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    OLD SCHOOL REFERENCE AND INDEX COMPILATION

    OSRICUPDATED 2nd EDITION

    Editor-in-Chief 

    Stuart Marshall

    http://www.usherwoodadventures.com

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    OSRIC: Old School Reference and Index Compilation

    Text © Stuart Marshall 2006-08 or contributing author 2006-08 and used with permission—see the Open GameLicense, Section 15

    Illustrations and maps © respective artists 2006-08, used with permission

    “OSRIC”, “Osric” and “O.S.R.I.C.” are trademarks of Matthew Finch and Stuart Marshall

    Final Author and Editor in Chief:  Stuart Marshall

    Initial Author:  Matthew Finch

    Initial Developers:  David M. Prata and Allan T. Grohe Jr

    Contributing Authors and Editors:  John Adams, Nick Bogan, James Boney, Chris Cain, Floyd Canaday, Mike Davison,Mark Evans, Trent Foster, Vincent Frugé, Jeremy Goehring, Chris Hopkins, B. Scot Hoover, Fabrice Philibert-Caillat,

    David M. Prata, Daniel Proctor, Robert Ross, Bill Silvey, Matthew James Stanham, Matthew StewardIllustrations:  Mark Allen, James Wesley Blair, John Bingham, Jason Braun, Matthew Finch, Edward Kann, Peter Mullen,Fabrice Philibert-Caillat, Andy “Atom” Taylor, Brian Thomas

    Maps:  Sean Stone

    Design and Layout:  James D. Kramer

    Index:  Jason Zavoda

    Cover Illustrations:  Hugh Vogt (front) and Peter Szmer (back) (color application by James D. Kramer)

    The authors would like to express their sincere gratitude, admiration and respect to Gar y Gygax and Dave Arneson,

    who originally created this hobby and devised many of the algorithms used in this game; and to the regulars at theKnights & Knaves Alehouse for much support.

    Legal Note:  The authors of this document are not affiliated in any way with Wizards of the Coast, Inc. (WOTC); any useof a trademark of WOTC or any other part y is unauthorised, inadvertent, and is not intended to infringe upon the intel-lectual property rights of such parties.

    Nothing in this document is to be construed as legal advice.For legal questions you should retain a solicitor or attorney to advise you.

    FOR FREE UPDATES, ERRATA AND OTHER OSRIC SUPPORT, VISIT:

    http://www.knights-n-knaves.com/osric 

    http://www.knights-n-knaves.com/osrichttp://www.knights-n-knaves.com/osric

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    CONTENTSList of Spells iv

    List of Monsters vi

    List of Magic Items vii

    Explanatory Notes and Definitions of Terms ix

    Preamble: OSRIC—First Edition Reborn x

    Introduction and Purpose x

    CHAPTER I: CREATING A CHARACTER 1

    Ability Scores. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Constitution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2I n t e l l i g e n c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3C h a r i s m a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

    Character Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

    D w a r f s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5H a l f E l v e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Halflings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6H a l f - o r c s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7H u m a n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8A s s a s s i n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8C l e r i c . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    I l l u s i o n i s t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6Magic User . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Multi-Classing and Dual-Classing. . . . . . . . . . . . . . . 27

    A l i g n m e n t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8The Nine Alignments . . . . . . . . . . . . . . . . . . . . . . . . . . 29

    M o n e y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

    Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

    Height and Weight (Optional Rule) . . . . . . . . . . . . . 34

    CHAPTER II: SPELLS 36

    Spell Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Explanatory Notes Concerning The Spell Descriptions . 36Cleric Spells by Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Druid Spells by Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Magic User Spells by Level. . . . . . . . . . . . . . . . . . . . . . . . . . 3 8Illusionist Spells by Level . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 0Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40D r u i d S p e l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 6Magic User Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70I l l u s i o n i s t S p e l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 2

    CHAPTER III: HOW TO PLAY THE FIRST TIME 122

    T i m e M e a s u r e m e n t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 2Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122

    Encumbrance and Base Movement Rate . . . . . . . . . . . 122Gaining Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123

    Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123Light and Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124

    I n f r a v i s i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 4

    Falling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Item Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124C o m b a t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 5

    Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126Combat Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128Attack and Saving Throw Matricesfor Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128

    Turning the Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129Damage and Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

    Natural Healing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Subdual Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

    Life Energy Levels and Level Drain . . . . . . . . . . . . . . . . .130Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Poison, Disease and Insanity . . . . . . . . . . . . . . . . . . . . . . 131Hirelings and Henchmen . . . . . . . . . . . . . . . . . . . . . . . . . . 133

    Standard Hirelings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133E x p e r t H i r e l i n g s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 4H e n c h m e n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 2Loyalty of Hirelings and Henchmen. . . . . . . . . . . . 143

    Adventure and Exploration. . . . . . . . . . . . . . . . . . . . . . . .145Searching the Dungeon . . . . . . . . . . . . . . . . . . . . . . . 145

    Exploring the W ilderness. . . . . . . . . . . . . . . . . . . . . . . . . . 150Aerial Agility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

    Special Cases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151Adventures in Town. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151Exploring the Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152An Example Dungeon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153

    Example Dungeon Key . . . . . . . . . . . . . . . . . . . . . . . . 153Sample Play Session . . . . . . . . . . . . . . . . . . . . . . . . . . 153

    CHAPTER IV: DUNGEONS, TOWNS AND

    WILDERNESSES 157

    Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157Trap Generation and Placement . . . . . . . . . . . . . . . 161

    T r i c k s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6 2Random Dungeon Generation. . . . . . . . . . . . . . . . .163Using the Random Dungeon Generatorfor Solo Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167

    Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167Random Dungeon Encounters. . . . . . . . . . . . . . . . .167Creating Unique Encounter Tables . . . . . . . . . . . . .168NPC Parties (All Dungeon Levels) . . . . . . . . . . . . . . 171Random Urban Encounters . . . . . . . . . . . . . . . . . . . .173Random Wilderness Encounters . . . . . . . . . . . . . . . 176

    CHAPTER V: MONSTERS 192

    M o n s t e r S t a t i s t i c s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9 2T r i b a l S p e l l C a s t e r s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9 3Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193Witch Doctor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193Optional Rules for Tribal Spell Casters. . . . . . . . . . 193

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      IV 

    Men. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193D e m i - H u m a n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9 7Humanoids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199G i a n t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0 5Dragons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216Devils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225Dinosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233Golems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .237L y c a n t h r o p e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3 8Sylvan or Faerie Creatures . . . . . . . . . . . . . . . . . . . . . . . . .239U n d e a d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4 5A n i m a l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5 2Other Creatures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268

    CHAPTER VI: TREASURE 321

    M a p s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 1C o i n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 1

    G e m s t o n e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 2Gem Examples, by Value . . . . . . . . . . . . . . . . . . . . . .322

    J e w e l l e r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 2Master Magic Item Tables . . . . . . . . . . . . . . . . . . . . . . . . .323P o t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 8

    Admixture of Potions . . . . . . . . . . . . . . . . . . . . . . . . . 328S c r o l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3 2

    Spell Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332

    Scrolls Of Warding . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332Rods, Staves And Wands . . . . . . . . . . . . . . . . . . . . . . . . . . 333

    Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334S t a v e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3 5Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336

    Magic Armour and Shields . . . . . . . . . . . . . . . . . . . . . . . .338Magic Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339

    Unusual Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340A Battle of the Wills: Swords vs Characters . . . . .342

    Miscellaneous Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 343Miscellaneous Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .344R i n g s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 6 2Cursed Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 364A r t i f a c t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 7 0

    Minor Artifact Descriptions. . . . . . . . . . . . . . . . . . . .370Major Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374

    APPENDIX A: COMPILED TABLES 375

    APPENDIX B: PLAYER CHARACTER

    REFERENCE SHEET 390

    AFTERWORD 392

    INDEX 393

    INDEX OF TABLES 395

    LIST OF SPELLS

    CLERICAerial Ser vant . . . . . . . . . . . . . . . 4 0Animate Dead . . . . . . . . . . . . . . . 4 0Animate Object . . . . . . . . . . . . . . 41Astral S pell . . . . . . . . . . . . . . . . . . 41Atonement . . . . . . . . . . . . . . . . . . 41Augury . . . . . . . . . . . . . . . . . . . . . 41Blad e Bar rier . . . . . . . . . . . . . . . . 42Bless* . . . . . . . . . . . . . . . . . . . . . . 42C h a n t . . . . . . . . . . . . . . . . . . . . . . . 4 2Command . . . . . . . . . . . . . . . . . . . 42Commune . . . . . . . . . . . . . . . . . . . 42Conjur e An imals . . . . . . . . . . . . . 43

    Continual L ight*. . . . . . . . . . . . . 43Control We ather . . . . . . . . . . . . . 43Create Food and Water. . . . . . . . 43C reate Water * . . . . . . . . . . . . . . . 43Cur e B li ndne ss *. . . . . . . . . . . . . . 43Cure Critical Wounds* . . . . . . . . 44Cure Disease* . . . . . . . . . . . . . . . . 4 4Cure Light Wounds*. . . . . . . . . . 44Cure Serious Wounds* . . . . . . . . 44Detec t Charm* . . . . . . . . . . . . . . . 4 4D e t e c t E v i l * . . . . . . . . . . . . . . . . . 4 4Detec t Lie* . . . . . . . . . . . . . . . . . . 45Detec t Magic . . . . . . . . . . . . . . . . 45

    Dispel Evil* . . . . . . . . . . . . . . . . . . 45Dispel Mag ic. . . . . . . . . . . . . . . . . 45Divination. . . . . . . . . . . . . . . . . . . 45E a r t h q u a k e . . . . . . . . . . . . . . . . . . 4 6E x o r c i s e . . . . . . . . . . . . . . . . . . . . . 4 6

    Feign Death . . . . . . . . . . . . . . . . . 4 6Find t he Path* . . . . . . . . . . . . . . . 4 6Find Traps . . . . . . . . . . . . . . . . . . . 46Fl ame St rike . . . . . . . . . . . . . . . . . 47Gate . . . . . . . . . . . . . . . . . . . . . . . . 47Glyph of Wa rdin g . . . . . . . . . . . . 47Heal* . . . . . . . . . . . . . . . . . . . . . . . 47Hold Per son . . . . . . . . . . . . . . . . . 47Holy Word* . . . . . . . . . . . . . . . . . 48Insec t Plagu e . . . . . . . . . . . . . . . . 4 8K now Ali gn men t*. . . . . . . . . . . . 48Light* . . . . . . . . . . . . . . . . . . . . . . 48Lo cate O bjec t*. . . . . . . . . . . . . . . 49

    Lower Water * . . . . . . . . . . . . . . . 49Neutralise Poison* . . . . . . . . . . . 49Part Water . . . . . . . . . . . . . . . . . . 49Plane Shif t . . . . . . . . . . . . . . . . . . 49Prayer . . . . . . . . . . . . . . . . . . . . . . 50Pro. from Evil* . . . . . . . . . . . . . . . 50Pro. from Evil, 10 ft Radius* . . . 50Purify Food and Drink* . . . . . . . 50Quest . . . . . . . . . . . . . . . . . . . . . . . 51Raise Dead* . . . . . . . . . . . . . . . . . 51Reg enerate* . . . . . . . . . . . . . . . . 51Re move Cur se* . . . . . . . . . . . . . . 51Remove Fear * . . . . . . . . . . . . . . . 52

    Resist Cold . . . . . . . . . . . . . . . . . . 52Resist Fire . . . . . . . . . . . . . . . . . . . 52Res toration* . . . . . . . . . . . . . . . . 52Resur rec tion* . . . . . . . . . . . . . . . 52Sanc tuar y. . . . . . . . . . . . . . . . . . . 52

