Thw Sp Red Sheet

182
Spell Item Mage? Energy Cost Addt. Cost Base Total Accuracy +1 Single Missile N 25 $25.00 Accuracy +1 Weapon N 250 $8,250.00 Accuracy +2 Single Missile N 100 $100.00 Acid Ball Wand or Staff Y 300 $9,900.00 Acid Jet Wand or Staff Y 400 $13,200.00 Adjustable Clothing 10% Shirt or Pants N 50 see desc Depends on AoE Air Jet Staff, Wand, or Jewelry Y 200 $5,534.00 Air Vision Any N 200 $5,534.00 Alarm Jewelry, buzzes at preset time N 60 $60.00 Alertness Clothing, Jewelry, always on N 300/point Depends on AoE Amulet 1 point MR vs 1 spell Tatoo or Any N 50 $50.00 Amulet 2 point MR vs 1 spell Tatoo or Any N 100 $100.00 Amulet 3 point MR vs 1 spell Tatoo or Any N 150 $2,817.00 Amulet 4 point MR vs 1 spell Tatoo or Any N 200 $5,534.00 Amulet 5 point MR vs 1 spell Tatoo or Any N 250 $8,250.00 Animate Object (one item) Any item, always on N 100/five pounds Depends on AoE Animate Shadow Staff, Wand, or Jewelry Y 450 $14,850.00 Astral Block One permanent casting Y 400/hex rad. Depends on AoE Attune Enchanted Object N 100 $100.00 Aura Staff, Wand, or Jewelry Y 100 $100.00 Avoid Area Y 300/hex rad Depends on AoE Awaken Wand or Staff, must touch subject N 300 $9,900.00 Balance Wand or Staff, must touch subject Y 300 $9,900.00 Bane Weapon N 100 $100.00 Blackout Area, rug Y 15/sq ft, 6 ft tall Depends on AoE Blade Turning Armor, weapon, wand, staff, or jewelry N 300 $9,900.00 Bless (item 1pt) Any item until discharge N 100 $100.00 Bless (person 1pt) One Casting, others person only, until dis N 10 $10.00 Bless (person 2pt) One Casting, others person only, until dis N 50 $50.00 Blur Wand, Staff, or Jewelry, wearer only N 100/point Depends on AoE Body Reading Headgear or Jewelry, wearer only N 200 $5,534.00 Boil Water Staff, Wand, or Jewelry N 200 +100 $5,634.00 Boost (Attribute) Clothing, Staff, Wand, or Jewelry N 300 $9,900.00 Breathe Air Clothing, Staff, Wand, or Jewelry N 150 $2,817.00 Breathe Water Clothing or Jewelry N 400 $13,200.00 Bright Vision Wand, Staff, or Jewelry, wearer only N 200 $5,534.00 Burning Touch Glove, Staff, or Wand N 300 $9,900.00 Catch Missile Glove N 300 $9,900.00 Catch Spell Glove, catches one specific spell Y 300 $9,900.00 Choke Wand or Staff, must touch subject Y 200 $5,534.00

description

starwars D20 charactersheet, excel

Transcript of Thw Sp Red Sheet

Page 1: Thw Sp Red Sheet

Spell Item Mage? Energy Cost Addt. Cost Base Total ExampleAccuracy +1 Single Missile N 25 $25.00Accuracy +1 Weapon N 250 $8,250.00Accuracy +2 Single Missile N 100 $100.00Acid Ball Wand or Staff Y 300 $9,900.00Acid Jet Wand or Staff Y 400 $13,200.00Adjustable Clothing 10% Shirt or Pants N 50 see desc Depends on AoEAir Jet Staff, Wand, or Jewelry Y 200 $5,534.00Air Vision Any N 200 $5,534.00Alarm Jewelry, buzzes at preset time N 60 $60.00Alertness Clothing, Jewelry, always on N 300/point Depends on AoE PER +1 - $9900Amulet 1 point MR vs 1 spell Tatoo or Any N 50 $50.00Amulet 2 point MR vs 1 spell Tatoo or Any N 100 $100.00Amulet 3 point MR vs 1 spell Tatoo or Any N 150 $2,817.00Amulet 4 point MR vs 1 spell Tatoo or Any N 200 $5,534.00Amulet 5 point MR vs 1 spell Tatoo or Any N 250 $8,250.00Animate Object (one item) Any item, always on N 100/five pounds Depends on AoE 5 lb object - $100Animate Shadow Staff, Wand, or Jewelry Y 450 $14,850.00Astral Block One permanent casting Y 400/hex rad. Depends on AoE 1 Hex - $13200Attune Enchanted Object N 100 $100.00Aura Staff, Wand, or Jewelry Y 100 $100.00Avoid Area Y 300/hex rad Depends on AoE 1 Hex - $9900Awaken Wand or Staff, must touch subject N 300 $9,900.00Balance Wand or Staff, must touch subject Y 300 $9,900.00Bane Weapon N 100 $100.00Blackout Area, rug Y 15/sq ft, 6 ft tall Depends on AoE approx 1 hex - $2002Blade Turning Armor, weapon, wand, staff, or jewelry N 300 $9,900.00Bless (item 1pt) Any item until discharge N 100 $100.00Bless (person 1pt) One Casting, others person only, until discharge N 10 $10.00Bless (person 2pt) One Casting, others person only, until discharge N 50 $50.00Blur Wand, Staff, or Jewelry, wearer only N 100/point Depends on AoE 1 point Blur - $100Body Reading Headgear or Jewelry, wearer only N 200 $5,534.00Boil Water Staff, Wand, or Jewelry N 200 +100 $5,634.00Boost (Attribute) Clothing, Staff, Wand, or Jewelry N 300 $9,900.00Breathe Air Clothing, Staff, Wand, or Jewelry N 150 $2,817.00Breathe Water Clothing or Jewelry N 400 $13,200.00Bright Vision Wand, Staff, or Jewelry, wearer only N 200 $5,534.00Burning Touch Glove, Staff, or Wand N 300 $9,900.00Catch Missile Glove N 300 $9,900.00Catch Spell Glove, catches one specific spell Y 300 $9,900.00Choke Wand or Staff, must touch subject Y 200 $5,534.00

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Clean Cleaning instrument, Staff, or Wand N 100 $100.00Cleansing Wand or Staff, must touch subject Y* 250 $8,250.00Climbing (+1 bonus) Gloves, shoes, clothing, or jewelry N 250 $8,250.00Clouds Staff, Wand, or Jewelry N 300 $9,900.00Clumsiness Any item, always on N 100/per point Depends on AoE -1 DX - $100Cold Staff, Wand, or Jewelry N 400 +300 +300 $13,800.00Conceal Wand or Staff N 250 $8,250.00Conceal Magic One permanent casting Y 100/-2 Depends on AoE -2 Detection - $100Condense Steam Staff, Wand, or Jewelry N 300 +100 $10,000.00Continual Light (day) One casting, 2d days Y 6 $6.00Continual Light (glow) One casting, 2d days Y 2 $2.00Continual Light (torch) One casting, 2d days Y 4 $4.00Continual Mage Light (day) One casting, 2d days Y 6 $6.00Continual Mage Light (glow) One casting, 2d days Y 2 $2.00Continual Mage Light (torch) One casting, 2d days Y 4 $4.00Continual Sunlight Area Y 300/yrd rad. Depends on AoE 1 Hex - $9900Control Creation Wand or Staff, must touch subject N 400 $13,200.00Control Gate Staff, Wand, or Jewelry Y 300 $9,900.00Control Illusion Wand or Staff, must touch subject N 300 $9,900.00Converse Any Y 150 $2,817.00Cook Small pot N 30/use Depends on AoE 3 meals a day - $90Cool Staff Y 150 $2,817.00Coolness (wearer only) Clothing, Staff, or Jewelry, wearer only N 200 $5,534.00Cornucopia 1 container N 50/$ Depends on AoE $2 ammo (arrow) - $100Create Acid Staff, Wand, or Jewelry Y 300 $9,900.00Create Air Staff, Wand, or Jewelry N 200 $5,534.00Create Fire Staff, Wand, or Jewelry N 300 +200 $11,000.00Create Food (convert) a pot, anything put inside becomes meal N 200/use Depends on AoE 1 use - $5534Create Food (create) a pot, creates food from nothing N 400/use Depends on AoE 1 use - $13200Create Fuel Wand, Staff, or Jewelry, must touch material Y 400 $13,200.00Create Fuel (container) Pot or container changes contents to fuel N 100/pound Depends on AoE 1 lb fuel - $100Create Ice Staff, Wand, or Jewelry N 200 +100 $5,634.00Create Steam Staff, Wand, or Jewelry N 400 +100 $13,300.00Create Water Staff, Wand, or Jewelry N 200 $5,534.00Current Staff, Wand, or Jewelry N 300 $9,900.00Curse 1 pt Any item until discharge N 10 $10.00Curse 2 pts Any item until discharge N 100 $100.00Curse 3 pts Any item until discharge N 200 $5,534.00Dancing Object One permanent casting Y 400 +500 $13,700.00 self-cocking X-bowDancing Shield Shield N 250/pound Depends on AoE 1lb shield - $8250Dark Vision Wand, Staff, or Jewelry, wearer only N 400 $13,200.00

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Darkness Area, rug Y 12/sq ft, 6 feet tall Depends on AoE approx. 1 hex - $100Daze Any item, always on N 400 $13,200.00Debility Any item, always on N 100/per point Depends on AoE -1 ST dart - $100Decay Wand or Staff, must touch subject N 100 $100.00Defending Shield +1 Shield N 500 $16,500.00Defending Weapon +1 Weapon N 500 $16,500.00Deflect +1 Full Suit N 100 $100.00Deflect +2 Full Suit N 500 $16,500.00Destroy Water Staff, Wand, or Jewelry N 300 $9,900.00Detect Magic Staff, Wand, or Jewelry Y 100 $100.00Detect Magic Ring, necklace, buzz w/in 5yrds magic item N 300 $9,900.00Detect Poison Staff, Wand, or Jewelry N 250 $8,250.00Devitalize Air Staff, Wand, or Jewelry N 300 +200 $11,000.00Disorient Wand or Staff Y 200 $5,534.00Dispel Illusion Wand or Staff, must touch subject N 400 $13,200.00Dispel Possession Wand or Staff, must touch subject Y 300 $9,900.00Distill Closed 5-gallon kettle N 400 $13,200.00Dream Sending Wand or Staff N 400 $13,200.00Dream Viewing Mirror N 300 $9,900.00Drunkenness Any item, always on N 200/point Depends on AoE IQ & DX -1 cuffs - $5534Dry Spring Staff N 450 +500 $15,350.00Dull (sense) Clothing, Jewelry, always on N 50/point Depends on AoE -2 senses - $100Dullness Clothing, Jewelry, always on N 200/point Depends on AoE PER -1 shackles - $5534Duplicate One casting Y 300/five pounds Depends on AoE a 5 lb object - $9900Earth to stone Staff, Wand, or Jewelry N 300 $9,900.00Earth Vision Any N 400 $13,200.00Emotion control One Emotion, Any item, always on N 300 $9,900.00Encrypt Staff, Wand, or Jewelry N 100 $100.00Encrypt (one item) writing Y 100 (1K words) $100.00Encrypt (one item) writing Y 200 (10K words) $5,534.00Essential Acid One casting Y 8/Gallon $8.00 1 GallonEssential Earth (one casting) One casting Y 8 $8.00Essential Food (inorganic) One casting Y 5/Meal Depends on AoE 20 Meals - $100Essential Food (organic) One casting Y 3/meal Depends on AoE 33 Meals (5.5 lbs) - $99Essential Fuel (one casting) One casting Y 1 /pound Depends on AoE 100 pounds fuel - $100Essential Water (one casting) One casting Y 3/Gallon Depends on AoE 33 Gallons - $99Essential Wood (one casting) One casting Y 8 $8.00Exchange Bodies One casting Y 120 $1,187.00Extinguish Fire Staff, Wand, or Jewelry N 400 +300 +100 $13,600.00False Aura Any, affects holder N 300 $9,900.00False Aura Area Y 400/hex rad. Depends on AoE 1 Hex - $13200

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False tracks Footwear N 300 $9,900.00Far Feeling Gloves or Jewelry, wearer only N 200 $5,534.00Far Hearing Clothing or Jewelry, wearer only N 400 $13,200.00Far Tasting Clothing or Jewelry, wearer only N 200 $5,534.00Fast Fire Staff, Wand, or Jewelry N 375 +500 $12,875.00Fasten Chain/Rope, wraps subject on command N 90/yard Depends on AoE 1 yard - $90Fear Any item, always on N 200 $5,534.00Fear Wand or Staff, must touch subject Y 300 $9,900.00Find Direction Compass needle points north, or home N 250 $8,250.00Find Weakness Jewelry N 100 $100.00Fire Cloud Staff, Wand, or Jewelry Y 175 +500 $4,675.00Fireproof 1 hex Area N 300 $9,900.00Flying Carpet Carpet N 200/sq Foot Depends on AoE 1 sq ft rug (cat-size) - $5534Fog Staff, Wand, or Jewelry N 300 $9,900.00Foolishness Any item, always on N 100/point IQ loss Depends on AoE IQ -1 shackles - $100Forest Warning Area Y 100/hex rad. Depends on AoE 1 sq. yrd plant growth - $100Fortify +1 Full Suit N 50 $50.00Fortify +2 Full Suit N 200 $5,534.00Foul Water Wand or Staff, must touch subject N 100 $100.00Frailty Any item, always on N 200/per point Depends on AoE ST -1 shackles - $5534Freeze Staff, Wand, or Jewelry N 200 +100 $5,634.00Frost Staff, Wand, or Jewelry N 200 +350 $5,884.00Garble Clothing, Jewelry, wearer only, always on N 400 $13,200.00Ghost Weapon Weapon N 250/pound Depends on AoE 1lb weapon - $8250Gift of Letters Headgear or Jewelry, wearer only N 300/language Depends on AoE 1 Spoken Language - $9900Gift of Tongues Headgear or Jewelry, wearer only N 300/language Depends on AoE 1 Written Language - $9900Glitch Wand or Staff, must touch subject Y 300 $9,900.00Gloom Staff, Wand, or Jewelry N 250 $8,250.00Glow Staff, Wand, or Jewelry N 250 $8,250.00Glue Area Y 300/hex rad. Depends on AoE 1 Hex - $9900Golem basic Clay Golem N 250+ Depends on AoE Basic Clay Golem - $8250Graceful Weapon Weapon or Tool N 150/pound $2,817.00 1poundGrease Area Y 300/hex rad. Depends on AoE 1 Hex - $9900Great Voice Helm, Jewelry, Staff, or Wand, wearer only N 200 $5,534.00Hair Growth Wand or Staff, must touch subject N 250 $8,250.00Hair Growth Any item, always on N 100/always on $100.00Haircut Wand or Staff, must touch subject N 300 $9,900.00Haircut Headgear, preset style N 150/one style $2,817.00Haircut One casting N 20/no hair growth $20.00Haste Shoes or Jewelry, wearer only N 250/point Depends on AoE 1 pt Haste - $8250Hawk Vision Clothing or Jewelry, wearer only N 400 $13,200.00

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Heal Plant Staff must touch plant N 400 $13,200.00Heat Staff, Wand, or Jewelry N 400 +300 $13,500.00Hex Any item, always on N 200 $5,534.00Hide Any item, always on N 200/point Depends on AoE PER - 1 to find item - $5534Hide Emotion Cap, Crown, or other headgear N 200 $5,534.00Hide Object Non-living, dis/reappears on Command N 100/pound Depends on AoE 1 pound object - $100Hide Path Cloak of plant material N 300 $9,900.00Hideaway 1 container (no encumbrace) N 100/pound Depends on AoE 1lb, no encum. - $100Hideaway 1 container (encumbrace) N 50/Pound Depends on AoE 2 pounds - $100Hinder Any item, always on N 200/per point Depends on AoE Move -1 shackles - $5534Hold Fast Shoes or Jewelry, wearer only N 300 $9,900.00Hush Clothing or Jewelry, wearer only N 200 $5,534.00Ice Dagger Jewelry Y 400 $13,200.00Ice Slick Staff, Wand, or Jewelry N 250 +500 $8,750.00Ice Slick Rug or Mat N 100/ten sq. ft. +250 Depends on AoE approx 1 hex - 350Ice Sphere Wand or staff Y 400 +500 $13,700.00Icy Breath Jewelry Y 400 +500 $13,700.00Identify Plant Wand or Staff N 200 $5,534.00Ignite Fire Staff, Wand, or Jewelry N 100 +50 $150.00Illusion Disguise (Complex pre-set) Clothing or Jewelry, wearer only N 300 $9,900.00Illusion Disguise (Simple pre-set) Clothing or Jewelry, wearer only N 150 $2,817.00Illusion Shell (hand held object) Any, preset Illusion N 200 $5,534.00Illusion Shell (larger than hand held) Any, preset Illusion N 400 $13,200.00Impression Blocker Any N 20/pound Depends on AoE 5pound oblect - $100Infravision Wand, Staff, or Jewelry, wearer only N 100 $100.00Inscribe Stylus, brush, etc. write anywhere, no ink N 30 $30.00Inscribe inscription made permanent Y 20/yard rad. Depends on AoE approx 9 pgs, 1-side - $100Irradiate Staff, Wand, or Jewelry N 300 $9,900.00Itch Any item, always on N 60 $60.00Itch Wand or Staff, must touch subject Y 100 $100.00Jump Footwear, Staff, or Jewelry N 250/point Depends on AoE 1 Jumping bonus - $8250Keen (sense) Clothing, Jewelry, always on N 150/point $2,817.00 adds 1 to PER, 1 senseKnot Rope, knots tied can't be untied N 20/foot Depends on AoE 5 Feet - $100Know Location Map, globe, etc. N 225 $6,892.00Know True Shape Coin (with hole), wand, staff, or jewelry N 250 $8,250.00Leak 1 container N 100 $100.00Lend Energy Staff, Wand, or Jewelry N 100 $100.00Lend Power Device enchanted so willing mage can lend Y 1/hundred pounds Depends on AoE 100lb Machine - $100Lend Vitality Staff, Wand, or Jewelry N 250 $8,250.00Lesser Wish One casting Y 180 $4,447.00Light Staff, Wand, or Jewelry N 100 $100.00

