Portal Abjuration Level: Arcane 1 Component: V Range: Close Casting Time: 1 round

Horrid Wilting Necromancy Level: Arcane 8, Water 8 Components: V, S, M/F Casting Time: 4 rounds Arcane Material Component: A bit of sponge.

Hypnotic Pattern Illusion (Pattern) [MindAffecting] Level: Arcane 2 Components: (V), S, M Casting Time: 2 rounds Arcane Material Component: A glowing stick of incense or a crystal rod filled with phosphorescent material.

Hypnotism Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1 Components: V, S Casting Time: 1 round

Illusory Script Illusion (Phantasm) [MindAffecting] Level: Arcane 3 Components: V, S, M Casting Time: 10 minutes or longer Arcane Material Component: A lead-based ink (cost of not less than $15.00).

Illusory Wall Illusion (Figment) Level: Arcane 4 Components: V, S Casting Time: 4 rounds

Imbue with Spell Ability Evocation Level: Magic 4 Components: V, S, F Casting Time: 20 minutes The Dark Powers check for casting this spell is the sum of the level of the spell + the level of the spell that is placed in the target. When the hero with the spell place in her head cast the spell she must make both a casting check and a Dark Powers check.

Implosion

Evocation [Cold] Level: Arcane 4, Weather 5 Components: V, S, M/F Casting Time: 1 round per level of the spell Arcane Material Components: A pinch of dust and a few drops of water.

Evocation Level: Destruction 9 Components: V, S Casting Time: Up to 16 rounds (see text) By use of this spectacular spell, you create a destructive resonance in a corporeal creature’s body. At the end of the 4th round and every 4 rounds after that of casting the spell, you can cause one creature to collapse in on itself, killing it.

Identify

Imprisonment

Ice Storm

Divination Level: Arcane 1 Components: V, S, M Casting Time: 16 hours Arcane Material Components: A pearl of at least $100.00 value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spell casting.

Chapter Nine: Magic in Gothic Earth

Abjuration Level: Arcane 9 Components: V, S Casting Time: 9 rounds

Incendiary Cloud Conjuration (Creation) [Fire] Level: Fire 8, Arcane 8 Components: V, S Casting Time: 8 rounds

Inflict Critical Wounds Necromancy Level: Destruction 4 Casting Time: 2 rounds

Inflict Light Wounds Necromancy Level: Destruction 1 Components: V, S Casting Time: 1 round

Inflict Light Wounds, Mass Necromancy Level: Destruction 5 Components: V, S Casting Time: 4 rounds

Inflict Minor Wounds Necromancy Level: Destruction, Evil 0 Casting Time: 1 round

Inflict Moderate Wounds Necromancy Level: Destruction 2 Casting Time: 2 rounds

Inflict Serious Wounds Necromancy Level: Destruction 3 Casting time: 2 rounds

Insanity Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 7 Components: V, S Casting Time: 7 rounds

Insect Plague Conjuration (Summoning) [see text] Level: Animal 5 Components: V, S, F Casting Time: 1 minute

Invisibility Illusion (Glamer) Level: Arcane 2 Components: V, S, M/F Casting Time: 2 rounds Arcane Material Components: An eyelash and a bit of gum arabic, the former encased in the latter.

123

Invisibility, Greater Illusion (Glamer) Level: Arcane 4 Components: V, S Casting time: 4 rounds As invisibility, except the spell doesn’t end if the target attacks.

Invisibility, Mass Illusion (Glamer) Level: Arcane 7 Components: V, S Casting time: 7 rounds Maximum Number of People effect is equal to the casters HD.

Invisibility Purge Evocation Level: Guardian 3 Components: V, S Casting Time: 3 rounds

Invisibility Sphere Illusion (Glamer) Level: Arcane 3 Components: V, S, M Casting Time: 3 rounds Area: A 10-foot radius sphere around the creature or object touched

Irritation Transmutation Level: Arcane 2 Components: V, S, M Casting Time: 1 round Range: Medium (100+ 10ft/level) Target: one creature Duration: see text Saving Throw: Fortitude negates Spell Resistance: yes You effect the epidermis of the targeted creature in one of two ways. Itch: causes subject to immediately feel an itching sensation on a part of her body. If one round is not spent scratching effected body part, the next three rounds the sensation will be so intense that the victim can not help squirming and twisting (Concentration check at DC of 15 to cast- lose Dex bonuses to AC and attacks are at a -2)

Chapter Nine: Magic in Gothic Earth

Rash: 1d4 rounds after the spell has been cast, the targets entire skin surfaces breaks out in a rash. The rash persists until either a cure disease or dispel magic is cast upon it. While rash persists, you lose 1 point of Charisma per day (max 4 points) and 1 point of Dex for every two days (max 4). Material component is a leaf of poison ivy, oak or sumac.

Iron Body Transmutation Level: Earth 8, Arcane 8 Components: V, S, M Casting Time: 8 rounds

Ironwood Transmutation Level: Plant 6 Components: V, S Casting Time: 10 minutes/lb. transformed

Jump Transmutation Level: Arcane 1 Components: V, S, M Casting Time: 1 round Arcane Material Component: a grasshopper’s hind leg, which you break when the spell is cast.

Keen Edge Transmutation Level: Arcane 3 Components: V, S Casting Time: 3 rounds Does not work on bullets for firearms.

Knock Transmutation Level: Arcane 2 Components: V Casting Time: 2 rounds

Know Direction Divination Level: Knowledge 0, Plant 0 Components: V, S Casting Time: 1 round

Legend Lore Divination

Level: Knowledge 7, Arcane 6 Components: V, S, M, F Casting Time: See text Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4×30 minutes. If you have only detailed information on the person, place, or thing, casting time is 1d10+2 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore next time). If you only know rumors, casting time is 2d6+2 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore). Material Component: Incense worth at least $25.00. Focus: Four strips of ivory (worth $15.00 each) formed into a rectangle.