    Silence, 15 f t Radius . . . . . . . . . . 53Slow Poison . . . . . . . . . . . . . . . . . 53Snake Charm . . . . . . . . . . . . . . . . 53Speak with Animals . . . . . . . . . . 53Spe ak w ith De ad. . . . . . . . . . . . . 53Speak with Monsters . . . . . . . . . 54Spe ak wi th Plants . . . . . . . . . . . . 54Spi ri tual Weapon . . . . . . . . . . . . 54St ic ks to Snake s*. . . . . . . . . . . . . 54Stone Tell . . . . . . . . . . . . . . . . . . . 54Symbol . . . . . . . . . . . . . . . . . . . . . 55Tongues* . . . . . . . . . . . . . . . . . . . 55True S eeing* . . . . . . . . . . . . . . . . 55

    Wind Walk . . . . . . . . . . . . . . . . . . 55Word of Rec al l . . . . . . . . . . . . . . . 55

    DRUIDAnimal Friendship. . . . . . . . . . . . 56Ani mal Growth* . . . . . . . . . . . . . 56Animal Summoning I . . . . . . . . . 56Animal Summoning II .. . . . . . . 56Animal Summoning III. . . . . . . . 56Animate Roc k. . . . . . . . . . . . . . . . 57Anti-Animal Shel l . . . . . . . . . . . . 57Anti-Plan t She ll . . . . . . . . . . . . . . 57Barkskin . . . . . . . . . . . . . . . . . . . . 57C all Lig ht ning . . . . . . . . . . . . . . . 57

    Call Woodland Beings . . . . . . . . 57Char iot of F ir e . . . . . . . . . . . . . . . 58Charm Person or Mammal. . . . . 58Commune With Nature . . . . . . . 58Conf usion . . . . . . . . . . . . . . . . . . . 58

    Conjure Earth Elemental*. . . . . 59Conjure Fire Elemental* . . . . . . 59Control Temp. 10 ft Radius . . . . 59Control We ather . . . . . . . . . . . . . 59Cont rol Winds . . . . . . . . . . . . . . . 6 0C reate Water . . . . . . . . . . . . . . . . 6 0C reeping Do om . . . . . . . . . . . . . . 6 0Cure Disease* . . . . . . . . . . . . . . . . 6 0Cure Critical Wounds* . . . . . . . . 60Cure Light Wounds*. . . . . . . . . . 60Cure Serious Wounds* . . . . . . . . 61Detec t Magic . . . . . . . . . . . . . . . . 61Detect Pits and Snares. . . . . . . . 61

    Dispel Mag ic. . . . . . . . . . . . . . . . . 61Entangle . . . . . . . . . . . . . . . . . . . . 61Faerie Fire . . . . . . . . . . . . . . . . . . . 61Feeblemind . . . . . . . . . . . . . . . . . 61Feign Death . . . . . . . . . . . . . . . . . 62Fin ge r of D ea th . . . . . . . . . . . . . . 62Fire Seeds . . . . . . . . . . . . . . . . . . . 62Fire S torm*. . . . . . . . . . . . . . . . . . 62Fire Trap . . . . . . . . . . . . . . . . . . . . 62Hallucinatory Forest. . . . . . . . . . 62Heat Metal* . . . . . . . . . . . . . . . . . 63Hold Animal . . . . . . . . . . . . . . . . . 63Hold Plant. . . . . . . . . . . . . . . . . . . 63

    Insec t Pl ague . . . . . . . . . . . . . . . . 6 4Invisibility to Animals . . . . . . . . 64Loc ate Ani ma ls . . . . . . . . . . . . . . 64Loc ate Plant s . . . . . . . . . . . . . . . . 6 4Neutralise Poison* . . . . . . . . . . . 64

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    Obsc urement . . . . . . . . . . . . . . . . 6 4Pass Plant . . . . . . . . . . . . . . . . . . . 64Pass Without Trace. . . . . . . . . . . 65Plant Door . . . . . . . . . . . . . . . . . . 65Plant Grow th . . . . . . . . . . . . . . . . 65Pre di ct Wea th er . . . . . . . . . . . . . 65Produce Fire* . . . . . . . . . . . . . . . . 65Produce Flame . . . . . . . . . . . . . . . 65Pro. From Fire . . . . . . . . . . . . . . . 66Pro. From Lightning . . . . . . . . . . 66Purif y Water * . . . . . . . . . . . . . . . 66P yrotec hnic s . . . . . . . . . . . . . . . . 66Reinc ar nate . . . . . . . . . . . . . . . . . 66Repel Ins ec ts . . . . . . . . . . . . . . . . 67Shillelagh . . . . . . . . . . . . . . . . . . . 67S n a r e . . . . . . . . . . . . . . . . . . . . . . . 6 7Speak With An imals . . . . . . . . . . 67Spea k W ith Plan ts . . . . . . . . . . . . 68St ic ks to Sn ake s*. . . . . . . . . . . . . 68Stone S hape . . . . . . . . . . . . . . . . . 68Summon Ins ec ts . . . . . . . . . . . . . 68Transmute Metal to Wood.. . . . 68Transmute Rock to Mud*. . . . . . 68Transport via Plants . . . . . . . . . . 68Tree . . . . . . . . . . . . . . . . . . . . . . . . 69T r i p . . . . . . . . . . . . . . . . . . . . . . . . . 6 9Turn Wood . . . . . . . . . . . . . . . . . . 69Wall of Fire . . . . . . . . . . . . . . . . . . 69Wall of Thorns . . . . . . . . . . . . . . . 70Warp Wood . . . . . . . . . . . . . . . . . 70Water Breathin g* . . . . . . . . . . . . 70Weather Summoning.. . . . . . . . 70

    MAGIC USER

    Affect Normal Fires. . . . . . . . . . . 70Air y Water . . . . . . . . . . . . . . . . . . 70Ani mal Growth* . . . . . . . . . . . . . 71Animate Dead . . . . . . . . . . . . . . . 71Anti-Ma gic Shell . . . . . . . . . . . . . 71Antipathy/Sympathy . . . . . . . . . 71Astral S pell . . . . . . . . . . . . . . . . . . 71Audi ble Glamour . . . . . . . . . . . . . 71Blink . . . . . . . . . . . . . . . . . . . . . . . 72Bur ning Hand s. . . . . . . . . . . . . . . 72Cacodemon . . . . . . . . . . . . . . . . . 72Cha rm Mons te r . . . . . . . . . . . . . . 72Charm Per so n . . . . . . . . . . . . . . . 73

    Charm Plan ts . . . . . . . . . . . . . . . . 73Clai raudience . . . . . . . . . . . . . . . . 73Clai rvoyance . . . . . . . . . . . . . . . . 73Clenc hed Fis t . . . . . . . . . . . . . . . . 74Clone . . . . . . . . . . . . . . . . . . . . . . . 74Cloudkill . . . . . . . . . . . . . . . . . . . . 74Comprehend Languages* . . . . . 74Cone of Cold . . . . . . . . . . . . . . . . . 75Confusion . . . . . . . . . . . . . . . . . . . 75Conjure Elemental . . . . . . . . . . . 75Contact Other Plane . . . . . . . . . . 75Contin ual L ight . . . . . . . . . . . . . . 76Control Weather . . . . . . . . . . . . . 76Cru shing Hand . . . . . . . . . . . . . . . 76Da nc in g L ights. . . . . . . . . . . . . . . 76Darkness, 15 ft Radius .. . . . . . . 76Death Spell . . . . . . . . . . . . . . . . . . 77Delayed Blast Fireball . . . . . . . . 77

    Detec t Evil* . . . . . . . . . . . . . . . . . 77Detect Invisibility . . . . . . . . . . . . 77Detec t Magic . . . . . . . . . . . . . . . . 77Dig . . . . . . . . . . . . . . . . . . . . . . . . . 77D imen si on Door. . . . . . . . . . . . . . 78Disintegrate . . . . . . . . . . . . . . . . . 78Disp el Magic. . . . . . . . . . . . . . . . . 78Distance Distortion. . . . . . . . . . . 78Duo -Dimension . . . . . . . . . . . . . . 78E nc han t an I te m . . . . . . . . . . . . . 79Enchanted Weapon* . . . . . . . . . 79Enlarge* . . . . . . . . . . . . . . . . . . . . 79E r a s e . . . . . . . . . . . . . . . . . . . . . . . 7 9E S P . . . . . . . . . . . . . . . . . . . . . . . . . 8 0E xplosi ve Rune s. . . . . . . . . . . . . . 80Ex tension I . . . . . . . . . . . . . . . . . . 80E xtension II . . . . . . . . . . . . . . . . . 8 0E xtension III . . . . . . . . . . . . . . . . . 8 0False Trap . . . . . . . . . . . . . . . . . . . 80Fear . . . . . . . . . . . . . . . . . . . . . . . . 81Feather Fall . . . . . . . . . . . . . . . . . 81Feeblemind . . . . . . . . . . . . . . . . . 81Feig n Deat h . . . . . . . . . . . . . . . . . 81Find Familiar . . . . . . . . . . . . . . . . 81Fire Charm . . . . . . . . . . . . . . . . . . 82Fire Shield. . . . . . . . . . . . . . . . . . . 82Fire Trap . . . . . . . . . . . . . . . . . . . . 82Fireball . . . . . . . . . . . . . . . . . . . . . 82Flame Ar row . . . . . . . . . . . . . . . . 83Flo at ing Disk . . . . . . . . . . . . . . . . 83F l y . . . . . . . . . . . . . . . . . . . . . . . . . 8 3Fool’s Gold . . . . . . . . . . . . . . . . . . 83Forcef ul Hand . . . . . . . . . . . . . . . 83Forget . . . . . . . . . . . . . . . . . . . . . . 84Fre ez ing Sphe re . . . . . . . . . . . . . 84Friends . . . . . . . . . . . . . . . . . . . . . 84Fumble . . . . . . . . . . . . . . . . . . . . . 84G a t e . . . . . . . . . . . . . . . . . . . . . . . . 8 4G e a s . . . . . . . . . . . . . . . . . . . . . . . . 8 5Glass-s teel . . . . . . . . . . . . . . . . . . 85Glasseye . . . . . . . . . . . . . . . . . . . . 85Globe of Invulnerability. . . . . . . 85Grasping Hand . . . . . . . . . . . . . . . 85Guar ds and War ds . . . . . . . . . . . . 85Gus t of Wind . . . . . . . . . . . . . . . . 8 6Hallucinatory Terrain . . . . . . . . . 86H a s t e . . . . . . . . . . . . . . . . . . . . . . . 8 6

    Hol d Mons ter . . . . . . . . . . . . . . . . 8 6Hold Person . . . . . . . . . . . . . . . . . 87Hold Por tal . . . . . . . . . . . . . . . . . . 87Ice Storm. . . . . . . . . . . . . . . . . . . . 87I d e n t i f y . . . . . . . . . . . . . . . . . . . . . 8 7Imprisonment * . . . . . . . . . . . . . . 8 8Inc en di ar y Cloud. . . . . . . . . . . . . 88Inf rav ision . . . . . . . . . . . . . . . . . . 8 8Ins tan t Summons . . . . . . . . . . . . 88Inter posi ng Han d . . . . . . . . . . . . 89Invisibili ty . . . . . . . . . . . . . . . . . . 89Invisibility, 10 ft Radius. . . . . . . 89Invis ible Stalker . . . . . . . . . . . . . . 89

    Irresistible Dance . . . . . . . . . . . . 89Jump . . . . . . . . . . . . . . . . . . . . . . . 89K n o c k . . . . . . . . . . . . . . . . . . . . . . . 9 0Legend Lore . . . . . . . . . . . . . . . . . 90