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Light Jet Gloves or Jewelry, wearer only N 200 $5,534.00Light Tread Footwear, wearer only N 400 $13,200.00Lighten 25% Full Suit N 100 $100.00Lighten 50% Full Suit N 500 $16,500.00Lighten Burden (25%) Backpack N 300 $9,900.00Lightning whip Glove, whip, or Jewelry Y 350 $11,550.00Limit Enchanted Object N 200 $5,534.00Long March Footwear, always on N 300 $9,900.00Long March Staff, Wand, or Jewelry Y 400 $13,200.00Lure Area Y 100/hx rad. Depends on AoEMage Light Lantern, Staff, Wand, or Jewelry Y 100 $100.00Mage Stealth (wearer only) Clothing or Jewelry N 500 $16,500.00Magelock Golden Key N 200 $5,534.00Magic Resistance Item's MR only, always on, no effect to user N 200/point Depends on AoE Spells @ -1 vs. item - $5534Magic Resistance Weapon, Wand, Staff, or Jewelry N* 300/point of MR Depends on AoE Can cast MR 1 - $9900Magnetic Vision Jewelry or Spectacles, Wearer only N 150 $2,817.00Maleface One casting Y 250 +500 $8,750.00Manastone Stone Y 5/charge Depends on AoE 20 charge, one shot - $100Mapmaker Updating Scroll N 100 $100.00Mapmaker Wand or Staff N 300 $9,900.00Mature Small keg N 50/gallon/use Depends on AoE 1 gallon, 2 uses - $100Melt Ice Staff, Wand, or Jewelry N 300 +100 $10,000.00Mirror Staff, Wand, or Jewelry N 350 $11,550.00Missile Shield Armor, weapon, wand, or staff N 400 $13,200.00Musical Scribe Pen, permanently Animated N 350 $11,550.00Mystic Mark Writing implement, branding iron, staff, wand N 300 $9,900.00Mystic Mark (one) One permanent casting Y 30 $30.00Mystic Mist (immunity amulet) Amulet N 400 $13,200.00Name (not written) Enchanted Object N 400 $13,200.00Name (written) Enchanted Object N 200 $5,534.00Nauseate Wand or Staff, must touch subject Y 100 $100.00Night Vision Wand, Staff, or Jewelry, wearer only N 200 $5,534.00Nightengale Area, rug Y 100/yard rad. Depends on AoE 1 hex- $100No Smell Jewelry, only affects wearer N 150 +300 $3,117.00Noise Area, rug N 100/yard rad. Depends on AoE 2 hex- $100Odor (always on, one scent) Jewelry, one scent N 40 $40.00Pain Any item, always on N 300 $9,900.00Pain Wand or Staff, must touch subject Y 400 $13,200.00Password (not written) Enchanted Object N 400 $13,200.00Password (written) Enchanted Object N 200 $5,534.00Penetrating Weapon .5DR Single Missile N 25 $25.00

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Penetrating Weapon .5DR Weapon or Tool N 250 $8,250.00Penetrating Weapon .5DR Missile Weapon N 500 $16,500.00Pentagram Area Y 1/sq. ft. Depends on AoE 1 Hex - $9Perfume Wand or Staff, must touch subject N 200 $5,534.00Permanent Madness One casting Y 20 $20.00Phantom Preset phantom, staff, wand, jewelry Y 150 $2,817.00Phantom Staff, Wand, or Jewelry Y 300 $9,900.00Phantom Flame Staff, Wand, or Jewelry N 200 +100 $5,634.00Plant Growth Wand or Staff N 300 $9,900.00Plant Vision Any N 300 $9,900.00Pollen Cloud Staff, Wand, or Jewelry N 100 $100.00Prepare Game Wand, Knife, Staff, or Jewelry N 300 $9,900.00Prepare Game (specialized) Skinning knife, Scaling Knife, Peeler, etc. N 150 $2,817.00Preserve Food Staff, Wand, or Jewelry N 200 $5,534.00Preserve Food Chest or Sack N 20/pound Depends on AoE 5 pounds of food - $100Preserve Fuel Staff, Wand, or Jewelry N 400 $13,200.00Preserve Fuel (container) Chest or Container N 40/pound Depends on AoE 2 pounds - $80Propel Engine enchant so willing mage can propel Y 20/ton Depends on AoE 5 ton Machine - $100Puissance +1 Single Missile N 25 $25.00Puissance +1 Weapon N 250 $8,250.00Puissance +2 Single Missile N 100 $100.00Pull Staff, Wand, or Jewelry Y 250 $8,250.00Pull (always on) Area Y 100/ two ST Depends on AoE 2 ST pull - $100Purify Air Staff, Wand, or Jewelry N 50 $50.00Purify Earth Staff N 400 $13,200.00Purify Food Staff, Wand, or Jewelry N 400 $13,200.00Purify Fuel Staff, Wand, or Jewelry N 200 $5,534.00Purify Water Hoop of bone or ivory N 50 $50.00Quick Aim (Double) Single Thrown N 50 $50.00Quick Aim (Double) Ranged Launcher N 100 $100.00Quick Aim (Triple) Single Thrown N 100 $100.00Quick Aim (Triple) Ranged Launcher N 200 $5,534.00Quick March Footwear or Jewelry, wearer only N 400 $13,200.00QuickDraw Weapon or Tool N 300/pound Depends on AoE 1 lb weapon - $9900Radio Hearing Jewelry, conches, earplugs, wearer only N 150 $2,817.00Relieve Paralysis Clothing or Jewelry, wearer only N 200/ threshold $5,534.00 See DescriptionRelieve Sickness Staff, Wand, or Jewelry N 250 $8,250.00Remove Aura Wand, Jewelry, or Staff, must touch subject Y 250 $8,250.00Remove Contagion Wand or Staff, must touch subject N 400 $13,200.00Remove Reflection Jewelry, always on N 200 +100 $5,634.00Remove Shadow Jewelry, always on N 100 +100 $200.00

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Repel Staff, Wand, or Jewelry Y 250 $8,250.00Repel (always on) Area Y 100/ two ST Depends on AoE 2 ST push - $100Repel Spirits Staff, Wand, or Jewelry Y 100 $100.00Repel Spirits Container N 400/hex rad. Depends on AoE 1 Hex - $13200Resist Water Wand, staff, Jewelry, always on, wearer only N 200 +200 $5,734.00Resist Water Staff, Wand, or Jewelry N 400 +200 $13,400.00Retch Wand or Staff, must touch subject Y 100 $100.00Retrogression Headgear, each time put on N 350 $11,550.00Retrogression Staff, Wand, or Jewelry Y 400 $13,200.00Return Missile Jewelry, weapon, or shield N 400 $13,200.00Rooted Feet Wand or Staff, must touch subject N 400 $13,200.00Scents of the Past Staff, Wand, or Jewelry Y 350 $11,550.00Schematic Blueprint or Headgear, must touch subject Y 200 $5,534.00Scribe Pen, permanently Animated N 250 $8,250.00Scribe Pen, permanently Animated, anyone can use N 350 $11,550.00Scry Gate Staff, Wand, or Jewelry N 200 $5,534.00Scryfool Staff, Wand, or Jewelry N 300 $9,900.00Scrywall One container N 200/cu. Ft. Depends on AoE 1 cubid foot - $5534Scrywall Area Y 300/yrd Depends on AoE 1 Hex - $9900Season Spoon N 150 $2,817.00See Invisible Wand, Staff, or Jewelry, wearer only N 400 $13,200.00See Radiation Staff, Wand, or Jewelry N 400 $13,200.00See Secrets Staff, Wand, or Jewelry N 400 $13,200.00Seek Air A forked stick N 60 +200 onyx $260.00Seek Earth (one type) A forked stick N 50 $50.00Seek Fire A forked stick N 50 +100 $150.00Seek Food A forked stick N 300 $9,900.00Seek Fuel A thin graduated metal stick N 60 $60.00Seek Gate A forked stick N 100 $100.00Seek Machine Staff, Wand, or Jewelry N 100 $100.00Seek Plant A carved wooden wand, staff, or figurine N 50 $50.00Seek Plastic Staff, Wand, or Jewelry N 60 $60.00Seek Power Wand N 60 $60.00Seek Radiation Wand or stick N 60 $60.00Seek Water A forked stick N 40 +300 $340.00Sense Danger Staff, Wand, or Jewelry N 400 $13,200.00Sense Emotion Staff, Wand, or Jewelry N 300 $9,900.00Sense Foes Staff, Wand, or Jewelry N 200 $5,534.00Sense Life Staff, Wand, or Jewelry N 80 $80.00Sense Mana Staff, Wand, or Jewelry Y 200 $5,534.00Sense Observation Staff, Wand, or Jewelry N 300 $9,900.00

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Sense Spirit Staff, Wand, or Jewelry N 100 $100.00Sense Spirit Gem, vibrates if Spirits w/in radius N 100/yard Depends on AoE 1 yard radius - $100Sensitize Any item, always on N 300 $9,900.00Sensitize Wand or Staff, must touch subject Y 400 $13,200.00Shade Staff or Jewelry, wearer only N 100 $100.00Shape Air Staff, Wand, or Jewelry N 200 $5,534.00Shape Darkness Staff, Wand, or Jewelry N 200 $5,534.00Shape Earth Staff, Wand, or Jewelry N 200 $5,534.00Shape Fire Staff, Wand, or Jewelry N 400 +300 $13,500.00Shape Light Staff, Wand, or Jewelry N 100 $100.00Shape Light One permanent casting Y 200 $5,534.00Shape Water Staff, Wand, or Jewelry N 400 $13,200.00Shatterproof Any item, always on N 400 $13,200.00Sickness Any item, always on N 300 $9,900.00Silence Area, rug N 80/yard rad. Depends on AoE 1 hex - $80Silver Tongue Wand or Staff, must touch subject Y 200 $5,534.00Skull Spirit Single use Skull N 40 $40.00Slide Footwear or Jewelry, wearer only N 350 $11,550.00Slow Fire Staff, Wand, or Jewelry N 350 +500 +500 $12,550.00Slow Healing Staff, Wand, or Jewelry Y 175 $4,175.00Slow Healing Weapon N 100/point Depends on AoE 1 point unhealing - $100Small Vision Clothing or Jewelry, wearer only N 400 $13,200.00Small Vision Gem, works like magnifying glass N 400 $13,200.00Smoke Staff, Wand, or Jewelry N 50 $50.00Snow Staff Y 450 $14,850.00Snow Shoes (wearer only) Shoes, boots, or sandals, wearer only N 350 $11,550.00Soilproof Any item, always on N 200 $5,534.00Soilproof Staff, Wand, or Jewelry N 400 $13,200.00Soul Jar One casting Y 8 $8.00Sound One sound, constantly, Any item N 50 $50.00Sound Jet Staff, Wand, or Jewelry Y 400 $13,200.00Sound Vision Wand, Staff, or Jewelry, wearer only N 400 $13,200.00Spark Cloud Staff, Wand, or Jewelry Y 150 +500 +500 $3,817.00Spark Storm Staff, Wand, or Jewelry Y 300 +500 +500 $10,900.00Spasm Any item, always on N 100 $100.00Spasm Wand or Staff, must touch subject Y 300 $9,900.00Spell Shield (area) Area N 400/yard Depends on AoE 1 Hex - $13200Spell Shield (container) A container N 250/cu. Ft. Depends on AoE 1 cubic foot - $8250Spell Wall One permanent casting Y 200/yard Depends on AoE 1 yard spell wall - $5534Spit Acid Jewelry Y 400 $13,200.00Staff Rod-shaped, organic, up to 6 ft N 30 $30.00

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Steal Vitality (always on) Any item, always on N 200/per HP loss Depends on AoE HP -1 shackles - $5534Steelwraith Metallic Weapon, ignore spell N 250/lb Depends on AoE 1 lb weapon - $8250Stench Staff, Wand, or Jewelry N 60 $60.00Stone Missile Staff, Wand, or Jewelry Y 400 $13,200.00Stone to Earth Staff, Wand, or Jewelry N 400 $13,200.00Stop paralysis Staff, Wand, or Jewelry N 200 $5,534.00Strike Barren Wand or Staff, must touch subject Y 200 $5,534.00Strike Numb Any item, always on N 300 $9,900.00Suggestion (always on) Any item, always on N 400 $13,200.00Sunlight Staff, Wand, or Jewelry Y 150 $2,817.00Talisman 1 pt vs 1 spell, once Tattoo or item N 15 $15.00Talisman 2 pt vs 1 spell, once Tattoo or item N 45 $45.00Talisman 3 pt vs 1 spell, once Tattoo or item N 90 $90.00Talisman 4 pt vs 1 spell, once Tattoo or item N 150 $2,817.00Tanglegrowth (bushes and trees) Area Y 30/yard rad. Depends on AoE 3 Yard radius - $90Tanglegrowth (grass) Area Y 20/yard rad. Depends on AoE 5 yard radius - $100Teleport Shield Area Y 50/yard rad. Depends on AoE 2 yard Radius - $100Tell Position Staff, Wand, or Jewelry N 150 $2,817.00Tell Time Jewelry, lets wearer know exact time N 250 $8,250.00Test Food Staff, Wand, or Jewelry N 100 $100.00Test Fuel Staff, Wand, or Jewelry N 100 $100.00Test Load Wand or Staff, must touch subject N 80 $80.00Thunderclap Gloves, Staff, wand, or Jewelry N 300 $9,900.00Tickle Chair, cushion, or pillow, Always on N 250 $8,250.00Tide Staff, Wand, or Jewelry N 225 $6,892.00Touch Staff, Wand, or Jewelry N 50 $50.00Trace Teleport Any N 100 $100.00Transparency SM 0 item, Always on N 400 $13,200.00Turn Blade Bracelet or other arm apparel N 300 $9,900.00Turn Spirit Staff, Wand, or Jewelry Y 350 $11,550.00Umbrella Jewelry, always on, wearer only N 100 $100.00Undo Glove, Wand, or Staff, must touch subject N 400 $13,200.00Voices Single Saying, constantly, Any item N 20 $20.00Walk on Air Shoes, staff, wand, or jewelry N 500 +1000 $17,500.00Walk through plants Cloak of plant material N 400 $13,200.00Wall of Light Staff, Wand, or Jewelry N 200 $5,534.00Wall of Silence Area Y 100/yard rad. Depends on AoE 1 hex- $100Wall of Wind Staff, Wand, or Jewelry Y 400 +500 $13,700.00Warm Staff Y 150 $2,817.00Warmth Clothing, Blanket, staff, wand, or jewelry N 200 $5,534.00Watchdog Area, rug Y 200/yard rad. Depends on AoE 1 yard rug - $5534

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Water Vision Any N 200 $5,534.00Waves Staff, Wand, or Jewelry N 300 $9,900.00Weaken Glove, Wand, or Staff, must strike subject N 200 $5,534.00Weaken Blood Any item, always on N 200 $5,534.00Weaken Will Any item, always on N 100/point Depends on AoE -1 Will - $100Weapon Spirit Weapon N 100/IQ point Depends on AoE IQ 1 Transfer - $100Whirlpool Staff, Wand, or Jewelry Y 200 +500 $6,034.00Wind Staff, Wand, or Jewelry N 300 $9,900.00Winged Knife Weapon N 300/pound Depends on AoE 1 lb weapon - $9900Wish One casting Y 250 $8,250.00Wither Plant Staff or Wand of dead wood N 200 $5,534.00Wizard Ear (linked items) Amulet sends words from 'ear' to wearer N 450 $14,850.00Wizard Hand Hand carved of wood Y 400 +500 $13,700.00Wizard Hand (linked items) Gloves links to stationary depiction of hand N 300 $9,900.00Wizard Mouth (linked items) Amulet conveys wearers words to a mouth N 325 $10,725.00Zombie One casting Y 8 $8.00

V1.0Compiled by J. PingolFlynnarrel

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Creepy MagicMaggot Sword: This slimy rusted bladeis dedicated to a dark primal god. Anyhit that manages to penetrate armourcauses tiny maggots to grow in thewound, dealing 1d3 points of toxicdamage per second until the wound iscleaned with an antiseptic or until a HTcheck is passed (one try per second).Death Head of Nagganoth: This is amagically prepared skull that can bethrown as a grenade and explodes in abright green flash upon impact, dealing2d toxic damage as a contact agentwithin a radius of 3m.Dancing Chain Belt: This belt has 4barbed chains attached to it that areabout 2m long. When activated, thechains will attack one enemy withintheir reach each, with a skill of 13. Theydeal 1d6 crushing damage. If there areless than 4 enemies present, there is a 1in 6 chance that the chains will attackyou or one of your allies. It takes aconcentrate action to activate ordeactivate the chains.Agony Rod: Those creatures hit by thisrod must make a HT save (adding theirDR as a bonus) or be incapacitated byagony for 2 seconds per margin offailure.Mask of Deception: This white mask isinvisible when worn and gives you anhonest face, granting you +6 to fast-talkrolls. However, the mask is a deceptiveally - on a fumble you accidentallyreveal a secret about yourself.Version

The Base Racial TemplateAll dragons have the following set of advantages: Ambidexterity (10),Cast Iron Stomach (15), Combat Reflexes (15), Discriminatory Smell (15),Extra Encumberance (5), Extra Flexibility (Tail) (5), Four Legs (5), Flight(Winged, Cannot Hover) (24), Full Coordination (50), High Pain Threshold(10), Infravision (15), Penetrating Call (5), Peripheral Vision (15), RapidHealing (5), Regrowth (only small extremities) (20), Unaging (15). Inaddition, all dragons share three natural attacks, Constriction Attack (withtheir tails) (15), Claws (talons) (40), Teeth (fangs) (10).All dragons have the following set of disadvantages: MonstrousAppearance (-25), Poor Grip (-5), Horizontal (-10), Inconvenient Size (-10).(Each individual racial template has a number of others as well.)Finally, all dragons have the racially learned skill Flight (Winged) at DX(2 points).The basic dragon package costs 246 points, but is incomplete. It is thebasis for the individual dragon subspecies packages detailed below.