Levitate Transmutation Level: Arcane 2 Components: V, S, F Casting Time: 2 rounds Levitate allows you to move yourself, another willing creature, or an object up and down up to 1 foot per caster level. Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

Light Evocation [Light] Level: Sun 0, Arcane 0 Components: V, M/F Casting Time: 1 action Arcane Material Component: A firefly or a piece of phosphorescent moss.

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Lightning Bolt Evocation [Electricity] Level: Arcane 3 Components: V, S, M Casting Time: 3 rounds Arcane Material Components: A bit of fur and an amber, crystal, or glass rod.

Limited Wish Universal Level: Arcane 7 Components: V, S, XP Casting Time: 1 minute

Liveoak Transmutation Level: Plant 6 Components: V, S Casting Time: 20 minutes

Locate Creature Divination Level: Arcane 4 Components: V, S, M Casting Time: 4 rounds Duration: 10 minutes/level Arcane Material Component: A bit of bloodhound’s fur.

Locate Object Divination Level: Divination 3, Arcane 2, Components: V, S, F Casting Time: 2 rounds Arcane Focus: A forked twig.

Mage Armor Conjuration (Creation) [Force] Level: Arcane 1 Components: V, S, F Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Focus: A piece of cured leather.

Mage Hand Transmutation Level: Arcane 0 Components: V, S Casting Time: 1 action Range: Short (25 ft.+5 ft./2 levels)

Target: A non-magical, unattended object weighing up to 5 pounds Duration: Concentration Saving Throw: None Spell Resistance: No

Magic Chaos

Circle

against

Abjuration [Lawful] Level: Law 3, Arcane Protection 3 Casting time: 3 rounds

Magic Evil

Circle

3,

against

Abjuration [Good] Level: Good 3, Arcane 3, Protection 3 Casting time: 3 rounds Area: Emanates 10 ft. from touched creature Duration: 10 minutes/level Spell Resistance: No (see text)

Magic Good

Circle

against

Magic Stone Transmutation Level: War 1, Earth 1 Components: V, S, F Casting Time: 1 round

Magic Vestment Transmutation Level: Strength, War 3 Components: V, S, F Casting Time: 3 rounds This will work on ordinary clothing; however, the clothing must be more substantial than a loin cloth, underwear or a bathing suit. You can not put it on a shirt and then on a jacket, no stacking on individual items.

Magic Weapon Transmutation Level: War 1, Arcane 1 Components: V, S, F, F Casting Time: 1 round Focus: The weapon.

Magic Weapon, Greater

Abjuration [Chaotic] Level: Chaos 3, Arcane 3, Protection 3 Casting time: 3 rounds

Transmutation Level: War 4, Arcane 3 Components: V, S, M Casting Time: 1 round per level of spell cast Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Arcane Material Components: Powdered lime and carbon.

Magic Jar

Major Creation

Abjuration [Evil] Level: Evil 3, Arcane Protection 3 Casting time: 3 rounds

Magic Law

Circle

3,

against

Necromancy Level: Arcane 5 Components: V, S, F Casting Time: 3 rounds Focus: A gem or crystal worth at least $100.00.

Magic Mouth Illusion (Glamer) Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds No visible mouth. Arcane Material Component: A small bit of honeycomb and jade dust worth $10.00.

Conjuration (Creation) Level: Arcane 5 Casting Time: 1 hour

Major Image Illusion (Figment) Level: Arcane 3 Casting Time: 3 rounds Duration: Concentration+3 rounds

Make Whole Transmutation Level: Creation 2 Casting Time: 2 rounds

Mark of Justice Necromancy

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Level: Law 5 Components: V, S, F Casting Time: 1 hour

Maze

twisted hemp to create rope, and so forth.

Minor Image

Conjuration (Creation) [Force] Level: Arcane 8 Components: V, S Casting Time: 8 rounds

Illusion (Figment) Level: Arcane 2 Casting Time: 2 rounds Duration: Concentration+2 rounds

Meld into Stone

Mirage Arcana

Transmutation Level: Earth 3 Components: V, S, F Casting Time: 3 rounds

Mending Transmutation Level: Creation 0, Arcane 0 Components: V, S Casting Time: 1 round

Message Transmutation [LanguageDependent] Level: Arcane 0 Components: V, S, F Casting Time: 1 round Focus: A short piece of copper wire.

Meteor Swarm Evocation [Fire] Level: Arcane 9 Components: V, S Casting Time: 9 round

Mind Blank Abjuration Level: Charm, Protection 8, Arcane 8 Components: V, S Casting Time: 8 rounds

Mind Fog Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 5 Components: V, S Casting Time: 5 rounds

Minor Creation Conjuration (Creation) Level: Arcane 4 Components: V, S, M Casting Time: 310 minutes Arcane Material Component: A tiny piece of matter of the same type of item you plan to create with minor creation—a bit of

Chapter Nine: Magic in Gothic Earth

Illusion (Glamer) Level: Arcane 5 Components: V, S Casting Time: 5 rounds

Mirror Image Illusion (Figment) Level: Arcane 2 Components: V, S Casting Time: 2 rounds Only one image is created with this spell.

Misdirection Illusion (Glamer) Level: Arcane 2 Components: V, S Casting Time: 2 rounds

Mislead Illusion (Figment, Glamer) Level: Arcane 6 Components: S Casting Time: 4rounds

Modify Memory Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 4 Components: V, S Casting Time: 4 rounds (see text) The time that can be modified is longer. You can modify up to one hour of memory.

Moment of Prescience Divination Level: Arcane 8 Divination 8 Components: V, S Casting Time: 1 minute

Mount Conjuration (Summoning) Level: Arcane 1 Components: V, S, M Casting Time: 2 rounds

You summon a light horse or a pony (your choice) to serve you as a mount. If one is in the area, The steed serves willingly and well. The mount does not automatically come with a bit and bridle and a riding saddle. Arcane Material Component: A bit of horse hair.