    L e v i t a t e . . . . . . . . . . . . . . . . . . . . . 9 0L i g h t . . . . . . . . . . . . . . . . . . . . . . . 9 0Lig ht ning Bolt . . . . . . . . . . . . . . . 9 0Limited Wish . . . . . . . . . . . . . . . . 91Loc ate Objec t. . . . . . . . . . . . . . . . 91Lower Water * . . . . . . . . . . . . . . . 91Mage’s Faithful Hound. . . . . . . . 91Mage’s Sword . . . . . . . . . . . . . . . 91Magic Aura . . . . . . . . . . . . . . . . . . 92Magic Jar. . . . . . . . . . . . . . . . . . . . 92Magic Missil e . . . . . . . . . . . . . . . . 93Magic Mout h . . . . . . . . . . . . . . . . 93Mass Charm . . . . . . . . . . . . . . . . . 93M as s Invis ibil ity . . . . . . . . . . . . . 93Massmorph . . . . . . . . . . . . . . . . . 93Maze . . . . . . . . . . . . . . . . . . . . . . . 93M e n d i n g . . . . . . . . . . . . . . . . . . . . 9 4Message . . . . . . . . . . . . . . . . . . . . 94Meteor Swar m. . . . . . . . . . . . . . . 94Mind Blank . . . . . . . . . . . . . . . . . . 94Minor Globe of Invulnerability. 94Mirror Image . . . . . . . . . . . . . . . . 94Mnemonic Enhancement . . . . . 95Monster Summoning I. . . . . . . . 95Monster Summoning II . . . . . . . 95Monster Summoning III.. . . . . . 95Monster Summoning IV.. . . . . . 96Monster Summoning V . . . . . . . 96Monster Summoning VI.. . . . . . 96Monster Summoning VII . . . . . . 96Move Earth . . . . . . . . . . . . . . . . . . 97Part Water . . . . . . . . . . . . . . . . . . 97Passwall . . . . . . . . . . . . . . . . . . . . 97Permanenc y. . . . . . . . . . . . . . . . . 97Phan ta sma l For ce . . . . . . . . . . . . 97Phase Door . . . . . . . . . . . . . . . . . . 98Plant Growth . . . . . . . . . . . . . . . . 98Polymor ph Obje ct . . . . . . . . . . . . 98Polymor ph O th er . . . . . . . . . . . . 98Polymor ph Self . . . . . . . . . . . . . . 99Power Word, Blind . . . . . . . . . . . 99Pow er Word, Ki ll . . . . . . . . . . . . . 99Pow er Word, Stun . . . . . . . . . . . . 99Prismatic Sphere. . . . . . . . . . . .100Pr oje c t Ima ge . . . . . . . . . . . . . . 100Pro. From Evil*. . . . . . . . . . . . . . 100Pro. From Evil 10 ft Radius* . . 100

    Pro. From Normal Missiles. . . . 100P u s h . . . . . . . . . . . . . . . . . . . . . . . 1 0 1P yrotechnic s . . . . . . . . . . . . . . . 101Ray of Enfeeblement .. . . . . . . 101Read Mag ic * . . . . . . . . . . . . . . . 101Remove Cur se* . . . . . . . . . . . . . 101Rein car nation . . . . . . . . . . . . . . 102R e p u l s i o n . . . . . . . . . . . . . . . . . . 1 0 2Reve rs e Gravity . . . . . . . . . . . . . 102Rope Trick . . . . . . . . . . . . . . . . . . 102Scare . . . . . . . . . . . . . . . . . . . . . . 102S ecret Chest . . . . . . . . . . . . . . . . 103Shape Cha nge . . . . . . . . . . . . . . 103

    S h a t t e r . . . . . . . . . . . . . . . . . . . . 1 0 3Shield . . . . . . . . . . . . . . . . . . . . . 103Shock ing Gr as p . . . . . . . . . . . . . 103Simulacrum . . . . . . . . . . . . . . . . 10 4

    Sleep . . . . . . . . . . . . . . . . . . . . . . 104S l o w . . . . . . . . . . . . . . . . . . . . . . . 1 0 4Spe ll Immuni ty . . . . . . . . . . . . . 104Spider Cl imb. . . . . . . . . . . . . . . . 10 4Spirit- Rac k . . . . . . . . . . . . . . . . . 105Statue . . . . . . . . . . . . . . . . . . . . . 105Stink in g Cloud. . . . . . . . . . . . . . 105Stone Shape . . . . . . . . . . . . . . . . 105Ston e to Flesh* . . . . . . . . . . . . . 106Strength . . . . . . . . . . . . . . . . . . . 106S u g g e s t i o n . . . . . . . . . . . . . . . . . 1 0 6Symbol . . . . . . . . . . . . . . . . . . . . 106Telekinesis . . . . . . . . . . . . . . . . . 107Telepor t . . . . . . . . . . . . . . . . . . . 107Temporal Stasis*. . . . . . . . . . . . 107Time Stop . . . . . . . . . . . . . . . . . . 107Tiny Hut . . . . . . . . . . . . . . . . . . . 108Tongues* . . . . . . . . . . . . . . . . . . 108Transfor mation . . . . . . . . . . . . . 108Transmute Rock to Mud. . . . . . 108Tr ap the Soul . . . . . . . . . . . . . . . 108Un se en Ser va nt. . . . . . . . . . . . . 109Vanish . . . . . . . . . . . . . . . . . . . . . 109Ven tr iloqui sm . . . . . . . . . . . . . . 109Wall of Fire . . . . . . . . . . . . . . . . . 109Wall of Force . . . . . . . . . . . . . . . 109Wall of Ice . . . . . . . . . . . . . . . . . . 110Wall of Iron . . . . . . . . . . . . . . . . . 110Wall of Stone . . . . . . . . . . . . . . . 110Water Breathin g* . . . . . . . . . . . 110Web . . . . . . . . . . . . . . . . . . . . . . . 110Wish. . . . . . . . . . . . . . . . . . . . . . . 111Wiz ard Eye . . . . . . . . . . . . . . . . . 111Wiz ard Lock . . . . . . . . . . . . . . . . 111Write . . . . . . . . . . . . . . . . . . . . . . 111

    ILLUSIONISTAlter Real it y . . . . . . . . . . . . . . . . 112Arcane Spells, Level 1. . . . . . . . 112As tral Spel l. . . . . . . . . . . . . . . . . 112Audi ble Glamour . . . . . . . . . . . . 112Bl indness . . . . . . . . . . . . . . . . . . 112Blur . . . . . . . . . . . . . . . . . . . . . . . 112Chang e Self . . . . . . . . . . . . . . . . 112Chaos. . . . . . . . . . . . . . . . . . . . . . 113Co lour Spray . . . . . . . . . . . . . . . . 113Confusion . . . . . . . . . . . . . . . . . . 113

    Conjure Animals . . . . . . . . . . . . 113Continual Darkness. . . . . . . . . . 113Contin ual Li ght . . . . . . . . . . . . . 113Da nc in g L ights. . . . . . . . . . . . . . 114Darkness . . . . . . . . . . . . . . . . . . . 114Deaf ness . . . . . . . . . . . . . . . . . . . 114Demi-Shadow Magic . . . . . . . . 114Demi-Shadow Monsters . . . . . 114D etec t I llus ion . . . . . . . . . . . . . . 114Detect Invisibility . . . . . . . . . . . 114Detec t Magic . . . . . . . . . . . . . . . 114Dispel Exhaustion. . . . . . . . . . . 115Di spel I llusi on . . . . . . . . . . . . . . 115Emotion . . . . . . . . . . . . . . . . . . . 115Fear . . . . . . . . . . . . . . . . . . . . . . . 115Fog Cloud . . . . . . . . . . . . . . . . . . 115Gaze Reflec tion . . . . . . . . . . . . . 115Halluci nator y Terrain . . . . . . . . 115

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    Hypnotic Pattern. . . . . . . . . . . . 116Hy pnotism . . . . . . . . . . . . . . . . . 116I llus or y Scr ipt. . . . . . . . . . . . . . . 116Improved Invisibility . . . . . . . . 116Improved Phantasmal Force. . 116Inv isibil it y . . . . . . . . . . . . . . . . . 116Invisibility 10 ft Radius . . . . . . 117Light . . . . . . . . . . . . . . . . . . . . . . 117Magic Mout h . . . . . . . . . . . . . . . 117Ma jor Crea ti on . . . . . . . . . . . . . . 117

    Mas s Sugges ti on . . . . . . . . . . . . 117Massmorp h . . . . . . . . . . . . . . . . 117Maze . . . . . . . . . . . . . . . . . . . . . . 117Mi nor Cre at ion. . . . . . . . . . . . . . 117Mirror Image . . . . . . . . . . . . . . . 118Misdirec tion. . . . . . . . . . . . . . . . 118Non -D etec ti on. . . . . . . . . . . . . . 118Paral ys at ion . . . . . . . . . . . . . . . . 118Permanent I l lusion. . . . . . . . . . 118Phantasmal Force. . . . . . . . . . . 118

    Phantasmal Killer . . . . . . . . . . . 118Pri sma ti c Spr ay . . . . . . . . . . . . . 119Pri sma ti c Wall . . . . . . . . . . . . . . 119Programmed Illusion. . . . . . . . 119Proje ct Image . . . . . . . . . . . . . . 119Rope Trick . . . . . . . . . . . . . . . . . . 119Shades. . . . . . . . . . . . . . . . . . . . . 119Shadow Door . . . . . . . . . . . . . . . 120Shadow M agic . . . . . . . . . . . . . . 120Sha dow M on ster s . . . . . . . . . . . 120

    Spe ctral Forc e . . . . . . . . . . . . . . 120Sug gest ion . . . . . . . . . . . . . . . . . 121Summon Shadow . . . . . . . . . . . 121True Sight . . . . . . . . . . . . . . . . . . 121Veil. . . . . . . . . . . . . . . . . . . . . . . . 121Ve ntri loquism . . . . . . . . . . . . . . 121Vision . . . . . . . . . . . . . . . . . . . . . 121Wall of Fog . . . . . . . . . . . . . . . . . 121

    LIST OF MONSTERS

    MENBandit (Brigand) . . . . . . . . . . . 194B e r s e r k e r . . . . . . . . . . . . . . . . . . 1 9 4Buccaneer (Pirate) . . . . . . . . . . 194Dervish (Nomad) . . . . . . . . . . . 195P i l g r i m . . . . . . . . . . . . . . . . . . . . 1 9 6Merchant . . . . . . . . . . . . . . . . . . 196

    DEMIHUMANSDwarf . . . . . . . . . . . . . . . . . . . . . 197E l f . . . . . . . . . . . . . . . . . . . . . . . . . 1 9 7G n o m e . . . . . . . . . . . . . . . . . . . . . 1 9 8H a l fl i n g . . . . . . . . . . . . . . . . . . . . 1 9 8

    HUMANOIDSBatr achian . . . . . . . . . . . . . . . . . 19 9B u g b e a r . . . . . . . . . . . . . . . . . . . 2 0 0Caveman (Tribesman) . . . . . . . 200Gnoll . . . . . . . . . . . . . . . . . . . . . . 2 00Goblin . . . . . . . . . . . . . . . . . . . . . 201G r i m l o c k . . . . . . . . . . . . . . . . . . . 2 0 2

    H o b g o b l i n . . . . . . . . . . . . . . . . . 2 0 3K o b o l d . . . . . . . . . . . . . . . . . . . . . 2 0 3Liz ard Man . . . . . . . . . . . . . . . . . 203Orc . . . . . . . . . . . . . . . . . . . . . . . . 204T r o g l o d y t e . . . . . . . . . . . . . . . . . 2 0 4