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determine the total cost for a given dragon, add four things: the basic dragonpackage (above), the basic dragon age package (from the General DragonAge Table), the additional subspecies advantages, and the subspecies agefeatures. Note that in the end these are racial templates. So, for example, STis given as the racial ST bonus, not as the ST of an average individual. Todetermine the ST of an average individual, add the ST bonus to 10.All dragons, regardless of subspecies, get varying levels of AcuteVision, Acute Hearing, Enhanced Move, and a “fear aura”, according to theGeneral Dragon Age Table.The “fear aura” of dragons applies to dragons aged adult and older. Justthe sight or sound of a dragon may be enough to drive many to a FrightCheck, but in addition to that there is a supernatural aura surroundingdragons that can raise fear in those underneath when a dragon flies overhead.When a given dragon first flies overhead, and when the dragon charges, anyunderneat, or at the end of the charge, must make a Fright Check. This frightcheck is at +3 for adult dragons, +2 for old dragons, and +1 for very olddragons. The “fear aura” costs 10 points for adult dragons, 15 points for olddragons, 20 points for very old dragons, and 25 points for ancient dragons.(These point values are included above. I assigned the costs by guessingwhat I thought they were worth, with some thought to it being somewhatequivalent to the Panic spell as a knack.)Many dragons are mages. The more intelligent dragons will more oftenbe mages; white dragons are only infrequently mages, while gold dragonsare almost always accomplished wizards. As a rule of thumb, dragons willnot tend to acquire the magery advantage until they’ve at least reached subadultage. Only ancient dragons of the more powerful sorts (red, silver, gold)will tend to have the highest (seventh through ninth) levels of magery. It isnot uncommon for bronze, silver, and gold dragons to obtain a few levels ofclerical magery as well. Levels higher than the second of clerical magery aregranted to these dragons by Bahamut himself.

Alternate Hit Location Tableby Pauli Hakala

d100 table, covering the whole body:

PartHeadNeckZone1Zone2Zone3Zone4ShoulderUpp.ArmElbowLow.ArmWristHandThighKnee

This table was created by approximating surface areas of a generic human shape from four different angles. For convenience and simplicity the second stage tables are two-dimensional. Different dice are used because it is faster to roll D100 and D20 at the same time. Second stage tables can also be used if attacker succesfully aims for a certain body part like head. (Note: This table is best suited to ranged attacks like gunfire; It doesn't simulate melee attacks so well.)

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CalfAnkleFoot

d20 table, covering head, neck, and torso (divided into 4 zones):

Head

NeckZone1Zone2

Zone3

Zone4

ORC WARRIOR (26pts)

AdvantagesInfravision [10]

DisadvantagesAppearance (Unattractive) [-4]Callous [-5]Intolerance (Elves & Dwarves) [-5]Light Sensitivity 1 (-1 to Weapon skill rolls, Only under direct sunlight, -30%) [-3]Sadism (12) [-15]

Skills

Note about vital organs; Spinal cord hits count as brain hits (Spinal cord has +2 DR) and more than HT damage to spinal cord may result in paralysis, possibly for rest of the life - Treat like a crippling wound, affecting all limbs downward from the point of impact. Heart, kidneys, pancreas, liver etc. count as vital hits and effects of injuries are pretty much the same as

ST 15 [50]; DX 10 [0]; IQ 9 [-20]; HT 10 [0].HP 15 [0]; Per 10 [5]; Will 9 [0]; FP 10 [0].Lift 45lbs; Damage: Thr 1d+1; Sw 2d+1.Speed 5 [0]; Move 5(4)* [0]; Encumbrance Light (1) 69lbs.Dodge 8(7)*; Parry 9(U); SM +0 (1 hex).

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High MagicFlame Blade: The blade of this sword ismade of pure flame dealing 2d burningdamage.Shocking Mace: This mace deals 1delectrical burn damage in addition toother damage after a hit. It ignores metalarmour. Using the mace while standingin water is not the best idea.Forst Wand: You fire a 4m wide, 10mlong cone of frost, dealing 2dhypothermia damage. The wand requiresthe Wand (DX/E) skill to use.Robe of Many Eyes: This robe grantsDR 2 to the back to torso and legs. Also,it grants 360° vision and +2 to all Perrolls based on vision.Ring of Swimming: This ring grants a+10 bonus to swimming checks.Amulett of Elemental Resistance:There are different amulets for differentdamage types (fire, hypothermia,electricity, acid). The amulet provides aDR of 5 against that particular type ofdamage.Shield Ring: Grants DR 2 againstmissile attacks.

Dragon AttacksDragons all share four natural attacks: claws, teeth, tail-lashing, and tailconstriction.Dragon claws count as talons, and so may be used forthrust/impaling damage or swing/cutting damage. Dragons are ambidextrousand have full coordination, so may attack with both forelegs at once, on twoopponents if they are both in the dragon’s field of vision (and close enoughto be subject to the attack). Typically, they rear back on their hindlegs anduse their tail for balance when so doing.Dragon teeth count as fangs, and so do impaling damage, with the basebite damage based on the table on page B140.Dragon tails are extended strikers, uually with a long reach, that doescrushing damage and may be used to constrict unwary victems. Althoughthe dragon’s tail is behind it, dragons have long prehensile necks that allowthem to see behind them and aim their tail (although this means that theycannot properly aim attacks in front off them during the same round). Notethat with the constriction attack of a draogn’s tail, it is important to use the

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Rule of 16 (CII-190) for the contest between the dragon’s and the target’sstrength. Even if this isn’t orthodox under GURPS, without it it becomesridiculously easy for many dragons to instantly crush people with it’s tail.(The alternative is to take away the constriction attack, which I don’t think Iwant to do.)In addition to all of this, dragons have breath weapons. I calculated thepoint cost for most of the breath weapon using the “cheap” improvementscheme on page CI-72. In 1st edition AD&D, these breath weapon wereonly usable three times per day. However, they also tended to have a larger,“cone” area of effect, in contrast to the more common and smaller “jet”effect in the conversion here. As such, instead I’ve limited all dragons’breath weapon to take 15 seconds of recharge, for -20% the cost.

Alternate Hit Location Tableby Pauli Hakala

d100 table, covering the whole body:

Front1-Jul

8-OctNov-20

21-3031-4041-5051-5253-5657-5859-6364-6566-7071-8384-85

This table was created by approximating surface areas of a generic human shape from four different angles. For convenience and simplicity the second stage tables are two-dimensional. Different dice are used because it is faster to roll D100 and D20 at the same time. Second stage tables can also be used if attacker succesfully (Note: This table is best suited to ranged attacks like gunfire; It doesn't simulate melee attacks so well.)

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86-9697-9899-00

d20 table, covering head, neck, and torso (divided into 4 zones):

Eyes 1; Ears 2; Nose 3; Jaw 4-6; Flesh 7-12; Brain 13-20Flesh 1-5; Spinal Cord connection 6-7; Bleeding x 2 8-14;Bleeding x 2 & Spinal 15-20Flesh 1-7; Heart 8-9; Lung 10-17; Heart & Lung 18-20Flesh 1-9; Lung 10-20Flesh 1-8; Stomach 9-11; Pancreas 12-13; Kidney 14;Big Int.15-16; Small Int.17-18; Groin 19-20Flesh 1-8; Liver 9-11; Pancreas 12-13; Kidney 13-14;Big Int.15-16; Small Int.17-18; Groin 19-20

Light Sensitivity 1 (-1 to Weapon skill rolls, Only under direct sunlight, -30%) [-3]

Note about vital organs; Spinal cord hits count as brain hits (Spinal cord has +2 DR) and more than HT damage to spinal cord may result in paralysis, possibly for rest of the life - Treat like a crippling wound, affecting all limbs downward from the point of impact. Heart, kidneys, pancreas, liver etc. count as vital hits and effects of

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DevourerThese cursed beings were formerlyhuman but have turned into undeadcreatures lusting after human brains.These poor fellows are driven by theirhunger and are shunned by society.Some devourers use special amulets orspecial technical devices to keep theirunholy hunger in check.Advantages: Injury Tolerance(Unliving) [20], Immune to MetabolicalHazards [30]Disadvantages: Fragile (Brittle) [-15],Uncontrollable Appetite (Brains)(self-control 6 or less, mitigator: amulet-60%) [-12], Unnatural Features 3 [-3],Dread (Bright Light, 1m) [-20]Birdman

http://crgurps.comuv.com/

Red Dragon Racial TemplateThis template is common to all red dragons. On top of this are added theattributes and additional advantages that come with age, listed in the RedAll red dragons have the following advantages: Dragon (246), Immunityto Disease (10), Invulnerability (Fire) (100).They also have the following disadvantages: Bloodlust (-10), Greed (-15), Megalomania (-10), Odious Racial Habits (eats people) (-15), Sadism (-15), Stubbornness (-5), Bad Smell (sulfur) (-10), Vulnerability (magicalcold) (-5).The invulnerability of red dragons to magical cold is just that. A reddragon might be very uncomfortable in near-freezing weather, but it won’ttake damage. However, it does take extra damage from magical frost spellsand the like.The “basic” red dragon package (including the general dragon package)costs 271 points.Finally, on top of this add the

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advantages and costs from theGeneral Dragon Age Table, and theadditional features summarized inthe Red Dragon Table. The costson that table are the final racialtemplate cost. They include thefeatures there, the generic dragonpackage, the generic dragonpackage for the appropriate age,and the red dragon package. (Inother words, although you have tolook all over the place to find allthe advantages and disadvantages,you can get the racial cost just byreading this table. You don’t haveto do math.)

Alternate Hit Location Tableby Pauli Hakala

d100 table, covering the whole body:

Side Down Up1-Jul 1-Feb Jan-27 -5

8-Oct 3 28-40 -6Nov-15 4-Jun 41-55 -1

16-20 7-Oct 56-70 -121-25 Nov-15 71-73 -126-30 16-20 74-76 -131-33 21-21 77-80 -334-41 22-23 81-82 -242-44 24 83 -545-52 25-26 84-85 -253-55 27 86-87 -656-60 28-30 88-90 -461-78 31-60 91-94 -179-80 61-62 95 -3

This table was created by approximating surface areas of a generic human shape from four different angles. For convenience and simplicity the second stage tables are two-dimensional. Different dice are used because it is faster to roll D100 and D20 at the same time. Second stage tables can also be used if attacker succesfully

To-Hit Penalty

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81-96 63-96 96-97 -297-98 97-98 98 -599-00 99-00 99-00 -4

d20 table, covering head, neck, and torso (divided into 4 zones):

Note about vital organs; Spinal cord hits count as brain hits (Spinal cord has +2 DR) and more than HT damage to spinal cord may result in paralysis, possibly for rest of the life - Treat like a crippling wound, affecting all limbs downward from the point of impact. Heart, kidneys, pancreas, liver etc. count as vital hits and effects of

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Pts Cost Spell Effect1 70 Stop bleeding1 70 Blur 1 -1 to be hit1 70 Strengthen will 1 +1 Will1 70 Hide 1 -1 to be sensed if not moving even in plain sight1 70 1 hx Bomb Rain Stones Air Stench Smoke Glitterdust, bc 1/2

Cost 1 Rain Fire Pollen Clou Rain nuts Spark/Fire Cloud 12 160 Brightvision Immune flash, light jet etc2 160 Lengthen limb 1 yd/second lengthen, retrieve at full speed2 160 Resist Fire or Cold (+ Agni) including fire spells, breath etc2 160 Create door 1 hx door in wall, 10 secs2 160 Stop paralysis Counters spell or effect2 160 Blur 2 Strengthen will 2 Hide 22 160 Dexterity 1 +1 Dex2 160 Vigor 1 +1 HT Resist BC spells2 160 Might 1 +1 ST2 160 Wisdom 1 +1 IQ2 160 Shield 1 +1 PD2 160 +1 DR2 160 Freedom 1 +1 to break free, including webs, escape, grapple etc2 160 Haste 1 +1 Speed/Dodge2 160 Force wall 1 hex stops physical - not magic, magic creatures, or m weapons, no LOS in2 160 2 hx bombs Cost 12 160 Rain Ice Da Spark StormSpark/Fire Cloud 2 Grave Stench Turn Zombie (Holy water?)2 160 Protect from Undead/Demons/Possession/Planar 1 -1 attacks2 160 Flankguard Side hexes become front for defence2 160 Mage shield +1 shield size, same weight3 270 Stone heart Immune to hit location mult and spec in heart, vitals, groin, brain, throat, face3 270 Mage shield 2 +2 shield size, same weight3 270 Immunity Rare Undead, Disease, Poison, Spec Class of Person, Spec Race of Monster, Light, Darkness.3 270 Invis to Undead3 270 Holy (life) weapon 3 3d-3 to undead, or any other deity enemy, 1 hit3 270 Greater injunction, small/rare group Will to attack3 270 Bend light Image up to ten hexes away, attack cancels for 1d secs3 270 Chameleon +2/+1 Stealth3 270 Minor invisibility Ends if attack3 270 Guardian weapon 10 secs +3 parry and 2 parries 1 weapon3 270 Infravision -1 combat/vision, see underground, blind to colour/cold-blooded/undead/faces/detail3 270 Nightvision Starlight etc3 270 Lockmaster opens lock, magelock resists3 270 240 lb Levitate Move 3, -3 DX 3 270 Mage Stealth (+Hermes) +3 stealth or -5 to hear mage doing things3 270 Walk on air air solid like stairs, but fall breaks it3 270 Blur 3 Strengthen will 3 Hide 33 270 3 hx bombs Cost 13 270 Glue Grease Rain Acid Forbiddance3 Spark/Fire Cloud 3 Dispel Magic3 270 Spell Sheild 1 hex Resists spells incoming except missile spells, -1 shield per fail3 270 Force dome 1 hex4 400 Rainbow pattern Onlookers within 10 hexes Will or stare, attacked gives will4 400 Night shroud Darkvision and darkness penalty to see user doubled4 400 Continual light - torch 2d days

Armour 1 or Armour 2 vs cut/imp/cr

1 hx bombs, Cost 2

1 hx bombs, Cost 3

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4 400 Mirrormind Reflects mind spells4 400 Mage shield 3 +3 shield size, same weight4 400 Immunity Common Earth, Air, Water, Electricity, Cold, Suffocation/Drowning, Spec Magic College4 400 Major Heal 8 +8 HP4 400 Cure Disease (Aescalapolus better) One disease, -5 without diagnosis, not immune4 400 Flash HT, 10 hx - made =-3 DX 1 min, fail =blind 3 sec, -3 DX 1 min, etc4 400 See Invis4 400 Quick March x2 long distance4 400 Hold Breath4 400 Enlarge x2 x2 ST, HP, Move, Reach, DR 1, x8 mass, only clothes grow Spark/Fire Cloud 4 Spark/Fire Cloud 24 400 Electric weapon/missiles +2 elec damage 4 400 Alter visage Change face 1 hr4 400 Flaming weapon/missiles +2 fire weapon4 400 Cont light – fire Torchlight 2d days4 400 Resist Poison Cannot be poisoned4 400 Light tread 10 min, cannot be tracked or set off pressure traps4 400 Blur 4 Strengthen will 4 Hide 44 400 Dexterity 2 Vigor 2 Might 2 Wisdom 24 400 Shield 2 Armour 2/4 Freedom 2 Haste 24 400 Force wall 2 hex4 400 4 hx bombs Cost 14 400 2 hx bombs Cost 2 Rain Ice Daggers Spark Storm4 400 Spark Storm 2 Hold Zombie4 400 Utterwall 1 hex No magic or physical, no LOS in4 400 Body of Air 6 lb clothes and caster air, -3 spells, immune physical4 400 Justice HT or Wound received also to attacker 4 400 Greater Spellshield 1 hex Also stops missile spells4 400 Delay image No feints, +2 attacks, -2 parry attacker, -1 dodge, IQ to resist, 10 secs5 550 Resist Drain Attribute, advantage, skill drains5 550 Lightning Reflexes CR, +1 block and parry 10 secs5 550 Spell Absorbtion 10 secs converts 1/2 attack spell to mana, or -4 resist5 550 Reverse spell 1 spell, better to improve the skill!5 550 Magic Immunity totally immune 1 min, can be metamagicked5 550 Undead barrier Will-4 to enter, -4 and HT or 1d-2 per round inside5 550 Invis (Odysseus) Attacker hearing made - -6 attack, -4 defense, else neither5 550 Flight (Daedelus) Move 10. Melee -3/+3 defence def/att - missile, -1 range per 2 yd up5 550 Missile Shield Missiles miss, not obvious!5 550 Neutralize poison -5 without poisons roll. One try5 550 Great haste 10 sec 2 actions/round. Then lose 5 fatigue5 550 Teleport 100 hex Skill 13. Familiar place only. Body sense or stunned, Heavy enc max5 550 5 hx bombs Cost 15 550 Spark/Fire Cloud 5 Phantom5 550 Body of Water recover 1 HT per min in water, as Air5 550 Blur 5 Strengthen will 5 Hide 55 550 Luck6 720 Blinding Countenance Surprised onlookers flashed. -2/-4 melee/missile attackers6 720 Guardian weapon 2 10 secs +6 parry and unlimited parries 1 weapon6 720 Greater injunction, large/occasional group Will to attack6 720 Body of light Can take No enc gear and only cast 21 spells, triple speed6 720 Immunity Ex Common Cutting, Impaling, or Crushing damage, Magic, Fire6 720 Darkcloak +4 stealth in shadows (-2), 1/2 fire damage, immune light damage, -1 cover6 720 Chameleon 2 +10/+5 Stealth6 720 Flaming armour +1 damage. 1d Flame jet to attackers hits, torso