Move Earth Transmutation Level: Arcane, Earth 6 Components: V, S, M Casting Time: See text For every 150 foot square (up to 10 feet deep), casting takes 20 minutes. The maximum area, 750 feet by 750 feet, takes 8 hours and 20 minutes to move. Arcane Material Components: A mixture of soils (clay, loam, and sand) in a small bag and an iron blade.

Neutralize Poison Conjuration (Healing) Level: Healing 4, Components: V, S, M, F Casting Time: 2 rounds Arcane Material Component: A bit of charcoal.

Nightmare Illusion (Phantasm) [MindAffecting, Evil] Level: Arcane 5 Components: V, S Casting Time: 20 minutes

Nondetection Abjuration Level: Arcane 3, Components: V, S, M Casting Time: 3 rounds Material Component: A pinch of diamond dust worth $25.00.

Obscure Object Abjuration Level: Guardian 3, Arcane 2 Components: V, S, M/F Casting Time: 1 round per level of the spell being cast Arcane Material Component: A piece of chameleon skin.

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Obscuring Mist Conjuration (Creation) Level: Air, Weather, Arcane, Creation, Water 1 Components: V, S Casting Time: 1 round

Open/Close Transmutation Level: Arcane 0 Components: V, S, F Casting Time: 1 action Focus: A brass key.

Order’s Wrath Evocation [Lawful] Level: Law 4 Components: V, S Casting Time: 3 rounds Only the caster sees the grid.

Overland Flight Transmutation Level: Arcane 5 Components: V, S, M Casting Time: 5 rounds Arcane Material Components: 3 pieces of straw from a broom.

Owl's Wisdom Transmutation Level: Arcane, Divination 2 Components: V, S, M Casting Time: 2 rounds Duration: 10 minutes/level

Passwall Transmutation Level: Arcane 5 Components: V, S, M Casting Time: 5 rounds Arcane Material Component: A pinch of sesame seeds.

Pass without Trace Transmutation Level: Plant 1 Components: V, S, F Casting Time: 1 round

Permanency Universal Level: Arcane 5 Components: V, S, XP Casting Time: 1 minute Range: See text

Permanent Image

Level: Arcane 6 Casting Time: 6 rounds Arcane Material Component: A bit of fleece plus powdered jade worth $75.00.

Poison

Persistent Image

Polar Ray

Illusion (Figment) Level: Arcane 5 Casting Time: 5 rounds Duration: 1 minute/level (D) Arcane Material Components: A bit of fleece and several grains of sand.

Phantasmal Killer Illusion (Phantasm) [Fear, MindAffecting] Level: Arcane 4 Components: V, S Casting Time: 4 rounds

Phantom Steed Conjuration (Creation) Level: Arcane 3 Components: V, S Casting Time: 20 minutes

Phase Door Conjuration (Creation) Level: Arcane 7, Components: V Casting Time: 7 rounds

Plane Shift Conjuration Level: Magic, Planer 5, Arcane 7 Components: V, S, F Casting Time: 1 round per level of the spell being cast The only plane accessible is the Ethereal. It does not matter where the focus is keyed for you will either end up on the Ethereal or somewhere on the Gothic Earth. Unless the "key" is for the Ethereal Plane there is a 50% chance that upon successful completion of the spell you are shifted to someplace on Gothic Earth.

Plant Growth Transmutation Level: Plant 3 Components: V, S, F Casting Time: 3 rounds

Necromancy Level: Destruction, War 4 Components: V, S, F Casting Time: 4 rounds

Evocation[cold] Level: Arcane 8 Components: V, S, M Casting Time: 8 rounds

Polymorph Any Object Transmutation Level: Arcane 8 Components: V, S, M Casting Time: 8 rounds Arcane Material Components: Mercury, gum arabic, and smoke. Arcane Material Component: An empty cocoon.

Polymorph Transmutation Level: Arcane 4 Components: V Casting Time: 4 rounds Can only take the form of a creature that you have seen. Cannot take the form of an aberration, dragon, fey, giant, magical beast, construct, or outsider

Power Word, Blind Enchantment (Compulsion) [Mind-affecting] Level: Arcane 7, War 7 Components: V Casting Time: 4 rounds

Power Word, Kill Enchantment (Compulsion) [Mind-affecting] Level: Arcane 9, War 9 Components: V Casting Time: 5 rounds

Power Word, Stun Enchantment (Compulsion) [Mind-affecting] Level: Arcane 8, War 8 Components: V Casting Time: 4 rounds

Illusion (Figment)

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Prayer Enchantment (Compulsion) [Mind-affecting] Level: All 3, Components: V, S, F Casting Time: 3 rounds

Casting Time: 3 minutes Only the caster can see the eyes.

Casting Time: 2 rounds Range: Touch This works against bullets. Focus: A piece of shell from a tortoise or a turtle.

Prestidigitation

Protection from Chaos

Universal Level: Arcane 0 Components: V, S Casting Time: 1 round

Abjuration Level: Law, Protection Arcane 1 Casting Time: 1 round

Prismatic Sphere

Protection from Energy

Abjuration Level: Arcane 9 Components: V Range: 10 ft. Effect: 10-ft. radius centered on you

sphere

Prismatic Spray Evocation Level: Arcane 7 Components: V, S Casting Time: 7 rounds Only the victims who fail their save vs. this spell see the visual aspect of the spell.

Prismatic Wall Abjuration Level: Arcane 8 Components: V, S Casting Time: 8 rounds

Produce Flame Evocation [Fire] Level: Fire 2 Components: V, S Casting Time: 2 rounds

Programmed Image Illusion (Figment) Level: Arcane 6 Casting Time: 6 rounds Effect: A visual figment that cannot extend beyond a 20-ft. cube+one 10-ft. cube/level (S) Arcane Material Component: A bit of fleece and jade dust worth $50.00.