    GIANTSC y c l o p s . . . . . . . . . . . . . . . . . . . . 2 0 5Giant, Cloud . . . . . . . . . . . . . . . . 205G i a n t , F i r e . . . . . . . . . . . . . . . . . . 2 0 6Giant, Fros t. . . . . . . . . . . . . . . . . 20 6Giant, Hil l . . . . . . . . . . . . . . . . . . 207Giant, Stone . . . . . . . . . . . . . . . . 207Giant, Stor m. . . . . . . . . . . . . . . . 207

    E t t i n . . . . . . . . . . . . . . . . . . . . . . . 2 0 8O g r e . . . . . . . . . . . . . . . . . . . . . . . 2 0 8Troll . . . . . . . . . . . . . . . . . . . . . . . 209Trol l, Giant . . . . . . . . . . . . . . . . . 20 9Troll, Giant Two-Headed . . . . . 210Trol l, Ice . . . . . . . . . . . . . . . . . . . 210Tr ol l, Spe ctra l. . . . . . . . . . . . . . . 211

    DRAGONSD ra gon, B lac k. . . . . . . . . . . . . . . 211Dragon, Blue . . . . . . . . . . . . . . . 212D ra gon, B ra ss. . . . . . . . . . . . . . . 212D ra gon, Br on ze . . . . . . . . . . . . . 213D ra gon, Copper . . . . . . . . . . . . . 214Dragon, Go ld . . . . . . . . . . . . . . . 214Dragon, Gr een . . . . . . . . . . . . . . 214Dragon, Red . . . . . . . . . . . . . . . . 215D ra gon, S ilve r . . . . . . . . . . . . . . 216D ra gon, W hi te . . . . . . . . . . . . . . 216

    DEMONSBabau . . . . . . . . . . . . . . . . . . . . . 217Class A Demon . . . . . . . . . . . . . . 218Class B Demon . . . . . . . . . . . . . . 218Cla ss C D emon . . . . . . . . . . . . . . 219Class D Demon . . . . . . . . . . . . . . 219Cla ss E De mon . . . . . . . . . . . . . . 220

    Cla ss F D emon . . . . . . . . . . . . . . 221D e m o n e t t e . . . . . . . . . . . . . . . . . 2 2 1Demoniac . . . . . . . . . . . . . . . . . . 222Dretch . . . . . . . . . . . . . . . . . . . . . 222Ekivu . . . . . . . . . . . . . . . . . . . . . . 2 22K u l l u l e . . . . . . . . . . . . . . . . . . . . . 2 2 3Quasit . . . . . . . . . . . . . . . . . . . . . 223S h u b . . . . . . . . . . . . . . . . . . . . . . 2 2 4S u c c u b u s . . . . . . . . . . . . . . . . . . . 2 2 4U d u k . . . . . . . . . . . . . . . . . . . . . . 2 2 5

    DEVILSA s s a g i m . . . . . . . . . . . . . . . . . . . 2 2 6Barbed Devil  . . . . . . . . . . . . . . 226Bear ded Devil . . . . . . . . . . . . . . . 227B o n e D e v i l . . . . . . . . . . . . . . . . . 2 2 7D e v i l c a t . . . . . . . . . . . . . . . . . . . . 2 2 8E r i n y e s . . . . . . . . . . . . . . . . . . . . . 2 2 8Horned Devil . . . . . . . . . . . . . . . 229Ice Devil . . . . . . . . . . . . . . . . . . . 229Imp . . . . . . . . . . . . . . . . . . . . . . . 2 29L e m u r e . . . . . . . . . . . . . . . . . . . . 2 3 0Sc al y Devil . . . . . . . . . . . . . . . . . 2 30Shaitan . . . . . . . . . . . . . . . . . . . . 231Spiked Devil . . . . . . . . . . . . . . . . 231Pit Fiend . . . . . . . . . . . . . . . . . . . 232Soul Worm . . . . . . . . . . . . . . . . . 232

    DINOSAURSTyrannosaurids/Allosaurids . . 233Hadrosaurids . . . . . . . . . . . . . . . 233S a u r o p o d s . . . . . . . . . . . . . . . . . 2 3 4Ce r a tops i a n s . . . . . . . . . . . . . . . 235Other Dinosaurs I . . . . . . . . . . . 235Other Dinosaurs I I . . . . . . . . . . . 236Marine Dinosaurs . . . . . . . . . . . 236Flying Dinosaurs . . . . . . . . . . . . 237

    GOLEMSFlesh . . . . . . . . . . . . . . . . . . . . . . 237S t o n e . . . . . . . . . . . . . . . . . . . . . . 2 3 7

    I r o n . . . . . . . . . . . . . . . . . . . . . . . 2 3 7C l a y . . . . . . . . . . . . . . . . . . . . . . . 2 3 7

    LYCANTHROPESWerebear . . . . . . . . . . . . . . . . . . 238Wereboar . . . . . . . . . . . . . . . . . . 238

    W e r e r a t . . . . . . . . . . . . . . . . . . . . 2 3 8W e r e t i g e r . . . . . . . . . . . . . . . . . . 2 3 8W e r e w o l d . . . . . . . . . . . . . . . . . . 2 3 8

    SYLVAN OR FAERIECREATURESB r o w n i e . . . . . . . . . . . . . . . . . . . 2 4 0

    C e n t a u r . . . . . . . . . . . . . . . . . . . . 2 4 0D r y a d . . . . . . . . . . . . . . . . . . . . . . 2 4 0Faun (S at yr) . . . . . . . . . . . . . . . . 241Leprechaun . . . . . . . . . . . . . . . . 241Nixie . . . . . . . . . . . . . . . . . . . . . . 241Nymph . . . . . . . . . . . . . . . . . . . . 242P i x i e . . . . . . . . . . . . . . . . . . . . . . . 2 4 3Quickling . . . . . . . . . . . . . . . . . . 243S p r i t e . . . . . . . . . . . . . . . . . . . . . . 2 4 4Sylph . . . . . . . . . . . . . . . . . . . . . . 244T r e a n t . . . . . . . . . . . . . . . . . . . . . 2 4 4Tr ee, An imated . . . . . . . . . . . . . 244U n i c o r n . . . . . . . . . . . . . . . . . . . . 2 4 5

    UNDEADBanshee (Groaning Spirit) . . . 245Coffer Corp se . . . . . . . . . . . . . . . 245G h a s t . . . . . . . . . . . . . . . . . . . . . . 2 4 6G h o s t . . . . . . . . . . . . . . . . . . . . . . 2 4 6G h o u l . . . . . . . . . . . . . . . . . . . . . . 2 4 7L i c h . . . . . . . . . . . . . . . . . . . . . . . 2 4 7Mummy . . . . . . . . . . . . . . . . . . . 248Po ltergeis t . . . . . . . . . . . . . . . . . 24 8S h a d o w . . . . . . . . . . . . . . . . . . . . 2 4 9Skeleton . . . . . . . . . . . . . . . . . . . 249S p e c t r e . . . . . . . . . . . . . . . . . . . . 2 5 0V a m p i r e . . . . . . . . . . . . . . . . . . . 2 5 0

    Wight . . . . . . . . . . . . . . . . . . . . . 251W r a i t h . . . . . . . . . . . . . . . . . . . . . 2 5 1Z o m b i e . . . . . . . . . . . . . . . . . . . . 2 5 1Zomb ie, J uju. . . . . . . . . . . . . . . . 252

    ANIMALSApe . . . . . . . . . . . . . . . . . . . . . . . 252Axe Beak (Phorusrhacid). . . . . 253Baboon . . . . . . . . . . . . . . . . . . . . 253B a d g e r . . . . . . . . . . . . . . . . . . . . . 2 5 3B a t . . . . . . . . . . . . . . . . . . . . . . . . 2 5 3Bat , Mob at . . . . . . . . . . . . . . . . . 25 4B a r r a c u d a . . . . . . . . . . . . . . . . . . 2 5 4Bear, Less er . . . . . . . . . . . . . . . . 25 4

    B ear, Greater . . . . . . . . . . . . . . . 254B i r d . . . . . . . . . . . . . . . . . . . . . . . 2 5 5B o a r . . . . . . . . . . . . . . . . . . . . . . . 2 5 5B oar, War th og. . . . . . . . . . . . . . 255Camel . . . . . . . . . . . . . . . . . . . . . 2 56

    Cat . . . . . . . . . . . . . . . . . . . . . . . . 256C a t t l e . . . . . . . . . . . . . . . . . . . . . . 2 5 6C r o c o d i l e . . . . . . . . . . . . . . . . . . . 2 5 7Crustacean, Giant . . . . . . . . . . . 257Dog . . . . . . . . . . . . . . . . . . . . . . . 258E e l , G i a n t . . . . . . . . . . . . . . . . . . 2 5 8E l e p h a n t . . . . . . . . . . . . . . . . . . . 2 5 8

    Fish, Giant. . . . . . . . . . . . . . . . . . 259Frog, Giant . . . . . . . . . . . . . . . . . 26 0H o r s e . . . . . . . . . . . . . . . . . . . . . . 2 6 0Hippopotamus. . . . . . . . . . . . . . 261Hyena . . . . . . . . . . . . . . . . . . . . . 261Indri coth er ium . . . . . . . . . . . . . 261J a c k a l . . . . . . . . . . . . . . . . . . . . . . 2 6 2L i o n . . . . . . . . . . . . . . . . . . . . . . . 2 6 2M u l e . . . . . . . . . . . . . . . . . . . . . . 2 6 3Portuguese Man O’ War, Giant. .263Rat . . . . . . . . . . . . . . . . . . . . . . . . 263Rhinoceros . . . . . . . . . . . . . . . . . 264S h a r k . . . . . . . . . . . . . . . . . . . . . . 2 6 4

    Squid, Giant . . . . . . . . . . . . . . . . 264Tiger . . . . . . . . . . . . . . . . . . . . . . 265T o a d . . . . . . . . . . . . . . . . . . . . . . . 2 6 5T u r t l e . . . . . . . . . . . . . . . . . . . . . . 2 6 5W a l r u s . . . . . . . . . . . . . . . . . . . . . 2 6 6W e a s e l . . . . . . . . . . . . . . . . . . . . 2 6 6Whale . . . . . . . . . . . . . . . . . . . . . 266W o l f . . . . . . . . . . . . . . . . . . . . . . . 2 6 7W o l v e r i n e . . . . . . . . . . . . . . . . . . 2 6 7Worg . . . . . . . . . . . . . . . . . . . . . . 268

    OTHER CREATURESA c h a i e r a i . . . . . . . . . . . . . . . . . . . 2 6 8Aer ial Ser vant . . . . . . . . . . . . . . 268Afreet . . . . . . . . . . . . . . . . . . . . . 269Al-Mi’raj . . . . . . . . . . . . . . . . . . . 269Amber Creeping Vine. . . . . . . . 269A n k h e g . . . . . . . . . . . . . . . . . . . . 2 7 0A n n i s . . . . . . . . . . . . . . . . . . . . . . 2 7 0Ant, Giant . . . . . . . . . . . . . . . . . . 271Aurumvorax . . . . . . . . . . . . . . . . 271B a b b l e r . . . . . . . . . . . . . . . . . . . . 2 7 1B a r g h e s t . . . . . . . . . . . . . . . . . . . 2 7 2Basilisk . . . . . . . . . . . . . . . . . . . . 272Bee, G iant . . . . . . . . . . . . . . . . . . 272B ee tle, G ia nt . . . . . . . . . . . . . . . 273Behir . . . . . . . . . . . . . . . . . . . . . . 274