1 hx bomb, Cost 4

1 hx bomb, Cost 5

Page 23: Thw Sp Red Sheet

6 720 1 hex Utterdome6 720 Monks Banquet 1 day no food or water6 720 Shapeshift (Circe 1 large were-animal, 1 hr. Items inside, spells at 21 only6 720 Teleport 500 hx Skill 126 720 6 hx bombs Cost 16 720 3 hx bombs Cost 2 Rain Ice Daggers Spark Storm6 720 2 hx Cost 3 bombs Spark/Fire Cloud 26 720 Dexterity 3 Vigor 3 Might 3 Wisdom 36 720 Shield 3 Armour 3/5 Freedom 3 Haste 36 720 Force wall 3 hex6 720 Force dome 2 hex6 720 Spell Sheild 2 hex6 720 Body of Shadow -5 casting, 2D. Regen 1 HT/min in darkness. Vuln light;elec6 720 Body of Algae -2 casting, -2 speed.6 720 Continual light - lantern 2d days7 910 7 hx bombs Cost 17 910 Steelwraith Ethereal to metal inc weapons, armour, bars, etc7 910 Electric armour 1d-1 elec backlash to hitters hand, +1 damage7 910 Reverse missiles Missiles return at firer, same hit/miss7 910 Body of wood +2 unarmed dam, PD 1, DR 3, melds into trees for 1 HT/min7 910 Body of ice PD 1, DR 2, +2 unarmed dam, -4 grappled, melds into ice8 1120 Lightning Reflexes 2 CR, +2 block and parry 10 secs8 1120 Greater Spellshield 2 hex8 1120 Dexterity 4 Vigor 4 Might 4 Wisdom 48 1120 Shield 4 Armour 4 Freedom 4 Haste 48 1120 Hawk flight Move 40, x4 enc pen8 1120 Greater shapeshifting Any shape inc swarms 1 min, +30 stats max8 1120 Alter body Change race, 1 hr8 1120 Instant Nuetralize poison One try/day, no poisons roll8 1120 8 hx bombs Cost 18 1120 4 hx bombs Cost 28 1120 2 hex bombs cost 48 1120 Force wall 4 hex8 1120 Utterwall 2 hex8 1120 Body of ether 10 sec, only Mind control at -2 attack, -5 spells8 1120 Body of wind -4 Dx, x2 ST, Move 10, -3 spells, Reach 2 to 49 1350 9 hx bombs Cost 19 1350 3 hx bombs cost 39 1350 Total Stealth Invis, mage stealth, no smell, light tread

10 1600 Stone to flesh Return from being stoned10 1600 10 hx bombs Cost 110 1600 2 hx bombs cost 510 1600 5 hx bombs Cost 210 1600 Kill bomb HT or die!10 1600 Mass invisibility bomb 2 hex radius for party of 710 1600 Dexterity 5 Vigor 5 Might 5 Wisdom 510 1600 Greater Utterdome Mobile10 1600 Shield 5 Armour 5 Freedom 5 Haste 511 1870 Lightning Reflexes 3 CR, +3 block and parry 10 secs12 2160 Body of stone12 2160 Body of Fire/Lightning12 2160 Greater injunction, very large/common group Will to attack

Page 24: Thw Sp Red Sheet

WandsWands have 10 chargesessentially they cost ten times the spellstone cost plus a premium for the wand which acts to target the spell and possibly contains the skill to fire the missile

Missile WandsThey do not require growing or casting rounds, but may require aiming

+4 DX, 18 max 6000+2 DX 3000+1 DX 1500DX 750default DX-3 0 Jets can be used 2W combo!

Jet reach is the same as the dice, cost

SS Aim 1/2D Max Jet WandsStone missile (Earth) 13 2 40 80 Sand (Earth) HT or 1-3 secs blinded, then -3 DX 1d secsConcussion (Air/Sound) Acid As snow, 1d-1 acid dam per. Face hit HT or be blindedSun-bolt(Light) Snow(Ice) knocback like water and blind like sand.kill fire/insectsAcid Ball 13 1 25 50 Steam (Water) like snow but also 1d-1 x cost damBall of lightning Mud (Earth) As Snow Winged Knife 13 1 20 40 Sound HT-cost or stunned, limb 20-HT mins paralysed, head unc 20-Ht minsPoltergeist 13 1 20 60 Light Cost 2. 1 min, 10 yd torch. Blind face hit in dark, -4 DX next turn, -1 afterIce dagger 13 3 30 60 Water 1-3D knocback, kill fires/insects, face hit -3 DX/pt next turnIce Sphere 13 2 40 80 Flame 1d-cost dam. Can cut ropes, start fires etcExplosive fireball 13 1 25 50 Air 2-6 dice knockback and insect swarmsFireball 13 1 25 50 Burning Light Flash to eyes, 1 HT per rndLightning (Air) 13 3 50 100

Costs - Missile and Jet wandsDice Cost Wand, 10 charges DX DX+1 DX+2 DX+4

1 700 1450 2200 3700 67002 1600 2350 3100 4600 76003 2700 3450 4200 5700 87004 4000 4750 5500 7000 10000

Area bombs Skill 15, -1 per hex range if not thrown or missileIn pistol crossbow Acc 3, SS 10, th+2 imp, 1/2D STx15, max STx20, Weight 4. If the damage is removed, the crossbow can be cocked in 1 round easilyCan also be put into arrows for an extra cost of $20 per arrow. Dropped arrows are bad

All other spellstones put in bombs cost basic x10 spellstone cost

Spellstone Cost Wand, 10 charges1 7002 16003 27004 40005 55006 86507 120508 164509 22250

10 31900

High Skill Powerstones Uses include decent attack spells vs Will, attacks against MR, powerups vs own MR, good range, safe area wands without thrown/missile, hard to dispel walls, safer teleports

Cost Skill15 16 17 18 19 20

1 70 86 104 122 160 2702 160 202 246 294 400 7203 270 346 428 518 720 13504 400 518 650 794 1120 21605 550 720 910 1120 1600 31506 720 950 1210 1498 2160 43207 910 1210 1548 1926 2800 56708 1120 1498 1926 2406 3520 72009 1350 1814 2344 2938 4320 8910

10 1600 2160 2800 3520 5200 1080011 1870 2534.4 3295.6 4153.6 6160 1287012 2160 2938 3830 4838 7200 15120

One off1 15 Limit to 1d6 of each common attack spell per level2 453 904 505

1 50 usually built with many attack spells in it2 100 say +1 vs 8 mind control spells3 505 400 100004 17905 4510 MR item only 7500 per MR

but costs fatigue and duration

Talismans - cost per PD or Will

Amulets - cost per MR

Page 25: Thw Sp Red Sheet

Amour and Weapons Magic ItemsEn Cost

Focus, +1 skill one spell 100 3300 Scroll 25 per point costone college 1000 33000 Odor Jewelry-one scentall spells 10000 330000 Undo Immunity Amulet+2 x5 Seek earth forked stick, need material+3 x15 Purify Air staff/wand/jewelry

Purify water bone/ivory hoopImbue skill 10 350 11550 Hideaway 1 pound spaceImbue skill, per pt above 10 100 3300 Measurement ruler/scales/lens/cube

Seek Plant wand/staff/figurineTatoo 100 3300 Stench s/w/jTatoo, invis 200 6600 Alarm Jewelry no cost, every dayTatoo spell 1/2 item cost

Sense life staff/wand/jewelry 80Luckstone, one off 25 25 Silence 1 hex rug 80Extreme luck 50 50 Cook no cost Pot 3 meals a day 90Permanent 2500 82500 Lend stength staff/wand/jewelry 100Extreme luck 5000 165000 Light staff/wand/jewelry 100

Blur s/w/j -1 100Power-1 12500 Find weakness Jewelry 100Power-2 25000 Itch Staff/wand 100Power-3 50000 Umbrella Jewelry 100Power-4 100000 Hideaway 2 pound space 100Power-5 200000 Hideaway 1 pound weight 100Power-6 400000 Cornucopia Quiver 100Power-7 800000 Test Food s/w/j 100Power-8 1600000 Preserve food Sack/chest 5 lb 100

Decay s/w 100Speed - halves casting time as Power Aura s/w/j 100

Infravision s/w/j 100Crystal ball 26000 Clean s/w/cleaning instrument 100Crystal ball Divination +1 30000 Knots Untieable rope 5 foot 100Crystal ball Divination +2 45000 Bless Item - 1point 100

Keen nose 1 Clothing/jewelry 100Services Sense Spirit s/w/j 100

Nightinggale 1 hex rug 100Repair 3 per 10 pounds 3 Teleport Shield 2 hex rug 100Scrywall base cost 3, per day 5 Wall of silence 1 hex rug 100Scryguard per person per day 6 Powerstone 1Conceal magic per person per day 10 Ignite fire staff/wand/jewelryPentagram per hex up to ten 10 Darkness 1 hex rugBless 1 point 10 Powerstone 2Remove Curse Removes a curse (not a 20 Seek water forked stickSuspend ench Max 2500 cost curse 25 Ice slick One hex matBless 2 point 50C Powerstone 3Remove ench Max 1000 cost curse 100C Breathe Air s/w/jYouth 1d months 100C Hideaway 3 pound spaceAlter body Horns etc 1790C Keen eyes 1 Clothing/jewelry

Page 26: Thw Sp Red Sheet

Keen ears 1 Clothing/jewelryHexes Ethereal body Gem glows around etherealsCurse 1 Any 30 Silence 2 hex rugCurse 2 Any 100 No smell JewelryCurse 3 Any 1790 Powerstone 4Fatigue 1 Hexed 1890 Lesser Wish jewelSpasm Hexed 1890 Cook no cost Pot 6 meals a dayClumsiness 1 Hexed 1890 Powerstone 5Itch Hexed 1890 Powerstone 6Fatigue 2 Hexed 3580 Sense foes staff/wand/jewelry 200Hinder 1 Hexed 3580 Shape earth staff/wand/jewelry/dig tool 200Fear Hexed 3580 Create air staff/wand/jewelry 200Drunkenness 1 Hexed 3580 Shape Air staff/wand/jewelry 200Steal Health Hexed - 1 3580 Create water staff/wand/jewelry 200Clumsiness 2 Hexed 3580 Lend health staff/wand/jewelry 200Harmlessness -1 dam per d50 1650 Continual light dim glow 200Inaccurate per -1 acc o50 1650 Blur s/w/j -2 200Short range per -5% ra 50 1650 Weaken Wand/staff/glove 200Unweildiness per -1 SS o50 1650 Air jet s/w/j 200Frailty per -1 dr pe25 825 Water vision Any 200Frailty per -1 weap50 1650 Hideaway 4 pound space 200Traitorous per -1 PD o50 1650 Hideaway 2 pound weight 200Jinx per -1 to lu 5 165 Preserve food s/w/j 200Jonah per -1 withi5 165 Preserve food Sack/chest 10 lb 200

Deflect missile 200Create food no cost Pot one meal a day 200

Essential Powersto triple yield 50 >2.5x Light Jet Glove/ring 200Shape Darkness s/w/j 200NightVision s/w/j 200Knots Untieable rope 10 foot 200Keen nose 2 Clothing/jewelry 200Identify plant w/s 200Wither plant s/w 200Watchdog 1 hex rug 200Nightinggale 2 hex rug 200Magelock Golden key 200Great voice s/w/j/helm 200Wall of silence 2 hex rug 200Hush Clothing/jewelry 200Sound With link to turn it on/offPhantom flame s/w/jFreeze s/w/jVoices With link to turn it on/off-5 wordsIce slick base 2 hex matFrost s/w/jDarkness 2 hex rugClimbing 1 Shoes/gloves/clothes/jewelryIce slick s/w/jWish jewelHideaway 5 pound space

Page 27: Thw Sp Red Sheet

Tell time Jewelry no costFind Direction CompassScribe PenCook no cost Pot 9 meals a day

Page 28: Thw Sp Red Sheet

Scrolls25 1 2540 2 5040 3 247550 4 330050 5 412550 6 495050 7 577550 8 660050 9 742560 10 825060

2640264029703300330033003300330033003300330033003300330033003300330033003300330033003300330033003300

150150235300340350500505505505

Page 29: Thw Sp Red Sheet

505 Look for maintain 1 spells as they become always on600 Best for getting rid of the always on penalty eg Blur685805 32000900

1055 Power-1 500 1650010551200 Blur 100 33001600 Stench 60 19806600 Smoke 50 16506600 Keen eyes 1 150 49506600 Infravision 100 330066006600660066006600 31680660066006600660066006600660066006600660066006600660066006600660066006600660066006600660018401890189018902040214036504510451045104510

Page 30: Thw Sp Red Sheet

4510451046106090

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maint 1could stench 1 all over the placecould make lots of smoke clouds 2left on3\1 left on

Page 32: Thw Sp Red Sheet

Fortify DR+1 100 3300 Negate crits, per locationDR+2 200 6600 whole suitDR+3 800 26400DR+4 3000 99000 Eyeslit helm, PD/DR 1+magicDR+5 8000 264000 2Deflect PD+1 100 3300 3PD+2 500 16500PD+3 2000 66000 NMZ ShieldPD+4 8000 264000PD+5 20000 660000 MR +1 shield

2Lighten 25% 100 3300 3Lighten 50% 500 16500 4Light 25, +1 DR 150 4950 5Light 25, +1 PD 200 6600Light 25, +1/+1 250 8250 Resist cold etc, per base costLight 25, +2 DR 300 9900 Scryguard

+1DR, +1 PD 150 4950 Vacc helmet, DR as helmet+2 DR, +1 PD 300 9900 Vacc suit+1 DR, +2 PD 550 18150 +2 DR, +2 PD 700 23100 Spellshield armour+3 DR, +2 PD 1300 42900 consider high skill!+2 DR, +3 PD 2200 72600+3DR,+3PD 2800 92400 Electric/flaming armour+4DR,+4PD 5000 165000+5DR,+5PD 28000 924000 Immunity Very Rare

RareDeflecting shield, +1 Block 500 16500 Common+2 1000 33000 All+3 2500 82500

10000 330000 Rubber armourRemove weakness (chinks)

Dancing shield per lb 6250 per 10 lbs and per DRSpeed 6 or skill 18 x2both x4 Impervious - all crush, per lb2,8,15,25 lbs

Page 33: Thw Sp Red Sheet

350 115505000 165000

100 3300400 13200

2000 66000

5000 165000

250 8250500 16500

1000 330002000 660005000 165000

500 16500500 16500

1000 330005000 165000

1000 33000

700 23100

500 16500750 24750

1500 495003000 99000

450 1485025 825

250 8250

Page 34: Thw Sp Red Sheet

Melee ALL

Backstab, no shield, per lb 100 3300 Bane attack/de Nation/religion/raceKnockback, 1 extra 100 3300 Bane creature type/cityStability, run/horse +1 100 3300 Bane FamilyHandy, +2 fastdraw, per lb 100 3300 Name/passwor Functions only withshort reach 1 hex 150 4950 Limit class or individualKnockback, 2 extra 200 6600 Link Conditions of usePenetrating, - DR -1 150 4950 Singing, +1 morale, fright 1000Graceful, no ready, per lb 150 4950 Loyal (returninper lbAccuracy +1 250 8250 Loyal teleporti per lb 1000Damage +1 250 8250Blood drinker, 1 HT 2 FT per hit 200 6600 MissilesDisarm/Feint/hit location +1 250 8250 Missile Pen -1 DRshort reach 2 hex 250 8250 Accuracy +1Stability +2 250 8250 Puissance +1DAGhost (affects ether). Per lb 0 Acc +1, D+1Quick-draw per pound 0 Spell arrow Touch spell onlyKnockback , 3 extra 300 9900 Missile Pen -2 DR 60Lighten weapon, ST 10 100+25/ST #VALUE! Acc+2 100Armour divisor 2, per lb 500 16500 Puissance +2DA 100Parry +1 500 16500 Homing, per die 50Disarm/Feint/hit +2 500 16500 Acc +2, D+2 200Long reach 1 hex 500 16500 Banishing 2d undead 200short reach 3 hex 500 16500 Pen -3 DR 240Stability +3 500 16500 Acc+3Defending, parry +1 0 Puissance +3DAPenetrating, - DR -2 600 19800 Corn -1 DR arrows 750Knockback, 4 extra 400 13200 Missile Pen -4 DRFlaming/electric/icy weapon 750 24750 Acc +3, D+3Accuracy +2 0 Corn +1 arrows 1250Damage +2 0 Cornucopia javelins 1500Banishing 2d Undead 1000 33000 Missile Pen -5 DRArmour divisor 3, per lb 1000 33000Cleaving +1, break weapons/doors etc 1000 33000 Thrown weap see missile weapParry +2 1000 33000Disarm/Feint/hit +3 1000 33000Draining, 1 ST and HP/rnd 1000 33000 Cheap itemsver Crit 1000 33000 100Long reach 2 hex 1000 33000 150Loosefingers, skill or drop 1000 33000 200Quick strike, 1 extra attack 1000 33000 250Stability +4 1000 33000 300Dancing per pound 0Defending, parry +2 0Armour divisor 4, per lb 2000 66000Long reach 3 hex 2000 66000Dance speed 6 or skill 18(per pound) 0Defending, parry +3 0Penetrating, - DR -3 2400 79200Cleaving +2/x3 2500 82500Parry +3 2500 82500 As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.Disarm/Feint/hit +4 2500 82500