Protection from Arrows/ Bullets Abjuration Level: Arcane 2 Components: V, S, F

Chapter Nine: Magic in Gothic Earth

1,

Abjuration Level: Mystic, Protection, Arcane 3 Components: V, S, F Casting Time: 3 rounds Duration: 10 minutes/level or until discharged

Protection from Evil Abjuration Level: Good 1, Arcane 1 Components: V, S, M/F Casting Time: 1 round

Purify Food and Drink Transmutation Level: All 0 Components: V, S Casting Time: 1 round

Purify Place Evocation[Good] Level: All 2 Components: V, S, M, F Casting Time: 1 round Range: Close (25 ft.+5 ft./2 levels) Area: A 20-ft. radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: No (See Consecrate PHB pg. 212) Material Components: A little holy water and $25.00 worth (10 lbs.) of silver dust, all of which must be sprinkled around the area.

Arcane Material Component: A little powdered silver with which you trace a 3-foot-diameter circle on the floor (or ground) around the creature to be warded.

Pyrotechnics

Protection from Good

Transmutation Level: Water 4 Components: V, S, F Casting Time: 4 rounds

Abjuration Level: Evil, Protection 1, Arcane 1

Protection from Law Abjuration Level: Chaos, Arcane 1

Protection,

Prying Eyes Divination Level: Arcane 5 Components: V, S, M Casting Time: 2 minutes Only the caster can see the eyes. Arcane Material Component: A handful of crystal marbles.

Prying Eyes, Greater Divination Level: Arcane 8 Components: V, S, M

Transmutation Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds

Quench

Rage Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 Components: V,S Casting Time: 3 rounds This spell can not be dismissed by the caster in Gothic Earth.

Rainbow Pattern Illusion (Pattern) [MindAffecting] Level: Arcane 4 Components: S, M, F Casting Time: 4 rounds Arcane Material Component: A piece of phosphor. Arcane Focus: A crystal prism.

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Raise Dead Conjuration (Healing) Level: Healing 5 Components: V, S, M, F Casting Time: 2 minutes If the caster fails in properly casting the spell by rolling a natural 1, then the person who was supposed to be raised from the dead comes back as an Undead with the same HD as they had in life. Material Component: A diamond worth at least $ 500.00.

Ray of Enfeeblement Necromancy Level: Arcane 1 Components: V, S Casting Time: 1 round

Ray of Exhaustion Necromancy Level: Arcane 3 Components: V, S Casting Time: 2 rounds

Ray of Frost

Level: Arcane 4 Components: V, S, M Casting Time: 8 rounds

Refuge Transmutation [Teleportation] Level: Guardian 7, Arcane 9 Component: V,S,M Casting Time: 1 action

Regenerate Conjuration (Healing) Level: Healing 7 Components: V, S, F Casting Time: 3 minutes

Reincarnate Transmutation Level: Healing 4 Components: V, S, F Casting Time: 20 minutes Use chart below: D% 01-19 20-79 80- 89 90- 95 96- 100

Incarnation Human Animal Zombie Shadow Ghost

Evocation (Creation) [Cold] Level: Arcane 0 Components: V, S Casting Time: 1 round

Anything other than "Human" as a result mean the hero is now an NPC.

Read Magic

Remove Ancient Curse

Divination Level: Magic 0, Arcane 0 Components: V, S, F Casting Time: 1 round See earlier discussion on magic for limitations of this spell. Focus: A clear crystal or mineral prism.

Reduce Animal Transmutation Level: Animal 3 Components: V, S, M Casting Time: 1 round

Reduce Person Transmutation Level: Arcane 1 Components: V, S, M Casting Time: 2 rounds

Reduce Person, Mass Transmutation

Chapter Nine: Magic in Gothic Earth

Abjuration Level: Magic, Good 7 Arcane 8, Vistani 7 Components: V Casting Time: 1 minute Target: Special Duration: Special Saving Throw: Will negates Spell Resistance: yes Works as Remove Curse; however it normally requires a specific deed of Atonement/ Restoration to be completed.

Remove Blindness/Deafness Conjuration (Healing) Level: Healing 3 Components: V, S Casting Time: 3 rounds

Remove Curse Abjuration

Level: Magic, Good 3, Arcane 4, Vistani 1 Components: V, S Casting Time: 1 round Remove curse only lifts the curse one round per level of the caster. Once the time has expired if other conditions are not met the curse returns. As the cause of each curse is different the conditions required for lifting the curse may be different.

Remove Disease Conjuration (Healing) Level: Healing 3 Components: V, S Casting Time: 3 rounds

Remove Fear Abjuration Level: Charm 1 Components: V, S Casting Time: 1 round

Remove Greater Curse Abjuration Level: Magic, Good 6, Arcane 7 Vistanni 3 Components: V, S Casting Time 1 minute Range: close Target: Special Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes Works as Remove Curse.

Remove Paralysis Conjuration (Healing) Level: Charm 2, Components: V, S Casting Time: 2 rounds

Repel Metal or Stone Abjuration Level: Earth 8 Components: V, S Casting Time: 8 rounds

Repel Vermin Abjuration Level: Animal 4, Components: V, S, F Casting Time: 4 rounds

Repel Wood Transmutation Level: Plant 6 Components: V, S

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Casting Time: 6 rounds

Repulsion Abjuration Level: Guardian, Protection 7, Arcane 6 Components: V, S, F/F Casting Time: 1 round per level of the spell being cast. Arcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white valued at $50.00.

Resistance Abjuration Level: Guardian, Strength, Protection 0, Arcane 0 Components: V, S, M/F Casting Time: 1 round Range: Touch Arcane Material Component: A miniature cloak.

Resist Energy Abjuration Level: Protection, Fire8 Arcane 2 Components: V, S, F Casting Time: 2 rounds Duration: 10 minute/level

2,

*In Fire Domain the spell only offers protection from fire or cold energy type.

Restoration Conjuration (Healing) Level: Magic, Creation 4 Casting Time: 4 rounds Components: V, S, M Material Component: Diamond dust worth $100.00 that is sprinkled over the target.