    Blindheim. . . . . . . . . . . . . . . . . . 274Blink Dog . . . . . . . . . . . . . . . . . . 274Bulet te . . . . . . . . . . . . . . . . . . . . 275Carbuncle . . . . . . . . . . . . . . . . . . 275Car cas s Cre eper . . . . . . . . . . . . . 276

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    Caryatid Column . . . . . . . . . . . . 276Cater waul . . . . . . . . . . . . . . . . . . 276C e n t i p e d e . . . . . . . . . . . . . . . . . . 2 7 7C h i m æ r a . . . . . . . . . . . . . . . . . . . 2 7 7C o c k a t r i c e . . . . . . . . . . . . . . . . . . 2 7 7Coeurl . . . . . . . . . . . . . . . . . . . . . 278Couatl . . . . . . . . . . . . . . . . . . . . . 278C r a b m a n . . . . . . . . . . . . . . . . . . . 2 7 8Cr yp t Thing . . . . . . . . . . . . . . . . 279Dakon . . . . . . . . . . . . . . . . . . . . . 279Dark C reeper . . . . . . . . . . . . . . . 279Di sen cha nter . . . . . . . . . . . . . . . 281D oppelgä nger . . . . . . . . . . . . . . 281D r a c o l i s k . . . . . . . . . . . . . . . . . . . 2 8 1D r a gon T ur t le . . . . . . . . . . . . . . . 282E l e m e n t a l . . . . . . . . . . . . . . . . . . 2 8 2Et tercap . . . . . . . . . . . . . . . . . . . 284Executioner’s Hood.. . . . . . . . . 284Eye of the D eep . . . . . . . . . . . . . 284Fly, G iant. . . . . . . . . . . . . . . . . . . 284Fungi, Violet. . . . . . . . . . . . . . . . 285G a r g o y l e . . . . . . . . . . . . . . . . . . . 2 8 5Gelatinous Cube . . . . . . . . . . . . 285G e n i e . . . . . . . . . . . . . . . . . . . . . . 2 8 6Gorgon . . . . . . . . . . . . . . . . . . . . 2 86Grey Ooze . . . . . . . . . . . . . . . . . . 287G r i ff o n . . . . . . . . . . . . . . . . . . . . . 2 8 7

    H a r p y . . . . . . . . . . . . . . . . . . . . . . 2 8 7Hell Hound . . . . . . . . . . . . . . . . . 288H i p p o g r i ff . . . . . . . . . . . . . . . . . . 2 8 8H o m o n c u l u s . . . . . . . . . . . . . . . . 2 8 8H y d r a . . . . . . . . . . . . . . . . . . . . . . 2 8 9Invisible Stalker. . . . . . . . . . . . . 289Jackalwere . . . . . . . . . . . . . . . . . 290K r a k e n . . . . . . . . . . . . . . . . . . . . . 2 9 0Lamia . . . . . . . . . . . . . . . . . . . . . 291Lammasu . . . . . . . . . . . . . . . . . . 291Leech, Giant . . . . . . . . . . . . . . . . 291Liz ard, G iant. . . . . . . . . . . . . . . . 292L o c a t h a h . . . . . . . . . . . . . . . . . . . 2 9 3Lurker Ab ove . . . . . . . . . . . . . . . 293M a n t i c o r e . . . . . . . . . . . . . . . . . . 2 9 3M e d u s a . . . . . . . . . . . . . . . . . . . . 2 9 4M e p h i t . . . . . . . . . . . . . . . . . . . . 2 9 4M e r m a n . . . . . . . . . . . . . . . . . . . 2 9 5M i n o t a u r . . . . . . . . . . . . . . . . . . . 2 9 6Mongrelman . . . . . . . . . . . . . . . 29 6Mould . . . . . . . . . . . . . . . . . . . . . 297N a g a . . . . . . . . . . . . . . . . . . . . . . 2 9 7Ne c r oph i di us . . . . . . . . . . . . . . . 298Nereid . . . . . . . . . . . . . . . . . . . . . 299Night Hag . . . . . . . . . . . . . . . . . . 299N i g h t m a r e . . . . . . . . . . . . . . . . . 3 0 0Nilbog . . . . . . . . . . . . . . . . . . . . . 3 00

    O w l b e a r . . . . . . . . . . . . . . . . . . . 3 0 0Otyugh . . . . . . . . . . . . . . . . . . . . 301P e g a s u s . . . . . . . . . . . . . . . . . . . . 3 0 1P h a n t o m . . . . . . . . . . . . . . . . . . . 3 0 2P h o e n i x . . . . . . . . . . . . . . . . . . . . 3 0 2P i e r c e r . . . . . . . . . . . . . . . . . . . . . 3 0 3Ps e udo-D r a gon . . . . . . . . . . . . . 303Pu rpl e Worm . . . . . . . . . . . . . . . 30 4R a k s h a s a . . . . . . . . . . . . . . . . . . . 3 0 4R e m o r h a z . . . . . . . . . . . . . . . . . . 3 0 4R o c . . . . . . . . . . . . . . . . . . . . . . . . 3 0 5R o p e r . . . . . . . . . . . . . . . . . . . . . . 3 0 5Rot Grub . . . . . . . . . . . . . . . . . . . 306Rus t Monster . . . . . . . . . . . . . . . 307Sahuagin . . . . . . . . . . . . . . . . . . 307Scorpion . . . . . . . . . . . . . . . . . . . 308Sea Hag . . . . . . . . . . . . . . . . . . . . 3 08S ea Serp ent . . . . . . . . . . . . . . . . 30 9Shambling Mound . . . . . . . . . . 309Shedu . . . . . . . . . . . . . . . . . . . . . 3 09Shrieker. . . . . . . . . . . . . . . . . . . . 310Skeleton Warrior. . . . . . . . . . . . 310Slithering Tracker . . . . . . . . . . . 311Sl ime, G reen. . . . . . . . . . . . . . . . 311Sl ug, Giant . . . . . . . . . . . . . . . . . 311Snake, Giant . . . . . . . . . . . . . . . . 312Sphinx . . . . . . . . . . . . . . . . . . . . . 312

    Sph in x, Andro- . . . . . . . . . . . . . 312Sph in x, Cri o- . . . . . . . . . . . . . . . 313Sph in x, Gyno- . . . . . . . . . . . . . . 313Sphinx, Hieraco- . . . . . . . . . . . . 314Spi de r, G iant . . . . . . . . . . . . . . . 314Spider, H uge. . . . . . . . . . . . . . . . 314Spi de r, Lar ge . . . . . . . . . . . . . . . 314Spider, Phase . . . . . . . . . . . . . . . 315Spider, Giant Water.. . . . . . . . . 315Squealer . . . . . . . . . . . . . . . . . . . 315Stirge. . . . . . . . . . . . . . . . . . . . . . 316Stunjelly . . . . . . . . . . . . . . . . . . . 316Tick, Giant. . . . . . . . . . . . . . . . . . 316Titan . . . . . . . . . . . . . . . . . . . . . . 316Trapper . . . . . . . . . . . . . . . . . . . . 317Triton. . . . . . . . . . . . . . . . . . . . . . 317Vilstrak . . . . . . . . . . . . . . . . . . . . 318Volt . . . . . . . . . . . . . . . . . . . . . . . 318Vul chl ing . . . . . . . . . . . . . . . . . . 318Wasp, Giant . . . . . . . . . . . . . . . . 319Wi ll-O -the -Wi sp. . . . . . . . . . . . 319Wyver n . . . . . . . . . . . . . . . . . . . . 319X o r n . . . . . . . . . . . . . . . . . . . . . . . 3 1 9Y e t i . . . . . . . . . . . . . . . . . . . . . . . . 3 2 0Dread Wraith . . . . . . . . . . . . . . . 372

    LIST OF MAGIC ITEMS

    POTIONSAni mal Control . . . . . . . . . . . . . 329Clai raudi enc e. . . . . . . . . . . . . . . 329

    Clai rvoyan ce . . . . . . . . . . . . . . . 329C l i m b i n g . . . . . . . . . . . . . . . . . . . 3 2 9Delusion . . . . . . . . . . . . . . . . . . . 329D i m i n u t i o n . . . . . . . . . . . . . . . . . 3 2 9D ragon Control . . . . . . . . . . . . . 329E S P . . . . . . . . . . . . . . . . . . . . . . . . 3 3 0E xtra -Heal in g . . . . . . . . . . . . . . 330Fir e Resi stanc e. . . . . . . . . . . . . . 330Flying . . . . . . . . . . . . . . . . . . . . . 330Gas eous For m . . . . . . . . . . . . . . 330Gia nt Con tr ol . . . . . . . . . . . . . . . 330Gia nt Str ength . . . . . . . . . . . . . . 330Growth . . . . . . . . . . . . . . . . . . . . 330

    Healing . . . . . . . . . . . . . . . . . . . . 330H e r o i s m . . . . . . . . . . . . . . . . . . . 3 3 0Huma n Control . . . . . . . . . . . . . 330Invisibilit y . . . . . . . . . . . . . . . . . 331Invulne rabil ity. . . . . . . . . . . . . . 331Levitation . . . . . . . . . . . . . . . . . . 331Longevit y . . . . . . . . . . . . . . . . . . 331Oil of Ætherealness. . . . . . . . . . 331Oil of Slipperiness. . . . . . . . . . . 331Phi ltre of Love . . . . . . . . . . . . . . 331Philtre of Persuasiveness.. . . . 331Plan t Control . . . . . . . . . . . . . . . 331Pol ymor ph . . . . . . . . . . . . . . . . . 331

    Speed . . . . . . . . . . . . . . . . . . . . . 331Super-Her oi sm . . . . . . . . . . . . . 331Sweet Water . . . . . . . . . . . . . . . 332Treasure Findi ng . . . . . . . . . . . . 332Un dea d Con tr ol . . . . . . . . . . . . . 332Water Breathing . . . . . . . . . . . . 332

    SCROLLSWar d of D emon s . . . . . . . . . . . . 333War d of D evils . . . . . . . . . . . . . . 333

    Ward of Elementals . . . . . . . . . 333Ward of Lycanthropes . . . . . . . 333War d of Ma gi c . . . . . . . . . . . . . . 333Ward of Petrifaction.. . . . . . . . 333Ward of Possession. . . . . . . . . . 333War d of Un de ad . . . . . . . . . . . . 333

    RODS, STAVESAND WANDSA b s o r p t i o n . . . . . . . . . . . . . . . . . 3 3 4C a n c e l l a t i o n . . . . . . . . . . . . . . . . 3 3 4C a p t i v a t i o n . . . . . . . . . . . . . . . . . 3 3 4Lordl y Might . . . . . . . . . . . . . . . 334Resu rrec tion . . . . . . . . . . . . . . . 335Rulership . . . . . . . . . . . . . . . . . . 335S t r i k i n g . . . . . . . . . . . . . . . . . . . . 3 3 5Compulsion . . . . . . . . . . . . . . . . 335Healing . . . . . . . . . . . . . . . . . . . . 335Power . . . . . . . . . . . . . . . . . . . . . 335S e r p e n t . . . . . . . . . . . . . . . . . . . . 3 3 6W i t h e r i n g . . . . . . . . . . . . . . . . . . 3 3 6W i z a r d r y . . . . . . . . . . . . . . . . . . . 3 3 6D etec ti ng Ma gi c . . . . . . . . . . . . 336Det. Minerals and Metals. . . . . 336Det. Traps and Secret Doors . . 337E ne my D etec tion. . . . . . . . . . . . 337F e a r . . . . . . . . . . . . . . . . . . . . . . . 3 3 7