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Quick strike +2 3000 99000Dancing Both sp6/sk18 per pound 0Accuracy +3 0Damage +3 0-1 Active defence target 5000 165000Cleaving +3/x4 5000 165000Killing, extra crits on 7 5000 165000Soul stealer 5000 165000Penetrating, - DR -4 9000 297000Parry +4 10000 330000HT Stealer, costs 1 FT 10000 330000Quick strike +3 10000 330000Act Def -2 15000 495000Penetrating, - DR -5 24000 792000Act Def -3 50000 1650000

x1.5 200 6600Shatterproof x2 DR and HT 400 13200x3 800 26400x4 1200 39600Smashing weapon, parries x2 weight, per lb 50 1650x4 100 3300x8 150 4950x16 200 6600Impaler -> damage acts as impale, per lb 200 6600Cutter -> damage acts as cut, per lb 100 3300Strengthen - weapons +25% hp 100 3300

+50% 200 6600+75% 400 13200+100% 800 26400

Durability, combat item Per +1 HP 50 1650Magic Resistance per MR+1 200 6600

Page 36: Thw Sp Red Sheet

Missile Weapons

1/2 cost Quickaim SS -1 100 33001/3 cost Quickaim SS -2 150 49501/10 cost Stability, run/horse +1 200 6600

10000 Missile, per +5% ranges 250 82501790 Penetrating, - -1 300 99005000 Quickaim SS -3 0 33

25000 Autoload, +6 fastdraw arr 500 1650018750 Dam/Acc +1 025000 Quick aim,per ex turns aim 500 16500

Scope, per x2(+1-4 acc) 500 16500Stability +2 500 16500

15 Ghost (affects ether). Per lb 025 Acc +1/D+1 max is acc weapon 025 Quickaim SS -4 050 Armour divisor 2, per lb 1000 3300050 Stability +3 1000 33000

1500 Flaming/electric/icy 1000 330002500 Penetrating, - -2 1200 396002500 Quick fire, per extra attack 1500 495001250 Quickaim SS -5 05000 Quick-draw Quiver 05000 Dam/Acc+2 06000 Armour divisor 3, per lb 2000 66000

12500 ver Crit 2000 6600012500 Stability +4 2000 66000

18750 Acc +2, D+2 022500 Quickaim SS -6 025000 Armour divisor 4, per lb 4000 132000 250 8250

31250 Penetrating, - -3 4800 15840037500 Dam/Acc+3 060000 -1 Active defence target 10000 330000

Killing, extra crits on 7 10000 330000x0.5 Soul stealer 10000 330000

Acc +3, D+3 0Penetrating, - -4 18000 594000Act Def -2 30000 990000

100 Penetrating, - -5 48000 1584000505 Act Def -3 100000 3300000

1790 Throw spell, per cost 2500 8250045107500

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 37: Thw Sp Red Sheet

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 38: Thw Sp Red Sheet

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 39: Thw Sp Red Sheet

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 40: Thw Sp Red Sheet

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 41: Thw Sp Red Sheet

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 42: Thw Sp Red Sheet

As an example, adding +1 magical damage to a sword would cost $1250. You also need to have a Fine quality sword for it to be worth putting an enchantment on, and that costs $1500, for a total of $2750 (rather than $8250) for a Fine +1 broadsword (+1 to hit and +2 to damage) or $6250 (rather than $16250) for a Very Fine +1 broadsword (+2 to hit and +3 to damage) . This will make them relatively more common, and this makes sense in the Eberron setting, at least to me. They are still far beyond the means of the vast majority of the populace, but successful adventurers can be expected to have them.

Page 43: Thw Sp Red Sheet

Spell Name Item EnergyCurse (-1) Person 3Fortify 1 Armor or clothing (arms only) 5Fortify 1 Armor or clothing (feet only) 5Fortify 1 Armor or clothing (legs only) 5Fortify 1 Armor or clothing (hands only) 5Bless (+1) Person 10Curse (-2) Person 10Deflect 1 Armor or clothing (arms only) 10Deflect 1 Armor or clothing (feet only) 10Deflect 1 Armor or clothing (legs only) 10Deflect 1 Armor or clothing (hands only) 10Fortify 1 Armor or clothing (head only) 10Lighten (¾ weight) Armor (arms only) 10Lighten (¾ weight) Armor (hands only) 10Lighten (¾ weight) Armor (legs only) 10Lighten (¾ weight) Armor (feet only) 10Slow Healing (-1) Missile 10Air Powerstone Gem 12Animal Powerstone Gem 12Body Control Powerstone Gem 12Communication Powerstone Gem 12Earth Powerstone Gem 12Fire Powerstone Gem 12Food Powerstone Gem 12Gate Powerstone Gem 12Knowledge Powerstone Gem 12Light Powerstone Gem 12Major Healing Powerstone Gem 12Making & Breaking Powerstone Gem 12Manastone * Gem 12Metaspell Powerstone Gem 12Mind Control Powerstone Gem 12Minor Healing Powerstone Gem 12Movement Powerstone Gem 12Necromancy Powerstone Gem 12Plant Powerstone Gem 12Sound Powerstone Gem 12Water Powerstone Gem 12Weather Powerstone Gem 12Fortify 1 Armor or clothing (torso front only) 15Penetrating Blade 1 Missile 15Talisman 1 Any 15Curse (-3) Person 20Deflect 1 Armor or clothing (head only) 20Fortify 1 Armor or clothing (torso only) 20Fortify 2 Armor or clothing (feet only) 20Fortify 2 Armor or clothing (arms only) 20Fortify 2 Armor or clothing (hands only) 20Fortify 2 Armor or clothing (legs only) 20

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Haircut Person 20Inscribe Any 20Lighten (¾ weight) Armor (head only) 20Powerstone Gem 20Slow Healing (-2) Missile 20Accuracy 1 Missile 25Puissance 1 Missile 25Curse (-1) Any 30Deflect 1 Armor or clothing (torso only) 30Inscribe Brush, pen, or stylus 30Lighten (¾ weight) Armor (torso front only) 30Mystic Mark Any 30Slow Healing (-3) Missile 30Staff Staff, or wand 30Deflect 1 Armor or clothing (torso front only) 40Fortify 2 Armor or clothing (head only) 40Lighten (¾ weight) Armor (torso only) 40Odor Jewelry 40Seek Water Forked stick 40Skull-Spirit Skull 40Undo Amulet 40Talisman 2 Any 45Amulet 1 Any 50Bless (+2) Person 50Deflect 2 Armor or clothing (hands only) 50Deflect 2 Armor or clothing (feet only) 50Deflect 2 Armor or clothing (arms only) 50Deflect 2 Armor or clothing (legs only) 50Dull Ears (-1) Clothing, or jewelry 50Dull Eyes (-1) Clothing, or jewelry 50Dull Nose (-1) Clothing, or jewelry 50Fortify 1 Armor or clothing 50Lighten (½ weight) Armor (feet only) 50Lighten (½ weight) Armor (hands only) 50Lighten (½ weight) Armor (arms only) 50Lighten (½ weight) Armor (legs only) 50Measurement (color) Lens 50Measurement (length) Ruler 50Measurement (volume) Onyx cube 50Measurement (weight) Scales 50Memorize Memory 50Purify Air Wand, staff, or jewelry 50Purify Water Hoop of bone or ivory 50Quick-Aim 1 Missile 50Seek Earth Forked stick 50Seek Fire Forked stick 50Seek Plant Wand, staff, or figurine 50Slow Healing (-5) Missile 50Smoke Wand, staff, or jewelry 50Sound Any 50

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Touch Wand, staff, or jewelry 50Alarm Jewelry 60Fortify 2 Armor or clothing (torso front only) 60Itch Any 60Penetrating Blade 2 Missile 60Seek Air Forked stick or wishbone 60Seek Power (Fire)/TL 3 Wand 60Seek Power (Light)/TL 3 Wand 60Seek Power (Water)/TL 3 Wand 60Seek Power (Wave)/TL 3 Wand 60Seek Power (Weather)/TL 3* Wand 60Seek Power (Wind)/TL 3 Wand 60Stench Wand, staff, or jewelry 60Test Fuel/TL Wand 60Fortify 2 Armor or clothing (torso only) 80Fortify 3 Armor or clothing (feet only) 80Fortify 3 Armor or clothing (arms only) 80Fortify 3 Armor or clothing (legs only) 80Fortify 3 Armor or clothing (hands only) 80Sense Life Wand, staff, or jewelry 80Slow Healing (-4) Missile 80Test Area Staff, or wand 80Talisman 3 Any 90Accuracy 2 Missile 100Alter Terrain * Area 100Amulet 2 Any 100Aura Wand, staff, or jewelry 100Bane Weapon 100Bless (+1) Any 100Blur (-1) Wand, staff, or jewelry 100Clean Staff, wand or cleaning instrument 100Clumsiness (-1) Any 100Curse (-2) Any 100Decay Staff, or wand 100Deflect 1 Armor, clothing or shield 100Deflect 2 Armor or clothing (head only) 100Detect Magic Wand, staff, or jewelry 100Dull Ears (-2) Clothing, or jewelry 100Dull Eyes (-2) Clothing, or jewelry 100Dull Nose (-2) Clothing, or jewelry 100Encrypt Wand, staff, or jewelry 100Ethereal Body* Gem 100Fatigue (-1) Any 100Find Weakness Jewelry 100Foolishness (-1) Any 100Foul Water Staff, or wand 100Hair Growth Any 100Ignite Fire Wand, staff, or jewelry 100Infravision Wand, staff, or jewelry 100Itch Staff or wand 100

Page 46: Thw Sp Red Sheet

Keen Nose (+1) Clothing or jewelry 100Leak Container 100Lend Strength Wand, staff, or jewelry 100Light Wand, staff, or jewelry 100Lighten (½ weight) Armor (head only) 100Lighten (¾ weight) Armor or shield 100Mage Light Wand, staff, jewelry, or lantern 100Mapmaker Scroll 100Pollen Cloud Wand, staff, or jewelry 100Puissance 2 Missile 100Quick-Aim 1 Missile weapon 100Quick-Aim 2 Missile 100Remove Shadow Jewelry 100Repel Protozoan Area 100Seek Gate Forked stick 100Sense Spirit Wand, staff, or jewelry 100Shade Jewelry or staff 100Shape Light Wand, staff, or jewelry 100Slow Healing (-1) Melee weapon 100Spasm Any 100Spellguard * (-2) Enchanted item/area 100Stop Healing Missile 100Test Food Wand, staff, or jewelry 100Trace Teleport Any 100Umbrella Jewelry 100Weaken Will (-1) Any 100Amulet 3 Any 150Breathe Air Wand, staff, jewelry or clothing 150Converse Any 150Cool Staff 150Deflect 2 Armor or clothing (torso front only) 150Dull Ears (-3) Clothing, or jewelry 150Dull Eyes (-3) Clothing, or jewelry 150Dull Nose (-3) Clothing, or jewelry 150Illusion Disguise (simple) Clothing or jewelry 150Keen Ears (+1) Clothing or jewelry 150Keen Eyes (+1) Clothing or jewelry 150Lighten (½ weight) Armor (torso only) 150No-Smell Jewelry 150Penetrating Blade 1 Melee weapon 150Prepare Game Skinning knife, scaling knife, vegetable peeler, etc. 150Season Season 150Spark Cloud Wand, staff, or jewelry 150Talisman 4 Any 150Tell Position Wand, staff, or jewelry 150Warm Staff 150Fortify 3 Armor or clothing (head only) 160Fire Cloud Wand, staff, or jewelry 175Sunlight Wand, staff, or jewelry 175Lesser Wish* Ring, amulet or jewel 180

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Air Jet Wand, staff, or jewelry 200Air Vision Any 200Amulet 4 Any 200Blur (-2) Wand, staff, or jewelry 200Body-Reading Headgear or jewelry 200Boil Water Wand, staff, or jewelry 200Bright Vision Wand, staff, or jewelry 200Clumsiness (-2) Any 200Continual Light (dim glow) Any 200Continual Mage Light (candle bright) Any 200Coolness Clothing, staff, fan, or jewelry 200Create Air Wand, staff, or jewelry 200Create Ice Wand, staff, or jewelry 200Create Water Wand, staff, or jewelry 200Curse (-3) Any 200Deflect 2 Armor or clothing (torso only) 200Deflect 3 Armor or clothing (hands only) 200Deflect 3 Armor or clothing (feet only) 200Deflect 3 Armor or clothing (legs only) 200Deflect 3 Armor or clothing (arms only) 200Deflect Missile Jewelry, weapon, or shield 200Disorient Staff, or wand 200Drunkenness (-1) Any 200Dull Ears (-4) Clothing, or jewelry 200Dull Eyes (-4) Clothing, or jewelry 200Dull Nose (-4) Clothing, or jewelry 200Dullness (-1) Clothing, or jewelry 200Far-Feeling Gloves or jewelry 200Far-Tasting Clothing, or jewelry 200Fatigue (-2) Any 200Foolishness (-2) Any 200Fortify 2 Armor or clothing 200Freeze Wand, staff, or jewelry 200Frost Wand, staff, or jewelry 200Great Voice Wand, staff, helm or jewelry 200Haircut Headgear 200Hex Any 200Hide Emotion Cap, crown, or other headgear 200Hinder (-1) Any 200Hush Clothing or jewelry 200Identify Plant Staff, or wand 200Keen Nose (+2) Clothing or jewelry 200Light Jet Glove or ring 200Lighten (½ weight) Armor (torso front only) 200Limit Enchanted item 200Link Enchanted item 200Link (reversed) Enchanted item 200Magelock Key (Au) 200Magic Resistance (-1) Any 200Name (Name on item) Enchanted item 200

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Night Vision Wand, staff, or jewelry 200Password (Password on item) Enchanted item 200Perfume Staff, or wand 200Phantom Flame Wand, staff, or jewelry 200Preserve Food Wand, staff, or jewelry 200Protozoan Control (1 species) Wand, staff, or jewelry 200Purify Fuel/TL Wand, staff, or jewelry 200Quick-Aim 2 Missile weapon 200Quick-Aim 3 Missile 200Remove Reflection Jewelry 200Repel Worm (lower Metazoan) Area 200Resist Water Wand, staff, or jewelry 200Schematic/TL Headgear 200Scry Gate Wand, staff, or jewelry 200Sense Foes Wand, staff, or jewelry 200Shape Air Wand, staff, or jewelry 200Shape Darkness Wand, staff, or jewelry 200Shape Earth Wand, staff, jewelry or digging tool 200Silver Tongue Staff, or wand 200Slow Healing Wand, staff, or jewelry 200Slow Healing (-1) Missile weapon 200Slow Healing (-2) Melee weapon 200Spellguard * (-4) Enchanted item/area 200Steal Health (-1) Any 200Stop Paralysis Wand, staff, or jewelry 200Strike Barren Staff, or wand 200Wall of Light Wand, staff, or jewelry 200Warmth Clothing, staff, jewelry, or blanket 200Water Vision Any 200Weaken Staff, wand or glove 200Weaken Will (-2) Any 200Wither Plant Staff, or wand 200Worm (lower Metazoan) Control (1 species) Wand, staff, or jewelry 200Tide Wand, staff, or jewelry 225Fortify 3 Armor or clothing (torso front only) 240Penetrating Blade 3 Missile 240Accuracy 1 Weapon 250Amulet 5 Any 250Climbing (+1) Staff, wand, glove, or footwear 250Conceal Staff, or wand 250Detect Poison Wand, staff, or jewelry 250Dull Ears (-5) Clothing, or jewelry 250Dull Eyes (-5) Clothing, or jewelry 250Dull Nose (-5) Clothing, or jewelry 250Find Direction Compass needle 250Gloom Wand, staff, or jewelry 250Glow Wand, staff, or jewelry 250Golem* Clay Golem 250Hair Growth Staff, or wand 250Haste (+1 max) Shoes or jewelry 250

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Ice Slick Wand, staff, or jewelry 250Jump (+1) Staff, jewelry or footwear 250Know True Shape Wand, staff, or jewelry 250Lend Health Wand, staff, or jewelry 250Malefice * Doll 250Puissance 1 Melee weapon 250Pull Wand, staff, or jewelry 250Relieve Sickness Wand, staff, or jewelry 250Repel Wand, staff, or jewelry 250Resist Disease (prevents spreading) Jewelry 250Scribe (caster's voice only) Writing implement 250Tell Time Jewelry 250Tickle Chair, cushion, or pillow 250Wish* Ring, amulet or jewel 250Acid Ball Staff, or wand 300Alertness* (+1) Clothing or jewelry 300Arachnid Control (1 species) Wand, staff, or jewelry 300Awaken Staff, or wand 300Bladeturning Wand, staff, jewelry, weapon or armor 300Blur (-3) Wand, staff, or jewelry 300Boost Dexterity Wand, staff, or jewelry 300Boost Health Wand, staff, or jewelry 300Boost Strength Wand, staff, or jewelry 300Catch Missile Glove 300Catch Spell* (One missile spell) Glove 300Cleansing Caduceus 300Clouds Wand, staff, or jewelry 300Clumsiness (-3) Any 300Condense Steam Wand, staff, or jewelry 300Continual Sunlight Wand, staff, or jewelry 300Control Gate Wand, staff, or jewelry 300Control Illusion Staff, or wand 300Create Acid Wand, staff, or jewelry 300Create Fire Wand, staff, or jewelry 300Current Wand, staff, or jewelry 300Destroy Water Wand, staff, or jewelry 300Detect Magic Necklace or ring 300Devitalize Air Wand, staff, or jewelry 300Dream Viewing Mirror 300Dull Ears (-6) Clothing, or jewelry 300Dull Eyes (-6) Clothing, or jewelry 300Dull Nose (-6) Clothing, or jewelry 300Earth to Stone Wand, staff, or jewelry 300Emotion Control Any 300Exorcism Staff, or wand 300False Aura Any 300False Tracks Footwear 300Fatigue (-3) Any 300Flameturning Jewelry, weapon, or armor 300Fog Wand, staff, or jewelry 300