Restoration, Greater Necromancy Components: V, S, XP Level: Magic, Creation 7 Casting Time: 20 minutes

Level: Arcane 7 Components: V, S, M Casting Time: 7 rounds Arcane Material Components: A lodestone and iron filings.

Righteous Might Transmutation Level: Strength 5 Components: V, S, F Casting Time: 5 rounds

Rope Trick Transmutation Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Components: Powdered corn extract and a twisted loop of parchment.

Sanctuary Abjuration Level: Guardian, Good 1 Components: V, S, F Casting Time: 1 round

Scare Necromancy [Fear, MindAffecting] Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.

Scrying, Greater Divination Level: Arcane 7, Divination 7 Components: V, S Casting Time: 7 rounds Duration: 1 hour/level

Searing Light Evocation Level: Sun 3 Components: V, S Casting Time: 3 rounds

Secret Page Transmutation Level: Arcane 3 Components: V, S, M Casting Time: 20 minutes Arcane Material Components: Powdered herring scales and will-o’-wisp essence.

See Invisibility

Screen

Seeming

Illusion (Glamer) Level: Arcane 8, Guardian 7 Components: V, S Casting Time: 20 minutes

Scorching Ray Evocation [Fire] Level: Arcane 2 Components: V, S, M/F Casting Time: 3 rounds Does only 3d6 damage per ray.

Chapter Nine: Magic in Gothic Earth

Mystic Focus: a purified bowl costing not less than $100.00.

Illusion (Pattern) [Mindaffecting] Level: Arcane 8 Components: V, S Casting Time: 6 rounds

Conjuration (Healing) Level: Creation, Magic 2 Components: V, S Casting Time: 3 minutes

Transmutation

Divination Level: Divination 5, Arcane 4 Components: V, S, M/ F Casting Time: 2 hours Arcane, Focus: A mirror of finely wrought and highly polished silver costing not less than $500.00. The mirror must be at least 2 feet by 4 feet.

Divination Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Components: A pinch of talc and a small sprinkling of powdered silver.

Scintillating Pattern

Restoration, Lesser

Reverse Gravity

Scrying

Illusion (Glamer) Level: Arcane 5 Components: V, S Casting Time: 5 rounds

Sending Evocation Level: Guardian, Knowledge 4, Arcane 5 Components: V, S, M/F Casting Time: 20 minutes Arcane Material Component: A short piece of fine copper wire.

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Sepia Snake Sigil Conjuration (Creation) Level: Arcane 3 Components: V, S, M Casting Time: 20 minutes Spell Resistance: No Arcane Material Components: $25.00 worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Sequester Abjuration Level: Arcane 7 Components: V, S, M Casting Time: 7 rounds Arcane Material Components: A basilisk eyelash, gum arabic, and a dram of whitewash.

Shatter Evocation [Sonic] Level: War, Chaos, Destruction 2, Arcane 2 Components: V, S, M/F Casting Time: 2 rounds Arcane Material Component: A chip of mica.

Shambler Conjuration (Creation) Level: Plant 9 Components: V, S, Casting Time: 1 hour Effect: one mound Duration: 7 days

Shield Abjuration [Force] Level: Arcane 1 Components: V, S Casting Time: 1 round

Shield of Law Abjuration [Lawful] Level: Law 8 Components: V, S, F Casting Time: 8 rounds Only the caster sees the shields. Focus: A tiny reliquary that costs at least $500.00.

Shield Other Abjuration Level: Guardian, Protection 2 Components: V, S, F Casting Time: 2 rounds

Chapter Nine: Magic in Gothic Earth

Focus: A pair of platinum rings (worth at least $50.00 each) worn by both you and the warded creature.

Shillelagh Transmutation Level: War 1 Components: V, S, F Casting Time: 1 round

Shocking Grasp Evocation [Electricity] Level: Arcane 1 Components: V, S Casting Time: 1 round

Shout Evocation [Sonic] Level: Arcane 4 Components: V Casting Time: 1 round

Shout, Greater Evocation [Sonic] Level: Arcane 8 Components: V Casting Time: 4 rounds

Shrink Item Transmutation Level: Arcane 3 Components: V, S Casting Time: 3 rounds

Silence Illusion (Glamer) Level: Guardian 2 Components: V, S Casting Time: 2 rounds

Silent Image Illusion (Figment) Level: Arcane 1 Components: V, S, F Casting Time: 1 round

Simulacrum Illusion (Shadow) Level: Arcane 7 Components: V, S, M, XP Casting Time: 24 hours Arcane Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated must be placed inside the snow or ice.

Additionally, the spell requires powdered ruby worth $100.00. XP Cost: 1,000 XP.

Slay Living Necromancy [Death] Level: Necromancy 5 Components: V, S Casting Time: 3 rounds

Sleep Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1 Components: V, S, M/F Casting Time: 1 round Arcane Material Component: A pinch of fine sand, rose petals, or a live cricket.

Sleet Storm Conjuration (Creation) [Cold] Level: Weather 4, Arcane 3 Components: V, S, M/F Casting Time: 1 round per level of the spell being cast Arcane Material Components: A pinch of dust and a few drops of water.

Slow Transmutation Level: Arcane 3 Components: V, S, M Casting Time: 3 rounds Arcane Material Component: A drop of molasses.

Snare Transmutation Level: Plant 3 Components: V, S, F Casting Time: 3 minutes

Soften Earth and Stone Transmutation Level: Earth 2 Components: V, S, F Casting Time: 2 rounds

Solid Fog Conjuration (Creation) Level: Arcane 4, Weather 4 Components: V, S, M Casting time: 4 rounds Duration: 1 minute/level Arcane Material Components: A pinch of dried, powdered peas

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combined with powdered animal hoof.

Components: V, S Casting Time: 2 rounds

Soul Bind

Spell Resistance

Necromancy Level: Necromancy 9, Arcane 9 Components: V, S, F Casting Time: 9 rounds Focus: A black sapphire gem of at least $1,000.00 value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.)