    F i r e . . . . . . . . . . . . . . . . . . . . . . . . 3 3 7Ice . . . . . . . . . . . . . . . . . . . . . . . . 337Light . . . . . . . . . . . . . . . . . . . . . . 337Illusion . . . . . . . . . . . . . . . . . . . . 337Lightning . . . . . . . . . . . . . . . . . . 337

    M agic Mi ssi le s . . . . . . . . . . . . . . 337N e g a t i o n . . . . . . . . . . . . . . . . . . . 3 3 7P a r a l y s a t i o n . . . . . . . . . . . . . . . . 3 3 8

    Polymor phi ng . . . . . . . . . . . . . . 338S u m m o n i n g . . . . . . . . . . . . . . . . 3 3 8W o n d e r . . . . . . . . . . . . . . . . . . . . 3 3 8

    MAGIC ARMOURAND SHIELDSPlate Mail of Æthereality. . . . . 338L Shield +1, Missile Deflector . 339

    MAGIC SWORDSB le edin g Sword. . . . . . . . . . . . . 339D an ci ng Sword . . . . . . . . . . . . . 339D e f e n d e r . . . . . . . . . . . . . . . . . . . 3 3 9D r a g o n b a n e . . . . . . . . . . . . . . . . 3 3 9

    Fla mi ng Blade . . . . . . . . . . . . . . 339Fros t Brand. . . . . . . . . . . . . . . . . 339G i a n t b a n e . . . . . . . . . . . . . . . . . . 3 4 0Holy S word . . . . . . . . . . . . . . . . . 340K e e n b l a d e . . . . . . . . . . . . . . . . . 3 4 0L u c k B l a d e . . . . . . . . . . . . . . . . . 3 4 0Magebane . . . . . . . . . . . . . . . . . 340Nine Lives Stealer . . . . . . . . . . . 340T r o l l b a n e . . . . . . . . . . . . . . . . . . 3 4 0Va mpi r e B la de . . . . . . . . . . . . . . 340Vor pal B lade. . . . . . . . . . . . . . . . 34 0W e r e b a n e . . . . . . . . . . . . . . . . . . 3 4 0W y r m b a n e . . . . . . . . . . . . . . . . . 3 4 0

    MISCELLANEOUSWEAPONSArrow of Slaying . . . . . . . . . . . . 343Axe of Hur li ng . . . . . . . . . . . . . . 343Crossbow of Accuracy. . . . . . . . 343

    Crossbow of Range. . . . . . . . . . 343Crossbow of Speed . . . . . . . . . . 343Dagger of Venom . . . . . . . . . . . 343

    Hammer of the Dwarfs.. . . . . . 344Holy Mace . . . . . . . . . . . . . . . . . . 3 44Sling of the Halfling .. . . . . . . . 344T r i d e n t / F o r k . . . . . . . . . . . . . . . . 3 4 4

    MISCELLANEOUS MAGICAfr e e t i B ott le . . . . . . . . . . . . . . . 344Ahmek’s Copious Coin Purse. . 344Alchemy Jug . . . . . . . . . . . . . . . . 34 4Amulet of Health. . . . . . . . . . . .344Amulet of Mighty Fists.. . . . . . 344Amulet of Natural Armour. . . . 344Amulet of Life Protection . . . . 344Amulet of the Planes .. . . . . . . 345Amulet of Proof Against

    Detection or Location. . . . . 345Apparatus of the Lobster. . . . . 345Arrow of Direction . . . . . . . . . . 345B ag of Holdi ng. . . . . . . . . . . . . . 345Bag of Trick s. . . . . . . . . . . . . . . . 345Bead of Force . . . . . . . . . . . . . . . 345Belt of Dwarfkind . . . . . . . . . . . 346Belt of Giant Strength . . . . . . . 346Blemish Blotter . . . . . . . . . . . . . 346Bl essed Bo ok . . . . . . . . . . . . . . . 34 6Boat , Fol ding . . . . . . . . . . . . . . . 34 6Boots of Elvenkind . . . . . . . . . . 346

    Boots of Levitation. . . . . . . . . . 346B oots of Spe ed. . . . . . . . . . . . . . 346Boots of Striding/Springing . . 346Boots of Teleportation. . . . . . . 346Boots of the Winterlands. . . . . 346

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    B oots , W i n ge d. . . . . . . . . . . . . . 346Bot tle of Air . . . . . . . . . . . . . . . . 34 6Bowl Commanding

    Water Elementals . . . . . . . . 346Bracelet of Friends .. . . . . . . . . 347Bracers of Archery, Greater . . . 347Bracers of Archery, Lesser . . . . 347Bracers of Armour. . . . . . . . . . . 347Brazier of Commanding

    Fire Elementals . . . . . . . . . . 347Brooch of Instigation .. . . . . . . 347Brooch of Shielding .. . . . . . . . 347B room of Flyi ng. . . . . . . . . . . . . 347Candle of Invocation. . . . . . . . . 347Can dle of Tr uth . . . . . . . . . . . . . 347Cape of the Mountebank. . . . . 347Car pe t of F ly ing. . . . . . . . . . . . . 347Censer of Controlling

    Air Elementals . . . . . . . . . . .348Chime of Interruption . . . . . . . 348Chi me of Open in g. . . . . . . . . . . 348Circlet of Blasting, Major. . . . . 348Circlet of Blasting, Minor.. . . . 348Circlet of Persuasion. . . . . . . . . 348Cloak of Arachnida . . . . . . . . . . 348Cloak of the B at. . . . . . . . . . . . . 348Cloak of Charisma . . . . . . . . . . . 348Cloak of Displacement, Major. 348Cloak of Displacement, Minor. 348Cloak of Elvenkind . . . . . . . . . . 348Cloak of Ætherealness . . . . . . . 348Cloak of the Manta Ray . . . . . . 348Cloak of Resistance. . . . . . . . . . 348C r y s t a l B a l l . . . . . . . . . . . . . . . . . 3 4 9Cube of Force . . . . . . . . . . . . . . . 349Cube of Frost Resistance . . . . . 349C u b i c G a t e . . . . . . . . . . . . . . . . . . 3 4 9Dark Skull . . . . . . . . . . . . . . . . . . 349Decanter of Endless Water . . . 349Deck of I llusions . . . . . . . . . . . . 350Dimensional Shackles . . . . . . . 350D rums of Pani c. . . . . . . . . . . . . . 350Dust of Appearance .. . . . . . . . 350Dust of Disappearance. . . . . . . 350D us t of D rynes s . . . . . . . . . . . . . 351D us t of I llus ion. . . . . . . . . . . . . . 351Dust of Tracelessness .. . . . . . . 351

    E ffic ien t Q ui ver . . . . . . . . . . . . . 351E le men ta l Gem . . . . . . . . . . . . . 351Elixir of Fire Breath. . . . . . . . . . 351E li xi r of Hidin g. . . . . . . . . . . . . . 351Elixir of Swimming . . . . . . . . . . 351Elixi r of Truth . . . . . . . . . . . . . . . 351E li xi r of V is ion . . . . . . . . . . . . . . 351Eversmoking Bottle . . . . . . . . . 351Eyes of Charming . . . . . . . . . . . 351Eyes of Doom . . . . . . . . . . . . . . . 351

    Eyes of the Eagle . . . . . . . . . . . . 352Eyes of Petrifaction. . . . . . . . . . 352Feathe r Token . . . . . . . . . . . . . . 352Figurines of Wondrous Power . 352Gauntlets of Ogre Power . . . . . 353Gauntlet of Rust . . . . . . . . . . . . 353Gem of Brightness . . . . . . . . . . 353Gem of Seei ng . . . . . . . . . . . . . . 353Gloves of Arrow Snaring . . . . . 353Gloves of Dexterity. . . . . . . . . . 353Glove of Stor in g. . . . . . . . . . . . . 353Gloves of Swimming/Climbing .353

    Goggles of Minute Seeing. . . . 353Goggles of Night . . . . . . . . . . . . 353Golem M anual . . . . . . . . . . . . . . 353Handy Haversack. . . . . . . . . . . . 353Harp of Charming . . . . . . . . . . . 353Ha t of Di sgui se. . . . . . . . . . . . . . 353Helm of Bri ll iance . . . . . . . . . . . 353Helm of Comprehend

    L anguages . . . . . . . . . . . . . . 354Helm of Telepathy. . . . . . . . . . . 354Helm of Teleportation . . . . . . . 354Helm of Underwater Action . . 354Horn of Blasting . . . . . . . . . . . . 354Horn of Blasting, Greater.. . . . 354Horn of Fo g. . . . . . . . . . . . . . . . . 354Horn of Goodness/Evil . . . . . . . 354Horn of the Tritons . . . . . . . . . . 354Hor n of Valhal la . . . . . . . . . . . . . 355Horseshoes of Speed . . . . . . . . 355Horseshoes of the Zephyr . . . . 355Incense of Meditation . . . . . . . 355In stant For tr es s. . . . . . . . . . . . . 355Ioun St ones . . . . . . . . . . . . . . . . 355Iron Bands of Binding.. . . . . . . 355Iron Flask . . . . . . . . . . . . . . . . . . 355Javelin of the Raptor.. . . . . . . . 356Lantern of Revealing . . . . . . . . 356Lyre of Buildi ng. . . . . . . . . . . . . 356Man tle of Fai th . . . . . . . . . . . . . 356Mantle of Magic Resistance . . 356Manual of Bodily Health . . . . . 356Manual of Gainful Exercise . . . 356Manual of Quickness of Action. .356

    Marvellous Pigments. . . . . . . . 356Mas k of the Sk ul l. . . . . . . . . . . . 356

    Mattock of the Titans. . . . . . . . 356Maul of the Titans. . . . . . . . . . . 356Medallion of Thoughts.. . . . . . 356Mirror of Life Trapping. . . . . . . 356Mirror of Mental Prowess . . . . 357Mirror of Opposition. . . . . . . . . 357Necklace of Adaptation . . . . . . 357Necklace of Fireballs.. . . . . . . . 357Oil of Famishing. . . . . . . . . . . . . 357Orb of Stor ms . . . . . . . . . . . . . . . 357

    Pe ar l of Pow er . . . . . . . . . . . . . . 358Pearl of the Sirines .. . . . . . . . . 358Periapt of Health. . . . . . . . . . . . 358Periapt of Proof Against Poison. 358Periapt of Wisdom . . . . . . . . . . 358Periapt of Wound Closure . . . . 358Phylactery of Faithfulness.. . . 358Phylactery of Undead Turning. 358Pipes of Haunting . . . . . . . . . . . 358Pipes of Pain. . . . . . . . . . . . . . . . 358Pipes of the Sewers. . . . . . . . . . 358Pipes of Sounding.. . . . . . . . . . 358Ple ntiful Ve ss el . . . . . . . . . . . . . 358Restorative Ointment.. . . . . . . 358R i n g G a t e s . . . . . . . . . . . . . . . . . 3 5 8Robe of the Archmagi.. . . . . . . 359Robe of B le nding. . . . . . . . . . . . 359Robe of B on es . . . . . . . . . . . . . . 359Robe of Eyes . . . . . . . . . . . . . . . . 359Robe of Scintillating Colours. . 359Robe of St ar s . . . . . . . . . . . . . . . 359Robe of Useful Items . . . . . . . . 359Rope of C li mbing. . . . . . . . . . . . 360Rope of Entanglement. . . . . . . 360Sagacious Volume.. . . . . . . . . . 360Scabbard of Keen Edges.. . . . . 360Scarab of Golem Bane . . . . . . . 360Scarab of Protection. . . . . . . . . 360Shrouds of Disintegration . . . . 360S i l v e r s h e e n . . . . . . . . . . . . . . . . . 3 6 0Slippers of Spider Climbing. . . 360Sover eign Glue . . . . . . . . . . . . . 360Ston e of A lar m. . . . . . . . . . . . . . 360Stone of Controlling Earth. . . . 360Stone of Good Luck. . . . . . . . . . 360Stone Hor se . . . . . . . . . . . . . . . . 361Stone S al ve. . . . . . . . . . . . . . . . . 361Strand of Prayer Beads. . . . . . . 361Sustaining Spoon . . . . . . . . . . . 361T hunder Spear . . . . . . . . . . . . . . 361Tome of Clear Thought. . . . . . . 361Tome of Leadership/Influence. 361Tome of Understanding. . . . . . 361Unguent of Timelessness . . . . 361Universal Solvent . . . . . . . . . . . 361Ve st of E sc ape . . . . . . . . . . . . . . 361Vestment, Druid’s. . . . . . . . . . . 361