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Foolishness (-3) Any 300Force Wall Staff 300Fortify 4 Armor or clothing (hands only) 300Fortify 4 Armor or clothing (arms only) 300Fortify 4 Armor or clothing (legs only) 300Fortify 4 Armor or clothing (feet only) 300Golem* Flesh Golem 300Hide Path Cloak of plant material 300Illusion Disguise (complex) Clothing or jewelry 300Insect Control (1 species) Wand, staff, or jewelry 300Keen Ears (+2) Clothing or jewelry 300Keen Eyes (+2) Clothing or jewelry 300Keen Nose (+3) Clothing or jewelry 300Long March Footwear 300Magic Resistance (-1 max) Wand, staff, weapon or jewelry 300Mapmaker Staff, or wand 300Melt Ice Wand, staff, or jewelry 300Mystic Mark Wand, staff, or writing implement 300Pain Any 300Penetrating Blade 1 Missile weapon 300Phantom * Wand, staff, or jewelry 300Plant Growth Staff, or wand 300Plant Vision Any 300Prepare Game Wand, staff, jewelry, or knife 300Remove Aura Wand, staff, or jewelry 300Repel Arachnid Area 300Repel Crustacean Area 300Repel Fish Area 300Repel Insect Area 300Scryfool Wand, staff, or jewelry 300Seek Food Forked stick 300Sense Emotion Wand, staff, or jewelry 300Sense Observation Wand, staff, or jewelry 300Sensitize Any 300Sickness Any 300Slow Healing (-3) Melee weapon 300Spark Storm Wand, staff, or jewelry 300Spasm Staff or wand 300Spellguard * (-6) Enchanted item/area 300Strike Anosmic Any 300Strike Numb Any 300Turn Blade Bracelet or other armwear 300Waves Wand, staff, or jewelry 300Weaken Will (-3) Any 300Wind Wand, staff, or jewelry 300Wizard Hand Hand/glove 300Fortify 3 Armor or clothing (torso only) 320Wizard Mouth Mouth/Amulet 325Grease Footwear 350Lightning Whip Glove, whip, or jewelry 350

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Mirror Wand, staff, or jewelry 350Musical Scribe Pen 350Retrogression Headgear 350Scents of the Past Wand, staff, or jewelry 350Slide Jewelry or footwear 350Slow Fire Wand, staff, or jewelry 350Snow Shoes Shoes, boots or sandals 350Turn Spirit Wand, staff, or jewelry 350Fast Fire Wand, staff, or jewelry 375Wizard Nose Nose/amulet 375Air-Golem Any 400Amphibian Control (1 species) Wand, staff, or jewelry 400Beast Speech (1 species) Wand, staff, or jewelry 400Beast Summoning (1 species) Wand, staff, or jewelry 400Bird Control (1 species) Wand, staff, or jewelry 400Blur (-4) Wand, staff, or jewelry 400Breathe Water Clothing, or jewelry 400Choke Staff, or wand 400Clumsiness (-4) Any 400Cold Wand, staff, or jewelry 400Continual Light (fire) Any 400Continual Mage Light (torch bright) Any 400Control Creation Staff, or wand 400Create Fuel/TL Wand, staff, or jewelry 400Create Steam Wand, staff, or jewelry 400Crustacean Control (1 species) Wand, staff, or jewelry 400Dark Vision Wand, staff, or jewelry 400Daze Any 400Deflect 3 Armor or clothing (head only) 400Detect Poison Jewelry 400Dispel Illusion Staff, or wand 400Distill Kettle 400Dream Sending Staff, or wand 400Drunkenness (-2) Any 400Dullness (-2) Clothing, or jewelry 400Earth Vision Any 400Enlarge Other* (×2) Person 400Enlarge Other* (×2) Person 400Enlarge* (×2) Person 400Extinguish Fire Wand, staff, or jewelry 400Far-Hearing Clothing or jewelry 400Fatigue (-4) Any 400Fish Control (1 species) Wand, staff, or jewelry 400Foolishness (-4) Any 400Garble Clothing, or jewelry 400Golem* Stone golem 400Haircut Staff, wand or scissors 400Hawk Vision Clothing or jewelry 400Heal Plant Staff 400Heat Wand, staff, or jewelry 400

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Hide Thoughts Crown, helmet or other headgear 400Hinder (-2) Any 400Ice Dagger Jewelry 400Ice Sphere Staff, or wand 400Ice Vision Any 400Icy Breath * Jewelry 400Increase Burden Wand, staff, or jewelry 400Keen Nose (+4) Clothing or jewelry 400Light Tread Footwear 400Long March Wand, staff, or jewelry 400Magic Resistance (-2) Any 400Memorize Any 400Missile Shield Wand, staff, weapon or armor 400Mollusk Control (1 species) Wand, staff, or jewelry 400Mystic Mist Amulet 400Name Enchanted item 400Neutralize Poison (1 poison) Caduceus 400Pain Staff, or wand 400Password Enchanted item 400Protozoan Control (all species) Wand, staff, or jewelry 400Purify Earth Staff 400Purify Food Wand, staff, or jewelry 400Quick-Aim 3 Missile weapon 400Quick-Aim 4 Missile 400Relieve Addiction Wand, staff, or jewelry 400Remember Path Guide 400Repel Amphibian Area 400Repel Bird Area 400Repel Reptile Area 400Reptile Control (1 species) Wand, staff, or jewelry 400Resist Water Wand, staff, or jewelry 400Retch Staff, or wand 400Retrogression Wand, staff, or jewelry 400Return Missile Jewelry, weapon, or shield 400Rooted Feet Staff, or wand 400See Invisible Wand, staff, or jewelry 400See Secrets Wand, staff, or jewelry 400Sense Danger Wand, staff, or jewelry 400Sensitize Staff, or wand 400Shape Fire Wand, staff, or jewelry 400Shape Water Wand, staff, or jewelry 400Shatterproof Any 400Shrink * (½) Person 400Shrink Other* (½) Person 400Slow Healing (-2) Missile weapon 400Slow Healing (-4) Melee weapon 400Small Vision Gem 400Small Vision Clothing, or jewelry 400Soilproof Wand, staff, or jewelry 400Sound Jet Wand, staff, or jewelry 400

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Sound Vision Wand, staff, or jewelry 400Spider Silk Staff, or wand 400Spit Acid * Jewelry 400Steal Health (-2) Any 400Sterilize Caduceus 400Stone Missile Staff, or wand 400Stone to Earth Wand, staff, or jewelry 400Stop Spasm Staff, or wand 400Strike Deaf Any 400Suggestion Any 400Undo Wand, staff, or glove 400Walk Through Plants Cloak of plant material 400Wall of Wind Wand, staff, or jewelry 400Weaken Will (-4) Any 400Wizard Hand Wooden hand 400Worm (lower Metazoan) Control (all species) Wand, staff, or jewelry 400Animate Shadow Wand, staff, or jewelry 450Dry Well Staff 450Hold Breath Wand, staff, or jewelry 450Insignificance Staff, or wand 450Keen Ears (+3) Clothing or jewelry 450Keen Eyes (+3) Clothing or jewelry 450Know Recipe Wand, staff, or jewelry 450Presence Staff, or wand 450Snow Staff 450Wizard Ear Ear/amulet 450Accuracy 3 Missile 500Age * Any 500Ambidexterity Staff, or wand 500Beast Link Matched Au/Ag amulets 500Beast Rouser Wand, staff, or jewelry 500Berserker Bearskin cloak 500Bless (+2) Any 500Bless (+3) Person 500Bless Plants Staff 500Blight Staff 500Blur (-5) Wand, staff, or jewelry 500Bravery Any 500Bravery Staff, or wand 500Climbing (+2) Staff, wand, glove, or footwear 500Cloud-Walking Wand, staff, jewelry or shoes 500Clumsiness (-5) Any 500Command Wand, staff, or jewelry 500Control Zombie Wand, staff, or jewelry 500Create Door Wand, staff, jewelry, or writing implement 500Create Earth Staff, or wand 500Defending Shield 1 Shield 500Defending Weapon 1 Weapon 500Deflect 2 Armor, clothing or shield 500Dispel Creation Staff, or wand 500

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Dull Ears Staff, or wand 500Dull Eyes Staff, or wand 500Dull Nose Staff, or wand 500Earth to Water Wand, staff, or jewelry 500Enthrall Staff, comedian's mask or musical instrument 500Essential Earth Staff 500Fatigue (-5) Any 500Foolishness (-5) Any 500Forgetfulness Any 500Freedom (+1) Clothing, or jewelry 500Fumble Jewelry 500Hail Staff 500Haste (+2 max) Shoes or jewelry 500Hide Object Wand, staff, or jewelry 500Hold Fast Footwear 500Illusion Disguise (perfect) Clothing or jewelry 500Jump (+2) Staff, jewelry or footwear 500Keen Nose (+5) Clothing or jewelry 500Lengthen Limb Bracelet, glove, or ring 500Lighten (½ weight) Armor or shield 500Madness Any 500Mage-Stealth Clothing or jewelry 500Memorize Headgear or jewelry 500Nightmare Any 500Plant Sense Staff or figurine 500Power 1 Enchanted item 500Projection Wand, staff, or jewelry 500Puissance 1 Missile weapon 500Puissance 3 Missile 500Rain of Nuts Staff, or wand 500Rain of Stones Staff 500Repel Mammal Area 500Reshape Gloves 500Resist Poison (1 poison) Jewelry 500Seeker Forked stick or compass needle 500Shape Plant Gloves of plant material 500Shape Stone Wand, staff, jewelry or digging tool 500Shatter* Staff, wand or glove 500Simulacrum * Clay Golem 500Slow Footwear 500Slow Healing (-5) Melee weapon 500Soul Stone * Any 500Speed 1 Enchanted item 500Spellguard * Wand, staff, or jewelry 500Stop Healing Wand, staff, or jewelry 500Strike Blind Any 500Strike Dumb Any 500Suggestion Wand, staff, or jewelry 500Suspend Spell Wand, staff, or jewelry 500Timeslip Clothing, jewelry, or timepiece 500

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Truthsayer Crown, helmet or other headgear 500Walk on Air Wand, staff, jewelry or shoes 500Walk on Water Wand, staff, jewelry or clothing 500Walk Through Wood Cloak of plant material 500Wall of Lightning Wand, staff, or jewelry 500Weaken Will (-5) Any 500Whirlpool Wand, staff, or jewelry 500Wizard Nose Stone nose 500Oath Jewelry 550Alertness* (+2) Clothing or jewelry 600Arachnid Control (all species) Wand, staff, or jewelry 600Astral Block Wand, staff, or jewelry 600Balance Staff, or wand 600Ball of Lightning Wand, staff, or jewelry 600Banquet Wand, staff, or jewelry 600Beast Soother Wand, staff, or jewelry 600Compel Lie Torc or heavy necklace 600Compel Truth Torc or heavy necklace 600Continual Light (glare) Any 600Continual Mage Light (light bulb bright) Any 600Control Limb Staff, or wand 600Create Food Wand, staff, or jewelry 600Cure Dehydration Caduceus 600Cure Starvation Caduceus 600Curse-Missile Staff, or wand 600Death Vision Staff, or wand 600Deflect 3 Armor or clothing (torso front only) 600Drunkenness (-3) Any 600Dullness (-3) Clothing, or jewelry 600Enlarge Other* (×3) Person 600Enlarge Other* (×3) Person 600Enlarge* (×3) Person 600Flaming Armor Staff, or jewelry 600Fortify 4 Armor or clothing (head only) 600Glass Wall Wand, staff, or jewelry 600Golem* Bronze Golem 600Hinder Staff, or wand 600Hinder (-3) Any 600Insect Control (all species) Wand, staff, or jewelry 600Iron Arm Bracelet or other armwear 600Keen Ears (+4) Clothing or jewelry 600Keen Eyes (+4) Clothing or jewelry 600Magic Resistance (-2 max) Wand, staff, weapon or jewelry 600Magic Resistance (-3) Any 600Mammal Control (1 species) Wand, staff, or jewelry 600Mud Jet Staff or wand 600Penetrating Blade 2 Melee weapon 600Phantom * Wand, staff, or jewelry 600Plant Control Wand, staff, or jewelry 600Poison Food Staff, or wand 600

Page 56: Thw Sp Red Sheet

Rain Staff, or wand 600Rain of Fire Staff 600Reflect Gaze * Jewelry 600Remember Path Jewelry or staff 600Repel Hybrid Area 600Restore Memory Staff, or wand 600Reverse Missiles Wand, staff, weapon or armor 600Rooted Feet Any 600Shrink * (1/3) Person 600Shrink Other* (1/3) Person 600Silver Tongue Jewelry 600Simulacrum * Flesh Golem 600Sleep Any 600Slow Healing (-3) Missile weapon 600Snow Jet Staff, or wand 600Spell Wall Wand, staff, or jewelry 600Steal Health (-3) Any 600Strike Barren Any 600Tanglefoot Staff, or wand 600Turn Zombie Wand, staff, or jewelry 600Water Jet Wand, staff, or jewelry 600Weaken Will (-6) Any 600Duplicate Wand, staff, or jewelry 650Glib Tongue Wand, staff, or jewelry 650Wizard Mouth Red coral mouth 650Create Well Staff 675Agonize Any 700Burning Death* Wand, staff, or jewelry 700Crustacean Control (all species) Wand, staff, or jewelry 700Dehydrate Staff, or wand 700Divert Teleport* Any 700Echoes of the Past Wand, staff, or jewelry 700Electric Armor Cape 700Flaming Armor Cape 700Frostbite Staff, or wand 700Grease Wand, staff, or jewelry 700Images of the Past Wand, staff, or jewelry 700Insignificance Cloak, jewelry, or headgear 700Mollusk Control (all species) Wand, staff, or jewelry 700Presence Cloak, jewelry, or headgear 700Recall Headgear, wand, or jewelry 700Rejuvenate Plant Staff 700Rotting Death * Wand, staff, or jewelry 700Steam Jet Staff, or wand 700Weaken Will (-7) Any 700Berserker Staff, or wand 750Climbing (+3) Staff, wand, glove, or footwear 750Earth to Air Wand, staff, or jewelry 750Electric Weapon Weapon 750Flaming Weapon Melee weapon 750

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Haste (+3 max) Shoes or jewelry 750Icy Weapon Melee weapon 750Jump (+3) Staff, jewelry or footwear 750Keen Ears (+5) Clothing or jewelry 750Keen Eyes (+5) Clothing or jewelry 750Plant Speech (1 species) Staff 750Stop Spasm Any 750Agonize Staff, or wand 800Amphibian Control (all species) Wand, staff, or jewelry 800Beast Summoning (any species) Wand, staff, or jewelry 800Bird Control (all species) Wand, staff, or jewelry 800Blink Clothing or jewelry 800Body of Air Wand, staff, or jewelry 800Clumsiness Staff, or wand 800Contract Object* Wand, staff, or jewelry 800Control Limb Matched bracers, wristbands, gloves, shoes or ankle bands 800Create Mount Mount 800Cure Disease (1 disease) Caduceus 800Deflect 3 Armor or clothing (torso only) 800Deflect 4 Armor or clothing (arms only) 800Deflect 4 Armor or clothing (feet only) 800Deflect 4 Armor or clothing (hands only) 800Deflect 4 Armor or clothing (legs only) 800Dream Projection Headgear 800Drunkenness Staff, or wand 800Drunkenness (-4) Any 800Dullness (-4) Clothing, or jewelry 800Enlarge Object Wand, staff, or jewelry 800Enlarge Other* (×4) Person 800Enlarge Other* (×4) Person 800Enlarge* (×4) Person 800Essential Air Wand, staff, or jewelry 800Essential Flame Wand, staff, or jewelry 800Essential Water Wand, staff, or jewelry 800Extend Object* Wand, staff, or jewelry 800Fireball Staff, or wand 800Fish Control (all species) Wand, staff, or jewelry 800Flame Jet Jewelry 800Foolishness Staff, or wand 800Fortify 3 Armor or clothing 800Fortify 5 Armor or clothing (arms only) 800Fortify 5 Armor or clothing (legs only) 800Fortify 5 Armor or clothing (hands only) 800Fortify 5 Armor or clothing (feet only) 800Golem* Crystal Golem 800Golem* Iron Golem 800Hinder (-4) Any 800Hybrid Control * (1 species) Wand, staff, or jewelry 800Icy Touch Staff, or wand 800Instant Neutralize Poison * (1 poison) Caduceus 800