Sound Burst Evocation [Sonic] Level: Air 2 Components: V, S, F/ Casting Time: 2 rounds Focus: A small musical instrument.

Speak with Animals Divination Level: Animals 2 Components: V, S Casting Time: 2 rounds Range: Personal

Speak with Dead Necromancy [LanguageDependent] Level: Death 3 Components: V, S, F Casting Time: 20 minutes Range: Close (25 ft.+5 ft./2 levels) Target: One dead creature Duration: 1 minute/level Saving Throw: Will negates (see text) Spell Resistance: No

Abjuration Level: Magic, Protection 5 Components: V, S, F Casting Time: 7 rounds

Spell Turning Abjuration Level: Magic 7, Arcane 7 Components: V, S, M/F Casting Time: 7 rounds Arcane Material Component: A small silver mirror.

Spider Climb Transmutation Level: Arcane 2 Components: V, S, M Casting Time: 2 round Arcane Material Components: A drop of bitumen and a live spider, both of which must be eaten by the spell subject.

Spike Stones Transmutation Level: Earth 4 Components: V, S, F Casting Time: 4 rounds

Spirit Aura Abjuration [Good] Level: Good 8 Components: V, S, F Casting Time: 6 rounds Range: 20 ft. Targets: One creature/level in a 20-ft. radius burst centered on you Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: Yes (harmless) (See Holy Aura PHB pg. 241)

Speak with Plants

The caster is calling on the Spiritworld. Casting this spell has a 10% notice by evil power check.

Divination Level: Plant 3 Components: V, S Casting Time: 3 rounds

Focus: A reliquary containing blessed water. The reliquary costs at least $500.00

Spectral Hand

Spirit Favor

Necromancy Level: Arcane 2

Chapter Nine: Magic in Gothic Earth

Components: V, S, F Casting Time: 1 round Range: Personal Target: You Duration: 1 minute (See Divine Favor PHB pg. 224) The caster is calling upon the strength and wisdom of the spiritworld.

Spirit Place Evocation [Good] Level: All 5 Components: V, S, M, DF Casting Time: two days Range: Touch (See Hallow PHB pg. 238). Material Components: Herbs, oils, and incense worth at least $1,000.00 plus $500.00 per level of the spell to be included in the hallowed area.

Spirit Power Evocation Level: Good, War 4 Components: V, S, F Casting Time: 4 rounds Range: Personal Target: You Duration: 3 rounds (See Divine Power PHB pg. 224) The caster is calling upon the power of the Spiritworld. Focus: A soldier of your character level or higher, who acts as a conduit for the power and must be within arm’s reach when the spell is cast.

Spirit Shield Abjuration Level: Protection 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) (See Shield of Faith PHB pg. 278)

Evocation Level: War 1

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Material Component: A small parchment with a bit of ancient lore about the spirit world on it.

Spirit Strike Evocation [Good] Level: Good 4 Components: V, S Casting Time: 4 rounds Range: Medium (100 ft.+10 ft./level) Area: A 20-ft. radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes (See Holy Smite PHB pg. 241) The caster draws down the power of good aligned spirits to smite your enemies.

Spirit Voice Evocation [Good, Sonic] Level: Good 7 Components: V Casting Time: 1 round Range: 30 ft. Area: Creatures in a 30-ft. radius spread centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (See Holy Word PHB pg. 242.) Extraplanar creatures within the area that are not good are sent to the Ethereal.

Spiritual Weapon Evocation [Force] Level: War 2 Components: V, S, F Casting Time: 2 rounds Range: Medium (100 ft.+10 ft./level) Effect: A magical weapon of force Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes The weapon will take the shape of a melee weapon you know how to use. Otherwise it works as in the PHB.

Statue Transmutation Level: Arcane 7 Components: V, S, M Casting Time: 7 rounds Range: Touch

Chapter Nine: Magic in Gothic Earth

Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The initial transformation from flesh to stone requires 1 full minute after the spell is cast. During that time the victim can only make small movements as their muscles stiffen during the change. If they already have a weapon in hand, they may be able to use it at a -4 during the first two rounds after the spell has been cast (no Dexterity modifiers). Arcane Material Components: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.

Status Divination Level: Guardian 2 Components: V, S Casting Time: 3 rounds Target: One living Creature

Stinking Cloud Conjuration (Creation) Level: Arcane 3 Components: V, S, M Casting Time: 3 rounds Arcane Material Component: A rotten egg or several skunk cabbage leaves.

Stone Shape Transmutation Level: Earth, 3, Arcane 5 Components: V, S, M/ F Casting Time: 1 round per level of the spell Spell Resistance: No Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the spell is uttered.

Stoneskin Abjuration

Level: Arcane 4, Earth, Strength 6 Components: V, S, M Casting Time: 1 round per level of the spell Range: Touch Material Components: Granite and $125.00 worth of diamond dust sprinkled on the target’s skin.

Stone Tell Divination Level: Earth 6 Components: V, S, F Casting Time: 20 minutes Range: Personal Target: You Duration: 1 minute/level

Stone to Flesh Transmutation Level: Arcane 6 Components: V, S, M Casting Time: 6 rounds Spell Resistance: Yes Arcane Material Components: A pinch of earth and a drop of blood.

Storm of Vengeance Conjuration (Summoning) Level: Weather 9 Components: V, S Casting Time: 1 minute

Suggestion Enchantment (Compulsion) [Mind-Affecting, LanguageDependent] Level: Arcane 3 Components: V, M Casting Time: 3 rounds Arcane Material Components: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

Summon Nature’s Ally I Conjuration (Summoning) [See text] Level: Summoning 1 Components: V, S, F Casting Time: 1 minute Range: 1 mile/level Effect: One or more summoned animals, no two of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

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The creatures summon travel normally to reach the caster they are not transported via magic. An elemental can mot be called by this spell.