    Well of Many Worlds . . . . . . . . 361Wind Fan. . . . . . . . . . . . . . . . . . . 362Wi ngs of Flyi ng . . . . . . . . . . . . . 362

    RINGSRing of Char is ma . . . . . . . . . . . . 362Ring of Feather Falling. . . . . . . 362Ring of Fire Resistance.. . . . . . 362Ring of Free Action . . . . . . . . . . 362Ring of Genie Summoning . . . 362

    Ring of Invisibility. . . . . . . . . . . 362Ring of Protection. . . . . . . . . . . 362Ring of Regeneration. . . . . . . . 363Ring of Spell Storing.. . . . . . . . 363Ring of Spell Turning .. . . . . . . . 63Ring of Swimming . . . . . . . . . . 364Ring of Three Wishes . . . . . . . . 364Rin g of Wa rmth . . . . . . . . . . . . . 364Ring of Water Walking. . . . . . . 364Rin g of Wi zar dr y. . . . . . . . . . . . 364

    CURSED ITEMSAmulet of Inescapable

    L o c a t i o n . . . . . . . . . . . . . . . . 3 6 6Armour of Arrow Attraction . . 366Armour of Rage . . . . . . . . . . . . . 366Bag of Devouring . . . . . . . . . . . 366B oots of Dan ci ng. . . . . . . . . . . . 367Bracers of Defencelessness. . . 367Broom of Animated Attack . . . 367Cloak of Poisonousness . . . . . . 367

    Crystal Hypnosis Ball .. . . . . . . 367Dust of Sneezing/Choking. . . . 367Fla sk of Cur se s . . . . . . . . . . . . . . 367Gauntlets of Fumbling. . . . . . . 367Helm of Opposite Alignment . 367Incense of Obsession . . . . . . . . 368Ma ce of B lood . . . . . . . . . . . . . . 368Medallion of Thought

    P r o j e c t i o n . . . . . . . . . . . . . . . 3 6 8Necklace of Strangulation. . . . 368Net of Snar in g . . . . . . . . . . . . . . 368Periapt of Foul Rotting. . . . . . . 368Plate Mail of Vulnerability. . . . 368

    Ring of Clumsiness . . . . . . . . . . 368Ring of Contrariness. . . . . . . . . 368Ring of Weakness . . . . . . . . . . . 369Robe of Powerlessness. . . . . . . 369Robe of Ver mi n . . . . . . . . . . . . . 369Scar ab of D ea th . . . . . . . . . . . . . 369Shield -1, Missile Attractor . . . 369Spear, Cursed Backbiter. . . . . . 369Stone of Weight/Loadstone . . 369Sword +1, Cursed . . . . . . . . . . . 369Sword -2, Curs ed. . . . . . . . . . . . 370Sword of the Berserker +2 . . . 370Vacuous Grimoire . . . . . . . . . . . 370

    ARTIFACTSBook of Infinite Spells . . . . . . . 370Deck of Many Things. . . . . . . . . 371Hammer of Thunderbolts . . . . 373Philosopher’s Stone .. . . . . . . . 373Sphere of Annihilation. . . . . . . 373Talisman of Pure Good . . . . . . . 373Talisman of the Sphere . . . . . . 374Talisman of Reluctant Wishes. 374Talisman of Pure Evil . . . . . . . . 374

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    EXPLANATORY NOTES AND DEFINITIONS OF TERMS

    The authors envisage that OSRIC will be used primarilyby people who are already familiar with 1e-compatiblesystems, so we have not burdened the following text withlong passages of explanation concerning matters prob-ably already familiar to our target audience. Nevertheless,we cannot assume that everyone who uses OSRIC will al-ready be familiar with every term that we use, so we haveprovided brief explanations of some of the terminologyhere.

    Readers who are familiar with 1e-compatible systems willprobably not need to refer to this section and should skipon ahead to the next.

    Attribute;  (also called: Ability Score; Characteristic)—de-

    fined in paragraph 1, page 1.

    Character;  A character is an individual featuring in thegame. Each player controls one character, save the GM,who controls all the characters not controlled by a player.

    Class;  Characters in OSRIC-compatible games frequentlyhave special skills and talents. (This is always the case withPCs.) These special skills and talents are summarised bydescribing the individual as a member of a particular char-acter class—”class” for short. See Chapter I for a detailedexplanation of character classes.

    Demi-Human;  Demi-humans are human-like creaturesgenerally of good alignment or well-disposed towards hu-

    mankind. They include elves, dwarfs, gnomes, halflings,and other similar creatures.

    Dice and Notation;  Game and hobby stores often sell dicewith varying numbers of sides. If there is no such gameor hobby store near you, you can also order them fromdistributors such as Chessex (http://www.chessex.com).You will need a set of such dice in order to play OSRIC.

    The abbreviation “d” means “die” or “dice”, always printedin conjunction with a subsequent number indicating thenumber of sides (hence, a traditional cube-shaped dicewith six sides is called a d6). A number appearing before

    the “d” indicates how many dice are to be rolled (andif there is no number, it should be assumed to be 1)—hence, “3d8” means “roll three eight-sided dice and sumthe total.”

    You will need at least one d4, d6, d8, d10, d12 and d20to play OSRIC, and the authors recommend at least onecomplete set per player. The special notation “d%” means“roll 2d10 and treat the first number as tens and the sec-ond number as units”, thus generating a random numberfrom 1 to 100. (If both dice show “0”, this is interpreted asa roll of “100”.)

    Experience bonus:  Single-classed characters may receivean experience bonus for having a high attribute; see thecharacter class description for details. Where an experi-ence bonus for a high attribute is mentioned, this means

    that at the GM’s discretion, any earned experience may bemultiplied by up to 1.1.

    GM;  The Game Master (“GM”) does not normally have a

    particular character of his or her own. Instead, he or sheis responsible for controlling the remainder of the gameuniverse apart from the player characters. The GM has ul-timate power over the game, including the ability to waiveor rewrite the rules, and also controls all the Non-PlayerCharacters (“NPCs”—see below) in the game universe. TheGM’s job is to ensure that the game is entertaining, yet dif-ficult and demanding, for the players.

    Humanoid;  Humanoids are human-like creatures gener-ally of evil alignment or ill-disposed towards humankind,for example, orcs, goblins or hobgoblins.

    Level;  This term has a wide variety of meanings in OSRIC-compatible games. It can refer to a character’s progressionon his or her experience chart, to a monster’s power rela-tive to character level, to the relative power of a spell, orto a particular depth into a dungeon.

    Monster;  “Monster” is sometimes used interchangeablywith “NPC”—thus, a wandering “monster” table mightinclude helpful creatures and humans or humanoids.Generally, “NPC” means a human or humanoid characterwhile “monster” could mean any creature the playersmight encounter.

    Player;  In an OSRIC-compatible game, one participantmust be the Game Master (see below). All the others arereferred to as “players”. This term is sometimes used to

    distinguish between a player and his or her character.

    “PC” and “NPC”;  “PC” is an abbreviation for “PlayerCharacter” and refers to a character controlled by a player.“NPC” is an abbreviation for “Non-Player Character” andrefers to a character controlled by the GM.

    Prime Requisite;  The Prime Requisites for a characterclass are those Attributes which affect its experience pointbonus, e.g. strength for fighters, intelligence for magic

    users, and so on. Classes such as assassin which have noexperience point bonus use the most logical attribute. (Inthe case of assassins, this would be dexterity.)

    Race;  This refers to a character’s species (rather than his orher ethnic origin, which is irrelevant to OSRIC-compatiblegames except in very unusual circumstances). OSRIC-compatible games feature a wide variety of non-humanraces, some of which (such as elves or dwarfs) can be PCs,but the majority of which (such as dragons) are confinedto NPCs only. See Chapter I for a detailed description of thevarious nonhuman PC races.

    To Hit and Saving Throw Tables;  The numbers indicatedon the to hit and saving throw tables are the scores re-quired (or greater) on a d20 for the creature to hit its targetor save against an attack of the type indicated.

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    Weapon Proficiencies;  Each character class may onlyhave a certain number of “Weapons of Proficiency” at firstlevel. All classes gain additional proficiencies at regularintervals. The weapon proficiencies for each specific classare described in the rules entry pertaining to that class.

    The Weapon of Proficiency must be an individual weapontype (e.g. “Longsword” rather than “Sword”). If a charac-ter is fighting with a weapon with which he or she is notproficient, the Non-Proficiency Penalty is applied to hisor her rolls “to hit”.

    PREAMBLE: OSRICFIRST EDITION REBORN

    Much has happened since my friend and colleague MattFinch wrote the paragraphs below (the ones entitled“Introduction and Purpose”). I think it’s fair to say that Mattwrote these words in fear and hope—fear that the docu-ment might not be well-received by the gaming public,balanced by the hope that we would achieve what we al-ways intended: a revival of First Edition in print. I certainlybelieve that Matt’s fears have been allayed, and his hopes

    wildly exceeded.I write this now with the advantage of considerable hind-sight, and I can say that OSRIC’s success has gone beyondanything we ever expected. I certainly never expectedsuch demand for a print edition! And neither did I expectto receive so much help in drafting it.

    This document is a collaborative work from more thantwenty artists, editors and authors, who have given

    freely of their time and expertise to bring it to you. I amimmensely proud of it.

    There have been challenges along the way, and doubt-less there are more to come, but nevertheless, OSRIC hasreached the stage where I feel I can truly describe it as: FirstEdition Reborn. I hope there remain new heights to reach.

    I cannot thank everyone I ought to thank, or this bookwould be much longer. Writing OSRIC has been such ahuge project, involving so many people, that it is quitebeyond me to express my gratitude to every single one ofyou. So I hope you will forgive me for simply saying, if youcontributed to OSRIC in some way—large or small, withadvice, suggestions, or merely a kindly word of encourage-ment—then, thank you!

    — Stuart Marshall

    INTRODUCTION AND PURPOSEThis document represents a compilation of rules for oldschool-style fantasy gaming. The book is intended to re-produce underlying rules used in the late 1970s to early1980s, which being rules are not subject to copyright,without using any of the copyrighted “artistic presenta-tion” originally used to convey those rules. In creatingthis new “artistic presentation,” we have made use of theSystem Reference Document produced by Wizards of theCoast (“WOTC”).

    The reason for going back to square one and restating theunderlying rules is simple. It allows old school publishers(both commercial and fans) to reference the rules set forthin this document without making reference to any pro-tected trademark. (This document is trademarked, but theuse of the trademark is permitted under the terms of theOSRIC Open License—see below). By using this documentin tandem with the Open Game License (“OGL”) of WOTC, apublisher should be able to create products for old-schoolfantasy gaming and clearly refer to this particular rule setwithout violating the terms of the OGL.