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Levitation Wand, staff, or jewelry 800Lightning Staff, or wand 800Mage Sight Wand, staff, or jewelry 800Magic Resistance (-4) Any 800Master Wand, staff, or jewelry 800Metal Vision Any 800Mindlessness* Any 800Nightmare Staff, or wand 800Peaceful Sleep Any 800Quick-Aim 4 Missile weapon 800Quick-Aim 5 Missile 800Rain of Ice Daggers Staff 800Reflexes Staff, or wand 800Reptile Control (all species) Wand, staff, or jewelry 800Resist Acid Wand, staff, or jewelry 800Resist Cold Wand, staff, or jewelry 800Resist Fire Wand, staff, or jewelry 800Resist Pain Any 800Resist Sound Any 800Rider (1 species) Wand, staff, or jewelry 800Shrink * (1/4) Person 800Shrink Object * Wand, staff, or jewelry 800Shrink Other* (1/4) Person 800Simulacrum * Stone Golem 800Slow Healing (-4) Missile weapon 800Steal Health (-4) Any 800Steal Strength Wand, staff, or jewelry 800Strike Anosmic Staff, or wand 800Strike Numb Staff, or wand 800Summon Air Elemental Wand, staff, or jewelry 800Summon Earth Elemental Wand, staff, or jewelry 800Summon Fire Elemental Wand, staff, or jewelry 800Summon Shade* Wand, staff, or jewelry 800Summon Water Elemental Wand, staff, or jewelry 800Sunbolt Staff, or wand 800Tickle Wand, staff, or feather 800Weaken Will (-8) Any 800Relieve Madness Wand, staff, or jewelry 850Transparency Wand, staff, or jewelry 850Acid Jet Staff, or wand 900Alertness* (+3) Clothing or jewelry 900Apportation Staff, or wand 900Astral Vision * Staff, or wand 900Create Gate* Writing implement 900Fatigue Staff, or wand 900Fortify 4 Armor or clothing (torso front only) 900Glue Wand, staff, or jewelry 900Healing Slumber Any 900Magic Resistance (-3 max) Wand, staff, weapon or jewelry 900Peaceful Sleep Staff, or wand 900

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Penetrating Blade 4 Missile 900Weaken Blood Any 900Weaken Will (-9) Any 900Weaken Will Staff, or wand 950Accelerate Time* Staff, or timepiece 1000Accuracy 2 Weapon 1000Alter Visage Any 1000Alter Voice Any 1000Beacon (1 spell) Area 1000Beast Speech (any species) Wand, staff, or jewelry 1000Breathe Fire Jewelry 1000Breathe Steam* Jewelry 1000Cadence Tool 1000Charm (for creator) Any 1000Climbing (+4) Staff, wand, glove, or footwear 1000Communication* Linked pair 1000Communication* Headgear, bowl, mirror, or crystal ball 1000Concussion Staff, or wand 1000Control Air Elemental Wand, staff, or jewelry 1000Control Earth Elemental Wand, staff, or jewelry 1000Control Fire Elemental Wand, staff, or jewelry 1000Control Water Elemental Wand, staff, or jewelry 1000Corpulence* Staff, or wand 1000Create Gate* Staff, or wand 1000Create Plant Staff 1000Daze Staff, or wand 1000Decapitation* Wand, staff, or jewelry 1000Defending Shield 2 Shield 1000Defending Weapon 2 Weapon 1000Displace Spell Wand, staff, or jewelry 1000Drunkenness (-5) Any 1000Dullness (-5) Clothing, or jewelry 1000Ecstasy* Staff, or wand 1000Electric Armor Armor 1000Electric Armor Staff, or jewelry 1000Electric Missiles Missile weapon 1000Emotion Control (1 emotion) Staff, or wand 1000Enlarge Other* (×5) Person 1000Enlarge Other* (×5) Person 1000Enlarge* (×5) Person 1000Explode* Staff, wand, or glove 1000Fascinate Mirror 1000Flaming Armor Armor 1000Flaming Missiles Missile weapon 1000Flesh to Stone Staff, or wand 1000Frailty Staff, or wand 1000Freedom (+2) Clothing, or jewelry 1000Fumble Staff, or wand 1000Garble Staff, or wand 1000Gauntness* Staff, or wand 1000

Page 60: Thw Sp Red Sheet

Hallucination Any 1000Healing Slumber Caduceus 1000Hide Wand, staff, or jewelry 1000Hinder (-5) Any 1000Icy Missiles Missile weapon 1000Immurement Staff, or wand 1000Jump (+4) Staff, jewelry or footwear 1000Lend Spell Wand, staff, or jewelry 1000Lengthen Limb Wand 1000Lightning Stare * Jewelry 1000Locksmith Key or amulet (Au) 1000Loyalty (to creator) Any 1000Madness Staff, or wand 1000Magic Resistance (-5) Any 1000Message Conch 1000Might Staff, or wand 1000Mind-Reading Crown, helmet or other headgear 1000Monk's Banquet Clothing, or jewelry 1000Paralyze Limb Staff, or wand 1000Pathfinder Forked stick or compass needle 1000Perm. Forgetfulness* Any 1000Persuasion Cap, crown, helmet or other headgear 1000Pestilence Staff, or wand 1000Phase Clothing, or jewelry 1000Planar Visit * Wand, staff, or jewelry 1000Poltergeist Staff, or wand 1000Power 2 Enchanted item 1000Propel/TL 3 Wand, staff, or jewelry 1000Puissance 2 Melee weapon 1000Rear Vision Clothing, weapon or jewelry 1000Recover Strength Jewelry 1000Resist Disease (1 disease) Jewelry 1000Resist Lightning Any 1000Restore Speech Clothing, or jewelry 1000Rider Within Matched Au/Ag jewelry 1000Rive * Staff, wand, or glove 1000Sandstorm Wand, staff, or jewelry 1000Scryfool Pair of items 1000Shrink * (1/5) Person 1000Shrink Other*(1/5) Person 1000Slow Staff, or wand 1000Slow Fall Clothing or jewelry 1000Slow Healing (-5) Missile weapon 1000Slow Time * Staff, or timepiece 1000Soul Golem * Golem 1000Soul Rider Matched Au/Ag jewelry 1000Speed 2 Enchanted item 1000Stone to Flesh Staff, or wand 1000Stop Healing Melee weapon 1000Storm Staff 1000

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Strengthen Will (+1) Any 1000Strike Deaf Staff, or wand 1000Summon Spirit Wand, staff, or jewelry 1000Swim Wand, staff, jewelry or cape 1000Timeslip Other * Wand, staff, or jewelry 1000Transform Object * Wand, staff, or jewelry 1000Utter Wall Staff 1000Vexation Cap, crown, or other headgear 1000Vigil * Headgear or jewelry 1000Vigor Staff, or wand 1000Wallwalker Shoes or jewelry 1000Weaken Will (-10) Any 1000Essential Acid* Wand, staff, or jewelry 1100Identify Spell Wand, staff, or jewelry 1100Repel Spirits Wand, staff, or jewelry 1100Walk Through Water Clothing, or jewelry 1100Wizard Eye Eyeball 1100Air Vortex Staff 1200Alertness* (+4) Clothing or jewelry 1200Analyze Magic Wand, staff, or jewelry 1200Beacon (2 spells) Area 1200Body of Water Wand, staff, or jewelry 1200Catch Spell* (All missile spells) Glove 1200Cure Addiction* Caduceus 1200Enlarge Other* (×6) Person 1200Enlarge Other* (×6) Person 1200Enlarge* (×6) Person 1200Entombment Staff, or wand 1200Explosive Fireball Staff, or wand 1200Flesh to Ice* Staff, or wand 1200Flying Carpet* (1 hex) Conveyance 1200Fortify 4 Armor or clothing (torso only) 1200Hallucination Staff, or wand 1200Invisibility Wand, staff, or jewelry 1200Mage Sense Wand, staff, or jewelry 1200Magic Resistance (-4 max) Wand, staff, weapon or jewelry 1200Magic Resistance (-6) Any 1200Mammal Control (all species) Wand, staff, or jewelry 1200Penetrating Blade 2 Missile weapon 1200Plant Form Staff, or wand 1200Rain of Acid Staff 1200Reflexes Any 1200Resist Acid Wand, staff, or jewelry 1200Resist Sound Wand, staff, or jewelry 1200Seek Magic Wand, staff, or jewelry 1200Shrink * (1/6) Person 1200Shrink Other* (1/6) Person 1200Simulacrum * Bronze Golem 1200Sleep Staff, or wand 1200Steelwraith Wand, staff, or jewelry 1200

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Weaken Blood Cutting or impaling weapon 1200Climbing (+5) Staff, wand, glove, or footwear 1250Jump (+5) Staff, jewelry or footwear 1250Body of Algae Wand, staff, or jewelry 1300Body of Ice * Wand, staff, or jewelry 1300Body of Wood Wand, staff, or jewelry 1300Draw Power (Fire)/TL 3* Magic Item 1300Draw Power (Light)/TL 3* Magic Item 1300Draw Power (Water)/TL 3* Magic Item 1300Draw Power (Wave)/TL 3* Magic Item 1300Draw Power (Weather)/TL 3* Magic Item 1300Draw Power (Wind)/TL 3* Magic Item 1300Ecstasy* Headgear 1300Partial Petrification * Wand, staff, or jewelry 1300Astral Vision * Spectacles or jewelry 1400Magic Resistance (-7) Any 1400Alertness* (+5) Clothing or jewelry 1500Ambidexterity Any 1500Balance Jewelry, footwear, or headgear 1500Beacon (3 spells) Area 1500Beast Possession Matched Au/Ag jewelry 1500Body of Stone* Wand, staff, or jewelry 1500Burning Touch Staff, wand, or glove 1500Control Person Crown, helmet or other headgear 1500Cure Disease (all diseases) Caduceus 1500Disintegrate* Staff, wand or glove 1500Enlarge* Wand 1500Freedom (+3) Clothing, or jewelry 1500Jump (+6) Staff, jewelry or footwear 1500Magic Resistance (-5 max) Wand, staff, weapon or jewelry 1500Mass Suggestion Musical instrument 1500Might (+1) Any 1500Mind-Search* Cap, crown, helmet or other headgear 1500Mind-Sending Cap, crown, helmet or other headgear 1500Neutralize Poison (all poisons) Caduceus 1500Remove Aura Clothing, or jewelry 1500Resist Lightning Wand, staff, or jewelry 1500Reveal Function/TL Wand, staff, or jewelry 1500Sense Observation Jewelry or clothing 1500Shapeshifting* Jewelry 1500Shocking Touch Staff, wand, or glove 1500Shrink * Wand 1500Sickness Staff, or wand 1500Steal Health Wand, staff, or jewelry 1500Strengthen Will Staff, or wand 1500Suspend Magic Wand, staff, or jewelry 1500Vigor (+1) Any 1500Walk Through Earth Grey cloak or silver jewelry 1500Blink Other * Wand, staff, or jewelry 1600Create Mount Horn or whistle 1600

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Create Mount (Brute) Mount 1600Create Mount (Flying) Mount 1600Create Mount (Racing) Mount 1600Create Mount (War) Mount 1600Deflect 4 Armor or clothing (head only) 1600Fortify 5 Armor or clothing (head only) 1600Invisible Wizard Eye Eyeball 1600Magic Resistance (-8) Any 1600Quick-Aim 5 Missile weapon 1600Quick-Aim 6 Missile 1600Simulacrum * Iron Golem 1600Simulacrum * Crystal Golem 1600Body of Wind Wand, staff, or jewelry 1700Partial Shapeshifting (Chameleon Eyes)* Mask 1750Partial Shapeshifting (Elephant Trunk)* Mask 1750Partial Shapeshifting (Feathered Arms)* Gloves 1750Partial Shapeshifting (Fish Tail)* Boots, or other footwear 1750Partial Shapeshifting (Serpent's Fangs)* Mask 1750Partial Shapeshifting (Skunk Tail)* Belt 1750Partial Shapeshifting (Toad Tongue)* Mask 1750Magic Resistance (-6 max) Wand, staff, weapon or jewelry 1800Magic Resistance (-9) Any 1800Telecast * Ivory eyeball 1900Age * Staff, or wand 2000Animate Object * Wand, staff, or jewelry 2000Charm (for third party) Any 2000Cloud-Vaulting* Wand, staff, or jewelry 2000Corpulence* Any 2000Defending Shield 3 Shield 2000Defending Weapon 3 Weapon 2000Deflect 3 Armor, clothing or shield 2000Deflect 5 Armor or clothing (feet only) 2000Deflect 5 Armor or clothing (hands only) 2000Deflect 5 Armor or clothing (arms only) 2000Deflect 5 Armor or clothing (legs only) 2000Deflect Missile Weapon 2000Dexterity Staff, or wand 2000Dexterity (-1) Any 2000Enlarge Other* Wand 2000Freedom (+4) Clothing, or jewelry 2000Gauntness* Any 2000Great Hallucination* Any 2000Great Haste* Shoes or jewelry 2000Great Wish* Ring, amulet or jewel 2000Hunger Wand, staff, or jewelry 2000Lesser Geas* Any 2000Lockmaster Key or amulet (Pt) 2000Loyalty (to third party) Any 2000Magic Resistance (-10) Any 2000Malfunction/TL Staff, or wand 2000

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Partial Shapeshifting (Mountain Goat Hooves)* Boots, or other footwear 2000Partial Shapeshifting (Tiger Paws)* Gloves 2000Perm. Beat Possession * Cap, crown, or other headgear 2000Phase Other * Wand, staff, or jewelry 2000Plant Speech (all species) Staff 2000Power 3 Enchanted item 2000Puissance 2 Missile weapon 2000Quick Draw Quiver 2000Resist Disease (all diseases) Jewelry 2000Restoration* Caduceus 2000Sanctuary * Wand, staff, jewelry, or door 2000Shrink Other * Body Control 2000Speed 3 Enchanted item 2000Stop Healing Missile weapon 2000Strengthen Will (+2) Any 2000Strike Blind Staff, or wand 2000Suspended Animation Clothing jewelry or arrow 2000Telepathy* Cap, crown, helmet or other headgear 2000Teleport* (1 specified place) Movement 2000Timeport * Wand, staff, or timepiece 2000Total Paralysis Staff, or wand 2000Weapon Self * Jewelry 2000Wisdom Staff, or wand 2000Wisdom (+1) Any 2000Wither Limb Staff, or wand 2000Magic Resistance (-7 max) Wand, staff, weapon or jewelry 2100Emotion Control (all emotions) Staff, or wand 2200Suspend Magery * Clothing, or jewelry 2200Partial Shapeshifting (Crocodile Jaws)* Mask 2250Partial Shapeshifting (Saber Teeth)* Mask 2250Create Mount (Flying Brute) Mount 2400Create Mount (Flying War) Mount 2400Create Mount (Racing Brute) Mount 2400Create Mount (Racing Flying) Mount 2400Create Mount (Racing War) Mount 2400Create Mount (War Brute) Mount 2400Deflect 4 Armor or clothing (torso front only) 2400Fortify 5 Armor or clothing (torso front only) 2400Magic Resistance (-8 max) Wand, staff, weapon or jewelry 2400Penetrating Blade 3 Melee weapon 2400Penetrating Blade 5 Missile 2400Body of Shadow* Wand, staff, or jewelry 2500Cloud-Vaulting* Footwear 2500Cure Insanity* Wand, staff, or jewelry 2500Deathtouch Staff, or wand 2500Flight Wand, staff, or jewelry 2500Freedom (+5) Clothing, or jewelry 2500Great Hallucination* Staff, or wand 2500Hybrid Control * (all species) Jewelry 2500Instant Regeneration* Caduceus 2500

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Possession* Cap, crown, helmet or other headgear 2500Steal Beauty * Wand, staff, or jewelry 2500Strike Dumb Staff, or wand 2500Suspend Time * Staff, or timepiece 2500Thirst Staff, or wand 2500Throw Spell * Missile weapon 2500Time Out * Staff, or timepiece 2500Magic Resistance (-9 max) Wand, staff, weapon or jewelry 2700Partial Shapeshifting (Scorpion Tail)* Belt 2750Partial Shapeshifting (Spider Arms)* Gloves 2750Body of Flames * Wand, staff, or jewelry 3000Body of Lightning * Wand, staff, or jewelry 3000Charge Powerstone* Powerstone 3000Charm Staff, or wand 3000Ethereal Body* Wand, staff, or jewelry 3000Fortify 4 Armor or clothing 3000Hawk Flight * Wand, staff, or jewelry 3000Instant Neutralize Poison * (all poisons) Caduceus 3000Loyalty Staff, or wand 3000Magic Resistance (-10 max) Wand, staff, weapon or jewelry 3000Might (+2) Any 3000Move Terrain * Staff 3000Perm. Possession Cap, crown, helmet or other headgear 3000Perm. Shapeshifting * Jewelry 3000Plant Form Other * Staff, or wand 3000Regeneration* Caduceus 3000Rider (any species) Wand, staff, or jewelry 3000Shapeshift Others* Staff or wand 3000Shapeshift Others* Animal skin 3000Shapeshifting* Animal skin 3000Strengthen Will (+3) Any 3000Teleport Other* Staff, or wand 3000Teleport* (anywhere) Movement 3000Vigor (+2) Any 3000Create Mount (Brute) Horn or whistle 3200Create Mount (Flying Racing Brute) Mount 3200Create Mount (Flying Racing War) Mount 3200Create Mount (Flying War Brute) Mount 3200Create Mount (Flying) Horn or whistle 3200Create Mount (Racing War Brute) Mount 3200Create Mount (Racing) Horn or whistle 3200Create Mount (War) Horn or whistle 3200Deflect 4 Armor or clothing (torso only) 3200Fortify 5 Armor or clothing (torso only) 3200Quick-Aim 6 Missile weapon 3200Quick-Aim 7 Missile 3200Partial Shapeshifting (Turtle Shell)* Tabbard, tunic or vest 3500Alter Body Any 4000Create Mount (Flying Racing War Brute) Mount 4000Deflect 5 Armor or clothing (head only) 4000