Summon Nature’s Ally II Conjuration (Summoning) [See text] Level: Summoning 2 Casting time: 2 minutes

Summon Nature’s Ally III Conjuration (Summoning) Level: Summoning 3 Casting Time: 3 minutes

Summon Nature’s Ally IV Conjuration (Summoning) Level: Summoning 4 Casting Time: 4 minutes

Summon Nature’s Ally V Conjuration (Summoning) Level: Summoning 5 Casting Time: 5 minutes

Summon Nature’s Ally VI Conjuration (Summoning) [See text] Level: Mystic 6 Casting Time: 6 minutes

Summon Nature’s Ally VII Conjuration (Summoning) Level: Summoning 7 Casting Time: 7 minutes

Summon Nature’s Ally VIII Conjuration (Summoning) [See text] Level: Summoning 8 Casting Time: 8 minutes

Summon Nature’s Ally IX Conjuration (Summoning) Level: Summoning 9 Casting Time: 9 minutes

Chapter Nine: Magic in Gothic Earth

Summon Swarm Conjuration (Summoning) Level: Summoning, Arcane 2 Components: V, S, M/F Casting Time: 1 minute Arcane Material Component: A square of red cloth.

Sunbeam Evocation Level: Sun 7 Components: V, S, F Casting Time: 7 rounds

Symbol of Pain Necromancy [Evil] Level: Evil, Arcane 5 Casting Time: 20 minutes Duration: 5 minutes per caster level Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least $2, 500.00 each.

Symbol of Persuasion

Evocation Level: Arcane 8, Sun 8 Components: V, S, M/F Casting Time: 8 rounds Arcane Material Components: A piece of sunstone and a naked flame.

Enchantment (Charm)[Mindaffecting] Level: Charm, Arcane 6 Components: V, S, M Casting Time: 20 minutes Duration: 5 minutes per caster level Material Components Mercury and phosphorus, plus powdered diamond and opal with a total value of at least $2, 500.00 each.

Symbol Of Death

Symbol of Sleep

Sunburst

Necromancy [Death] Level: Necromancy 8, Arcane 8 Components: V, S, M Casting Time: 20 minutes Duration: 5 minutes per caster level or until it has affected 150 hps worth of creatures Material Components Mercury and phosphorus, plus powdered diamond and opal with a total value of at least$2 5,00.00 each.

Enchantment (Compulsion) [Mind-affecting] Level: All, Guardian, Arcane 5 Components: V, S, M Casting Time: 20 minutes Duration: 5 minutes per caster level Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least$2,500.00 each.

Symbol of Fear

Symbol of Stunning

Necromancy [Fear, Mindaffecting] Level: Evil, Arcane 6 Casting Time: 20 minutes Target: All within 30 feet of the symbol Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least $2, 500.00 each.

Enchantment (Compulsion) [mind-affecting] Level: All, Good, Arcane 7 Casting Time: 20 minutes

Symbol of Insanity

Necromancy Level: All, Destruction, Arcane 7 Components: V, S, M Casting Time: 20 minutes Duration: 5 minutes per caster level Material Components Mercury and phosphorus, plus powdered diamond and opal with a total value of at least $2, 500.00 each.

Enchantment (Compulsion) [mind-affecting] Level: Destruction, Arcane 8 Casting Time: 20 minutes Duration: 5 minutes/caster level Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least $2, 500.00 each.

Material Components: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least $2, 500.00 each.

Symbol of Weakness

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Casting Time: 9 rounds

Sympathy Enchantment (Compulsion) [Mind-Affecting] Level: Charm 9, Arcane 8 Components: V, S, M Casting Time: 2 hours Material Components: $ 750.00 worth of crushed pearls and a drop of honey.

Telekinesis Transmutation Level: Arcane 5 Components: V, S Casting Time: 5 rounds

Teleport Conjuration [Teleportation] Level: Arcane 5 Components: V Casting Time: 5 rounds

Teleport, Greater Conjuration [Teleportation] Level: Arcane 7 Casting Time: 7 rounds

Teleport Object Conjuration [Teleportation] Level: Arcane 7 Components: V Casting Time: 7 rounds

Teleportation Circle Conjuration[Teleportation] Level: Arcane 9 Components: V, M Casting Time: 20 minutes Range: Touch Arcane Material Component: Amber dust to cover the area of the circle (cost $500.00).

Temporal Stasis Transmutation Level: Arcane 8 Components: V, S, M Casting Time: 8 rounds Arcane Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least $2500.00.

Time Stop Transmutation Level: Arcane 9 Components: V

Chapter Nine: Magic in Gothic Earth

Tomb Ward Level: Death, Guardian 7 Components: V, S, M Casting Time: 2 days Range: Touch Duration: Permanent Area: 1 tomb, a cube 30 feet/side Saving Throw: None Spell Resistance: No Enables a mystic to cast a conditional curse upon a tomb. The mystic sets done the exact conditions for the activation of the curse as well as the curse and the methods for lifting the curse if any. Material and incenses gems (value pint of blood or a live entombed).

components: inks (value of $50.00) $150.00) and one (to mix in the ink) human (who is

Tongues Divination Level: Knowledge 4, Arcane 3 Components: V, M/F Casting Time: 1 round per level of the spell being cast Material Component: A small clay model of a ziggurat, which shatters when the spell is pronounced.

Touch of Fatigue Necromancy Level: Arcane 0 Components: V, S, M Casting Time: 1 standard action

Touch of Idiocy Enchantment (Compulsion) [Mind-affecting] Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Duration: 1 minute/level

Transmute Mud to Rock Transmutation Level: Earth 5, Arcane 5 Components: V, S, M/F Casting Time: 5 rounds Arcane Material Component: Sand, lime, and water.

Transmute Rock to Mud Transmutation Level: Earth 5, Arcane 5 Components: V, S, M/F Casting Time: 5 round Arcane Material Component: Clay and water.