    Thus, in many ways, this entire book is nothing more than

    a tool for old-school writers, a stepping stone to put theoriginal, non-copyrightable portion of the old-school

    rules into an open license, as permitted by law. Greatpains have been taken to ensure that we have used noneof the original artistic presentation, for we have the great-est possible respect for the authors who originally createdthese games.

    We considered the non-copyrightable rules to be the nu-merical algorithms that would be in a computer version ofthe game (most precedent in the area of game copyrightshas come from computer games, not RPGs), and have in-cluded these and the relations between the results of theformulae. “To hit” numbers are a clear example. On theother hand, level titles other than “name” level are clearlyartistic presentation and are excluded.

    When “name” level does not create a numerical effect suchas taxes from a stronghold or the ability to improve fight-ing power with followers, we have not used name leveltitles, even though the titles themselves are generic words.

    In a few cases you may find that rules themselves havebeen clarified, or are more based on the SRD than on origi-nal rules (when it was difficult to separate rules from artis-tic presentation). The greatest difference is in the inclusionof some random factors into the experience progression.

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      1 

    CHAPTER I:

    CREATING A CHARACTER

    ABILITY SCORES

    A character’s basic attributes are represented in thegame by six “ability scores.” These abilities are Strength(Str), Dexterit y (Dex), Constitution (Con), Intelligence(Int), Wisdom (Wis), and Charisma (Cha). The first threerepresent the character’s physical qualities, and the sec-ond three his or her mental ones. Each of these abilities isrepresented by a number from 3-18, the higher the bet-ter. The Game Master (“GM”) will decide how you shouldgenerate these scores. For a truly brutal game, charactersare generated using 3d6 for each ability in order. Becausethese numbers will be relatively low (compared to othermethods for generating scores, described hereafter) andcannot be switched around, the players will be forced touse their utmost skill in creating a party of adventurersfrom whatever raw material the dice hand to them.

    Many GMs will allow the players to roll up six ability scoresand then decide which scores will go with which ability.This gives the players more flexibility to create a goodparty and to decide among themselves who will be play-ing which class. A player may come to the table wanting toplay a particular type of character, and unless the gamersagree that they want to test their skills with a completelyrandom challenge it is usually best to let the players take

    on the fantasy roles that satisfy them most.

    As well as eliminating or reducing the randomness of acharacter’s strengths and weaknesses, the GM may alsoallow players a bit of a numerical advantage. Many GMspermit ability scores to be rolled using 4d6, dropping theresult of the lowest die. This method, obviously, will tendto result in higher scores.

    STRENGTH

    Strength (“Str”) is a measure of physical power, and is themost important attribute for fighters. If a fighter, pala-din, or ranger character rolls an 18 strength, the player

    then rolls a d%, and that number is added as a decimal,or percentage, to the 18 strength. (See the table belowfor details.) A roll of 00 on the percentage die indicatesa strength score of 19. Members of other classes cannotnaturally gain strength in excess of 18.

    The following table summarises the bonuses and penaltiesfor strength scores. Note that an “Extraordinary Success”indicates the possibility for extremely strong charactersto perform exceptional or normally impossible feats ofstrength, such as opening a door which is held closed bysome relatively minor magic rather than a lock.

    Strength Bonus to Hit

    Bonus to

    Damage

    Encumbrance

    Adjustment (in lbs)

    Minor Tests, e.g. forcing

    doors (chance on d6)

    Major Tests, e.g. bending bars and

    lifting portcullis (chance on d%)

    3 -3 -1 -35 1 04-5 -2 -1 -25 1 0

    6-7 -1 0 -15 1 08-9 0 0 0 1-2 1

    10-11 0 0 0 1-2 212-13 0 0 +10 1-2 4

    14-15 0 0 +20 1-2 7

    16 0 +1 +35 1-3 1017 +1 +1 +50 1-3 13

    18 +1 +2 +75 1-3 1618.01-18.50 +1 +3 +100 1-3 20

    18.51-18.75 +2 +3 +125 1-4 2518.76-18.90 +2 +4 +150 1-4 3018.91-18.99 +2 +5 +200 1-4 (1 in 6 extraordinary

    success)35

    19 +3 +6 +300 1-5 (1 in 6 extraordinarysuccess)

    40

    DEXTERITY

    Dexterity (“Dex”) is a measure of the character’s speed,hand-eye coordination, and nimbleness of foot. It affectsthe accuracy of missile fire and the character’s ability to

    dodge blows, so a high dexterity score can be extremelyuseful to characters of any class. It is the most importantability score for thieves.

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    CREATING A CHARACTER 2 

    Except in surprise situations, dexterity does not modifythe initiative roll in melee combat. However, it may modifyinitiative in missile combat (see “Combat”).

    Dexterity

    Score Surprise Bonus

    Missile Bonus

    to Hit AC Adjustment

    3 -3 -3 +44 -2 -2 +35 -1 -1 +2

    6 0 0 +17 0 0 0

    8 0 0 09 0 0 0

    10 0 0 0

    11 0 0 012 0 0 0

    13 0 0 0

    14 0 0 015 0 0 -116 +1 +1 -217 +2 +2 -3

    18 +3 +3 -419 +3 +3 -4

    CONSTITUTION

    Constitution (“Con”) is a measure of the character’s overallhealth and vitality. A high constitution score can give thecharacter bonus hit points (“hp”), so it is a desirable scorefor any character class. Constitution is also important intwo other regards, for it determines both a character’sability to survive being raised from the dead (SurviveResurrection/Raise Dead) and to survive a traumatic magi-cal change in form, such as that caused by a polymorphspell (Survive System Shock).

    Constitution

    Score

    Hit Point

    Bonus per Die

    Survive

    Resurrection/

    Raise Dead

    (d%)

    Survive

    System Shock

    (Minor Test)

    (d%)

    3 -2 40 354 -1 45 405 -1 50 45

    6 -1 55 507 0 60 55

    8 0 65 609 0 70 65

    10 0 75 7011 0 80 7512 0 85 80

    13 0 90 85

    14 0 92 8815 +1 94 9116 +2 96 95

    Constitution

    Score

    Hit Point

    Bonus per Die

    Survive

    Resurrection/

    Raise Dead

    (d%)

    Survive

    System Shock

    (Minor Test)

    (d%)

    17 +2 (+3 forFighters,

    Paladins, andRangers)

    98 97

    18 +2 (+4 forFighters,

    Paladins, andRangers)

    100 99

    19 +2 (+5 forFighters,

    Paladins andRangers)

    100 99

    INTELLIGENCE

    Intelligence (“Int”) is a measure of a character’s raw men-tal power—his or her ability to calculate, recall facts, andsolve abstract problems. It is the most important attributefor magic users and illusionists. Intelligence also deter-mines how many additional languages the character maylearn beyond those he or she knows at the start of play.

    Characters with intelligence higher than 18 are not af-fected by certain spells of the illusion type (whether castby a magic user, cleric, illusionist, etc.). A character withintelligence 19 is immune to the effects of first level illusion

    spells. If a character were somehow to attain the godly in-telligence of 20, he or she would also be immune to secondlevel illusion spells, and so on.

    Intelligence Score

    Maximum Additional

    Languages

    3 04 0

    5 06 0

    7 0

    8 19 1

    10 211 2

    12 313 3

    14 415 416 5

    17 618 7

    19 8

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      3  CREATING A CHARACTER

    WISDOM

    A character’s wisdom score (“Wis”) indicates how “in tune”the character is with his or her surroundings. This trans-lates not only to general awareness, but also to mystical at-tunement and the ability to understand peoples’ motives.It is, in many ways, a measure of the “sixth sense.” Wisdom

    is the most important attribute for clerics and druids.

    Wisdom Score Mental Saving Throw Bonus

    3 -34 -2

    5 -16 -1

    7 -18 09 0

    10 0

    11 012 013 014 0

    15 +116 +2

    17 +318 +4

    19 +5

    CHARISMACharisma (“Cha”) determines the character’s maximumnumber of henchmen (see Chapter III), the henchmen’sloyalty (which is also applied as a modifier to the hench-men’s morale scores, see “Morale” in Chapter III) and aReaction Bonus. The Reaction Bonus should be added tothe d% roll which indicates how an NPC or creature reactsto negotiation approaches; scores under 30% will gener-ally indicate hostility or attacks, while higher scores mayindicate a willingness to negotiate or even make friends.Note that a character is not always permitted a Reactionroll, since some creatures will be hostile irrespective of the

    character’s charisma, and of course any negotiation ap-proaches must be made in a language that the creatureunderstands.

    Charisma does not determine the outcome of negotia-tions, although it will affect them. The GM may well wishto roleplay through the encounter and determine thecreature or NPC’s reactions based on what the player saysrather than the scores on the character sheet.

    For players who understand the importance of henchmenand use them intelligently, charisma is the most importantattribute in OSRIC.

    Charisma

    Score

    Maximum

    Henchmen

    Loyalty Bonus

    (d%)

    Reaction

    Bonus (d%)

    3 1 -30 -254 1 -25 -20

    5 2 -20 -156 2 -15 -10

    7 3 -10 -58 3 -5 0

    9 4 0 010 4 0 011 4 0 0

    12 5 0 013 5 0 +5

    14 6 +5 +1015 7 +15 +1516 8 +20 +25

    17 10 +30 +3018 15 +40 +35

    19 20 +50 +40

    CHARACTER RACES

    A character’s race is a matter for the creating player’schoice, from all the races for which the character quali-fies by virtue of his or her ability scores. It is possible fora player voluntarily to lower an ability score in order toqualify for a desired race, but not to raise it for the samereason unless the GM grants special permission.

    A note on starting ages and aging:  It is a matter for theGM’s discretion whether to adjust a character’s abilityscores based on the character’s age. Some GMs add toconstitution, and sometimes strength, and subtract fromwisdom for younger characters, and make the conversechange for older ones.

    A note on racial languages:  Demi-humans usually beginwith several “free” languages. None may learn more thantwo additional languages over and above these, however,irrespective of their intelligence, save elves, who may learnthree languages if their intelligence is 18.

    DWARFS

    Dwarfs are a short and burly race, living in mountain fast-nesses underground. They are loyal friends and fierceadversaries, known for their steadfastness in all things.

    The dwarfs are inherently resistant to many spells andspell-like effects. Dwarfish characters gain bonusesagainst the use of most magic, including all spells, wands,rods, and staves. The amount of the bonus depends uponthe dwarf’s constitution: every 3.5 points of constitution(rounding down fractions) grants a bonus of +1 against

    such magic. Moreover, the hardy dwarfish nature impartsa similar bonus on any saving throws against poison.

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    CREATING A CHARACTER 4 

    Dwarfs are not a numerous folk, but they are adventur-ous, loving the lustre of gold, the glitter of gems, and thequality of well-wrought metals. Dwarfs can live to an ageof 350 years or more.

    Summary of Dwarfish Racial Abilities:

    • +1 constitution, -1 charisma (with respect to all butdwarfs)

    • +1 to hit against goblins, half-orcs, hobgoblins, and orcs

    • +1 bonus per 3.5 points of Con to saves against magicand poison

    • -4 penalty to any attacks made against the dwarf by gi-ants, ogres, ogre mages, titans and trolls.

    Languages:  Dwarfish, gnomish, goblin, kobold, and or-cish, and the common tongue and the appropriate align-ment tongue. Regardless of intelligence, a dwarf may onlyever learn two languages in addition to those listed.

    Infravision*:  60 ft

    * Infravision is defined under Light and Vision on page 119.

    Within ten ft, a dwarf can detect certain facts concerningengineering, stonework, etc. Although no significant timeis required, the character must deliberately observe his orher surroundings (i.e., the player must state that the dwarfis using this particular talent in order to gain information).

    • Detect the existence of slopes or grades: 75%

    • Detect the