Transport via Plants Transmutation Level: Plant 6 Components: V, S Casting Time: 6 rounds

Trap the Soul Conjuration (Summoning) Level: Arcane 8 Components: V, S, M, (F) Casting Time: 1 action or see text Material Component: Before the actual casting of trap the soul, you must prepare the prison, a gem of at least $1,000.00 value for every Hit Die possessed by the creature to be trapped. (See PHB text for further information.) Focus (Trigger Item Only): If the trigger item method is used, a special trigger item, prepared as described above, is needed.

Tree Shape Transmutation Level: Plant 2 Components: V, S, F Casting Time: 2 rounds

Tree Stride Conjuration (Teleportation) Level: Plant 5 Components: V, S, F Casting Time: 5 rounds

True Seeing Divination Level: Divination, Knowledge 5, Arcane 6 Components: V, S, M Casting Time: 1 round per level of the spell being cast Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless)

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Spell Resistance: Yes (harmless) Further, the subject can focus her vision to see into the Ethereal Plane. The range of true seeing conferred is 120 feet. Material Component: An ointment for the eyes that costs $125.00 and is made from very rare mushroom powder, saffron, and fat.

True Strike Divination Level: Arcane 1 Components: V, S, F Casting Time: 1 round Focus: A small wooden replica of an archery target.

Undeath to Death Necromancy Level: Death, Arcane 6 Components: V, S Casting Time: 3 rounds Material Component: The powder of a crushed diamond worth $250.00

Undetectable Aura Abjuration Level: Guardian, Magic 2 Components: V, S Casting Time: 2 rounds

Unseen Servant Conjuration (Creation) Level: Arcane 1 Components: V, S, M Casting Time: 1 round Arcane Material Components: A piece of string and a bit of wood.

Vampiric Touch Necromancy Level: Arcane 3 Components: V, S Casting Time: 3 rounds For every die of hit points you take from the victim, the victim loses 1 hit point permanently. If the victim loses 2d6 points temporarily (as in regular D&D)l then of those 2 hit points are lost permanently.

Chapter Nine: Magic in Gothic Earth

Veil Illusion (Glamer) Level: Arcane 6 Components: V, S Casting Time: 6 rounds

Ventriloquism Illusion (Figment) Level: Arcane 1 Components: V, F Casting Time: 1 round Range: Close (25 ft.+5 ft./2 levels) Arcane Focus: A parchment rolled up into a small cone.

Material Component: A small piece of quartz or similar rock crystal

Wall of Iron Conjuration (Creation) Level: Arcane 6 Components: V, S, M Casting Time: 5 rounds Arcane Material Component: A small piece of sheet iron plus gold dust worth $50.00.

Wall of Stone

Transmutation Level: All 0 Components: V, S, F Casting Time: 1 round

Conjuration (Creation) Level: Creation, Earth, Strength, Arcane 5 Components: V, S, M/F Casting Time: 5 rounds Arcane Material Component: A small block of granite.

Vision

Wall of Thorns

Virtue

Divination Level: Arcane 7 Components: V, S, M, XP Casting Time: 7 rounds

Wail of the Banshee Necromancy [Death, Sonic] Level: Death 9, Arcane 9 Components: V Casting Time: 9 rounds

Wall of Fire Evocation [Fire] Level: Fire 4, Arcane 4 Components: V, S, M/F Casting Time: 4 rounds Arcane Material Component: Phosphorus.

Wall of Force Evocation [Force] Level: Strength 7, Arcane 5 Components: V, S, M Casting Time: 1 round per level of the spell being cast Arcane Material Component: A pinch of powder made from a clear gem.

Wall Of Ice Evocation[Cold] Level: Arcane 4, Creation 5 Components: V, S, M Casting Time: 4 rounds Effect: 5 feet/level or radius of up to 2ft+1ft/level

Conjuration (Creation) Level: Plant 5 Components: V, S Casting Time: 5 rounds Range: Medium (100 ft.+10 ft./level)

Warp Wood Transmutation Level: Plant 2 Components: V, S Casting Time: 2rounds

Water Breathing Transmutation Level: Arcane 3, Water 3 Components: V, S, M/F Casting Time: 3 rounds Arcane Material Component: A short reed or piece of straw.

Water Walk Transmutation Level: Water 3 Components: V, S, F Casting Time: 3 rounds

Waves of Exhaustion Necromancy Level: Arcane 7 Components: V, S Casting Time: 3 rounds

Waves of Fatigue Necromancy Level: Arcane 5

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Components: V, S Casting Time: 3 rounds

Components: V, S Casting Time: 2 rounds

Web

Wind Walk

Conjuration (Creation) Level: Arcane 2 Components: V, S, M Casting Time: 2 rounds Arcane Material Component: A bit of spider web.

Wind Wall

Weird Illusion (Phantasm) [Fear, MindAffecting] Level: Arcane 9 Casting Time: 9 rounds Targets: Any number of creatures, no two of which can be more than 30 ft. apart

Whirlwind Evocation [Air] Level: Air 8, Components: V, S, F Casting Time: 8 rounds

Whispering Wind Transmutation Level: Arcane 2

Chapter Nine: Magic in Gothic Earth

Transmutation Level: Air 6 Components: V, S, F Casting Time: 6 rounds

Evocation Level: Air 3, Arcane 3 Components: V, S, M/F Casting Time: 3 rounds Arcane Material Components: A tiny fan and a feather of exotic origin.

Wish Universal Level: Arcane 9 Components: V, XP Casting Time: 1 minute

Wood Shape Transmutation Level: Plant 2 Components: V, S, F Casting Time: 2 rounds

Word of Chaos Evocation [Chaotic, Sonic] Level: Chaos 7 Components: V Casting Time: 7 rounds Creatures are banished to the Ethereal

Word of Recall Transmutation [Teleportation] Level: Guardian 6 Components: V Casting Time: 6 rounds Word of Recall teleports you instantly back to your sanctuary when the word is uttered. The actual casting of the spell in preparation takes 6 rounds the activation is only one action.

Zone of Truth Enchantment (Compulsion) [Mind-Affecting] Level: Divination 2 Components: V, S, F Casting Time: 2 rounds

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