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Dexterity (-2) Any 4000Great Geas* Any 4000Instant Restoration* Caduceus 4000Power 4 Enchanted item 4000Resist Poison (all poisons) Jewelry 4000Speed 4 Enchanted item 4000Strengthen Will (+4) Any 4000Timeport * Wand, staff, or timepiece 4000Timeport Other * Staff, or wand 4000Wisdom (+2) Any 4000Might (+3) Any 4500Perm. Shapeshifting * Animal skin 4500Vigor (+3) Any 4500Create Mount (Flying Brute) Horn or whistle 4800Create Mount (Flying War) Horn or whistle 4800Create Mount (Racing Brute) Horn or whistle 4800Create Mount (Racing Flying) Horn or whistle 4800Create Mount (Racing War) Horn or whistle 4800Create Mount (War Brute) Horn or whistle 4800Penetrating Blade 3 Missile weapon 4800Accuracy 3 Weapon 5000Bless (+3) Any 5000Great Shapeshifting* Jewelry 5000Puissance 3 Melee weapon 5000Rapid Journey * Staff, or wand 5000Strengthen Will (+5) Any 5000Body of Shadow* Cape 6000Deflect 5 Armor or clothing (torso front only) 6000Dexterity (-3) Any 6000Merging Shapeshifting * Staff or wand 6000Might (+4) Any 6000Vigor (+4) Any 6000Wisdom (+3) Any 6000Create Mount (Flying Racing Brute) Horn or whistle 6400Create Mount (Flying Racing War) Horn or whistle 6400Create Mount (Flying War Brute) Horn or whistle 6400Create Mount (Racing War Brute) Horn or whistle 6400Quick-Aim 7 Missile weapon 6400Quick-Aim 8 Missile 6400Might (+5) Any 7500Vigor (+5) Any 7500Create Mount (Flying Racing War Brute) Horn or whistle 8000Deflect 4 Armor, clothing or shield 8000Deflect 5 Armor or clothing (torso only) 8000Dexterity (-4) Any 8000Ethereal Body* Cape 8000Fortify 5 Armor or clothing 8000Power 5 Enchanted item 8000Speed 5 Enchanted item 8000Steal Youth* Wand, staff, or jewelry 8000

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Wisdom (+4) Any 8000Penetrating Blade 4 Melee weapon 9000Dexterity (-5) Any 10000Halt Aging* Jewelry 10000Puissance 3 Missile weapon 10000Steal Health (-5) Any 10000Wisdom (+5) Any 10000Quick-Aim 8 Missile weapon 12800Quick-Aim 9 Missile 12800Power 6 Enchanted item 16000Speed 6 Enchanted item 16000Penetrating Blade 4 Missile weapon 18000Deflect 5 Armor, clothing or shield 20000Penetrating Blade 5 Melee weapon 24000Quick-Aim 10 Missile 25600Quick-Aim 9 Missile weapon 25600Power 7 Enchanted item 32000Speed 7 Enchanted item 32000Penetrating Blade 5 Missile weapon 48000Quick-Aim 10 Missile weapon 51200Power 8 Enchanted item 64000Speed 8 Enchanted item 64000Power 9 Enchanted item 128000Speed 9 Enchanted item 128000Power 10 Enchanted item 256000Weapon Spirit * Weapon (100 per IScribe (per additional voice) Writing implement +100Scry Gate Gate +100Create Gate* Gate 10×Remove Enchantment Enchanted item/area 100 or 1/1Hide Object Item 100/#Hideaway Container 100/#Create Fuel/TL Pot, or container 100/#/dayPull Point 100/2 STRepel Point 100/2 STIncrease Burden (*2) Object 100/25#Conceal Magic (-2) Any 100/hexIce Slick Rug or mat 100/hexNightingale Area 100/hexNoise Area 100/hexWall of Silence Area 100/hexSense Spirit Gem 100/hex rRestore Hearing Jewelry 100/ptRestore Sight Clothing, or jewelry 100/ptAnimate Object * Any 100×Animation * Figure 100×Avoid Area 100×Continual Sunlight Area 100×Encrypt Writing 100×False Aura Area/any 100×

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Fireproof Area 100×Gloom Area 100×Glow Area 100×Glue Area 100×Grease Area 100×Lure Area 100×Plane Shift * Any 100×Plane Shift Other * Wand, staff, or jewelry 100×Repel Spirits Area 100×Shape Light Light 100×Soilproof Any 100×Spell Wall Area 100×Transparency Any 100×Wall of Light Area 100×Wall of Lightning Area 100×Dancing Shield, +2 Skill, + 1 Speed Shield 1000/#Dancing Weapon (skill 15, speed 5) Weapon 1000/#Distant Blow Melee weapon 1000/#Hide (-5) Any 1000/hexBeacon (1 spell) Item 1000+1000Flying Carpet* (multi hex) Conveyance 1000+200/Darkness Floor, ground or rug 120/hexBeacon (2 spells) Item 1200+1200Graceful Weapon Weapon 150/#Astral Block Container 1500/cubicBeacon (3 spells) Item 1500+1500Preserve Food Chest or sack 20/# heldKnots Rope 20/footTangle Growth (grass) Area 20/hexVoices Any 20/wordSpell Stone Jewel 20×Increase Burden (*3) Object 200/25#Scrywall Container 200/cu.ft.Conceal Magic (-4) Any 200/hexForce Wall Wall 200/hexHide (-1) Any 200/hexWatchdog Area 200/hex rRelieve Paralysis Clothing, or jewelry 200/hpCreate Food Pot, or container 200/meal/Frailty Any 200/ptSoilproof (resists Ruin) Any 200×Dancing Weapon (skill 15, speed 6) Weapon 2000/#Dancing Weapon (skill 18, speed 5) Weapon 2000/#Planar Visit * Weapon 2000/#Suspended Animation Coffin or crypt 2000/persSuspend Enchantment Enchanted item/area 25 or 1/10Dancing Shield Shield 250/#Ghost Weapon Weapon 250/#Steelwraith Weapon 250/#Spell Shield Container 250/cu.ft.

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Tangle Growth (trees/bushes) Area 30/hexCook Pot, or container 30/meal/dQuick Draw Weapon 300/#Winged Knife Impaling Weapon 300/#Duplicate Any 300/5#Conceal Magic (-6) Any 300/hexGift of Letters* Headgear or jewelry 300/languGift of Tongues* Headgear or jewelry 300/languIncrease Burden (*4) Object 400/25#Conceal Magic (-8) Any 400/hexHide (-2) Any 400/hexUtter Wall Wall 400/hexAstral Block Area 400/hex rDancing Weapon (skill 18, speed 6) Weapon 4000/#Hideaway Container 50/#Ferment Keg 50/gal/useTeleport Shield Area 50/hexSeek Metal Dowsing Rod 50@Animate Plant Plant 50×Cornucopia Quiver 50×$Dancing Shield, +1 Speed Shield 500/#Dancing Shield, +2 Skill Shield 500/#Weapon Self * Magic weapon 500/#Weapon Self * Melee weapon 500/#Astral Block Container 500/cubic Water to Wine Bottle 500/galConceal Magic (-10) Any 500/hexCreate Door Door 500/hexScryguard Any 500/hexScrywall Rug or area of floor 500/hexSpell Shield Rug or area of floor 500/hexInvisibility Any 500/hex orLure Item 500/hex rHide (-3) Any 600/hexLevitation Flying carpet 700/hexLoyal Sword Tool or weapon 750/#Silence Area 80/hexWater to Fuel/TL Bottle, jerrycan, or barrel 800/#/dayIncrease Burden (*5) Object 800/25#Hide (-4) Any 800/hexFasten Rope or chain 90/hex

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Page MAGIC ITEMS $M 63 Fortify DR+1 arms/legs/feet/hands 5 Puissance +2DA MissileM 46 Head 10 OtherM 46 Front torso 15 Missile weaponM 46 Torso 20 Puissance +3DA MissileM 46 Full suit 50 OtherM 62 DR+2 arms/legs/feet/hands 20 Missile weaponM 63 Head 40 +1DR, +1 PD arms/legs/feet/handsM 46 Front torso 60 HeadM 46 Torso 80 Front torsoM 46 Full suit 1790 TorsoM 46 DR+3 arms/legs/feet/hands 80 Full suitM 46 Head 685 +2 DR, +2 PD arms/legs/feet/handsM 46 Front torso 3650 HeadM 46 Torso 8000 Front torsoM 46 Full suit 20000 TorsoM 46 Deflect PD+1 arms/legs/feet/hands 10 Full suitG 84 Head 20 Acc +1, D+1 MissileG 42 Front torso 30 OtherG 42 Torso 40 Missile weaponG 42 Full suit 100 Acc +2, D+2 MissileG 42 PD+2 arms/legs/feet/hands 50 OtherG 42 Head 100 Missile weaponG 42 Front torso 505G 42 Torso 1790 Seek earth forked stick, need materiG 42 Full suit 12500 Purify Air staff/wand/jewelryG 42 PD+3 arms/legs/feet/hands 1790 Purify water bone/ivory hoopG 42 Head 10000 Sense life staff/wand/jewelryG 42 Front torso 15000 Lend stength staff/wand/jewelryG 42 Torso 20000 Aura staff/wand/jewelryG 42 Full suit 50000 Light staff/wand/jewelryG 42 Lighten 25% arms/legs/feet/hands 10 Blur -1 staff/wand/jG 42 Head 20 Find weakness JewelryG 42 Front torso 30 Powerstone 1G 42 Torso 40 Ignite fire staff/wand/jewelryG 42 Full suit 100 Darkness 1 hex floor/rugG 42 Lighten 50% arms/legs/feet/hands 50 Powerstone 2G 42 Head 100 Seek water forked stickG 42 Front torso 505 Powerstone 3G 42 Torso 1790 Powerstone 4M 46 Full suit 12500 Powerstone 5G 41 Accuracy +1 Missile 25 Powerstone 6G 38 Other 4510 Sense foes staff/wand/jewelryM 63 Acc+2 Missile 100 Shape earth staff/wand/jewelry/dig toM 46 Other 25000 Create air staff/wand/jewelryM 46 Acc+3 Missile 12500 Shape Air staff/wand/jewelryM 46 Other 125000 Create water staff/wand/jewelryM 46 Puissance +1DA Missile 25 Lend health staff/wand/jewelryM 46 Other 4510 Continual light dim glowM 46 Missile weapon 12500 Blur -2

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G 16 Weaken Wand/staff/gloveG 56M 46M 46G 84M 44M 44M 63M 46G 56M 46G 67G 84M 47M 46M 46M 46M 35M 39M 73M 70G 38G 38M 62M 46M 46M 46M 46G 77G 77G 77M 46M 46M 46M 46M 46M 54M 54M 54M 54G 59M 34M 39G 41M 31G 29M 75G 84G 30M 78

Page 72: Thw Sp Red Sheet

G 13M 53M 46M 25G 41G 24G 99G 99G 99G 99G 99G 99M 35G 99M 46M 46M 46M 46M 46M 28G 84G 58G 38M 44G 23G 38M 53M 45M 62M 58M 60M 26M 63M 48M 46M 46M 53G 77G 77G 77G 78M 72M 27M 59M 66G 32G 17M 36M 58M 25

Page 73: Thw Sp Red Sheet

M 69G 40M 49M 57M 46M 46G 64G 67G 88M 44G 41G 41G 63G 10G 49M 72G 92G 63G 84M 25G 71G 84M 48G 47M 40G 75G 38M 39G 93G 27M 46G 77G 77G 77M 52M 69M 69M 46M 34G 41G 43G 43G 29G 38G 58G 27M 46G 30G 64M 43

Page 74: Thw Sp Red Sheet

M 34G 24G 38M 58G 51G 33G 65M 26M 57G 64G 35M 34G 35M 39M 63M 46M 46M 46M 46M 46G 91G 75M 66G 77G 77G 77G 77G 61G 43M 27M 66M 46M 41M 41M 78G 16M 43G 20M 27M 79M 75M 69M 57M 46M 46M 64M 64M 77M 61M 46

Page 75: Thw Sp Red Sheet

M 58M 46G 14M 38M 48G 9G 100G 41G 41G 63G 10G 33G 97G 49M 28M 34M 58M 31G 93G 84G 84G 84G 71M 74G 53G 14G 65G 30M 40M 59G 75M 76G 9G 34M 46G 41M 44G 38M 26G 89G 91G 77G 77G 77M 53G 64G 64M 44G 17M 69

Page 76: Thw Sp Red Sheet

M 41G 79G 58M 49G 39M 44G 80G 54G 80G 54M 79M 53G 15M 43G 37M 69G 9M 49G 91M 58G 13G 13G 13G 92G 71G 52M 35M 26G 33G 64G 49M 52G 37M 36G 34M 39M 53G 24G 21G 77G 77G 77M 32M 68M 30G 69 G 88M 27G 30M 40

Page 77: Thw Sp Red Sheet

M 66G 92M 46M 46M 46M 46M 44M 76M 52M 24M 69M 69M 69G 78M 61G 67M 41G 67M 26G 41G 57M 75G 88G 43G 69G 10G 10G 10G 10G 74M 48M 28G 92G 17M 66G 84G 29M 25G 71G 14G 14G 91G 34G 75G 26G 62M 46G 61G 79G 28

Page 78: Thw Sp Red Sheet

G 65G 94G 21G 63G 79G 29M 41G 84G 29G 62M 70G 9M 25M 23M 24M 58M 35G 15M 26M 37M 57G 64M 52G 100G 33G 9M 58M 66M 46G 91M 52M 49G 21M 66G 77M 32G 19G 19G 19M 37M 79M 27M 24M 66G 93M 44G 16M 58M 75M 37

Page 79: Thw Sp Red Sheet

M 29M 27M 41M 41M 41G 36G 79M 69G 78G 78M 61G 59M 77M 24M 77M 46M 50M 26M 46G 9G 24M 48G 41G 41G 54G 59G 10G 10G 10M 24G 33G 15G 21G 92M 27M 58M 54M 76G 17M 37M 39M 60G 18G 19G 84G 84G 65G 65G 66M 78

Page 80: Thw Sp Red Sheet

M 79G 10G 37M 74M 50M 32M 32G 15M 26M 68M 70G 89G 25G 75G 62G 9G 87G 32G 14G 20M 69M 69G 43G 20M 42M 79M 44M 74G 16M 23G 9M 65M 62M 62M 75G 88M 58M 65M 65M 26G 81M 26G 77M 73G 48M 32G 40G 40M 46M 53

Page 81: Thw Sp Red Sheet

G 77G 77G 77G 24G 75G 22M 27M 66M 66G 79G 16M 42M 69G 44G 78M 52G 79M 69G 18M 46M 67M 79G 59M 67M 76M 43G 61M 44M 44G 88G 22G 10M 59G 54M 54M 75M 31M 59G 39G 78G 84G 42M 43G 71G 84M 26M 26M 68G 70G 47

Page 82: Thw Sp Red Sheet

M 28M 35M 40G 89G 28G 75G 33G 62G 77M 69G 9G 85G 16G 28M 49M 23G 76M 28M 57G 64G 14M 48G 52G 52M 27M 72M 46M 66G 77G 19G 19G 19G 31M 46M 55M 44M 27M 27M 24M 77M 69M 69M 61M 61M 24G 22G 41G 57G 89M 48

Page 83: Thw Sp Red Sheet

M 35G 30G 92G 59G 10G 53M 77M 27G 18G 19G 93G 39M 66G 84G 35G 69M 74G 14M 27M 73M 40G 75G 56G 75G 61G 32G 18G 31G 9M 39G 48G 63G 28G 31M 42G 79G 62G 20M 24G 20G 59G 88G 86G 34G 75M 65M 26M 32G 27M 38

Page 84: Thw Sp Red Sheet

M 69M 40G 79M 69M 69G 89G 15G 18G 9M 23M 24M 71M 34M 26G 68G 14G 57M 50M 46M 46M 46M 46M 46G 21M 66M 66G 77G 69G 19G 19G 19G 26M 38M 39G 68M 37M 24M 38M 66M 46M 46M 46M 46M 46M 44M 44M 27G 9G 35G 52

Page 85: Thw Sp Red Sheet

M 70M 36M 54M 61M 23G 106M 67M 67M 67G 41G 41G 36G 16M 24G 37M 37M 37M 28G 93M 24G 18G 68G 19G 39G 84M 74M 73G 14G 14M 33M 33M 33M 72M 33G 65G 15G 75G 54G 67G 37M 69M 69G 61G 49M 27M 46M 69G 52M 61M 67

Page 86: Thw Sp Red Sheet

G 41G 16G 75G 75G 50M 44M 28G 18G 44M 25M 38G 34G 16M 68M 26G 20G 20G 24M 33M 33M 33M 33G 17G 49M 75M 66G 17G 40G 40G 70M 66G 77G 76G 28G 28G 27M 68G 19G 19G 19G 66G 75G 31M 38M 32G 14G 79G 16G 93G 17

Page 87: Thw Sp Red Sheet

G 76G 52M 58M 27G 36G 90G 79G 72G 18G 28M 70M 68M 67M 61G 94M 26M 28M 49M 27M 54M 65M 29M 74G 46G 45M 70M 43G 101M 44M 69M 49G 54G 27G 55M 24G 66G 25G 74G 18G 19G 78M 69G 84G 50G 42M 29M 43M 32G 84G 26

Page 88: Thw Sp Red Sheet

G 75M 26M 72M 70G 47G 68G 93G 20G 75M 26M 70G 75G 37M 55G 85G 32M 54G 25M 69M 55G 44M 40G 71G 55G 19G 19G 19M 32M 38G 35G 80M 46G 76M 58M 55M 61M 61M 24G 41M 76G 37G 16G 37G 93G 60G 18G 19G 39M 66G 22

Page 89: Thw Sp Red Sheet

G 16M 26G 79G 90G 36G 89G 101G 101G 101G 101G 101G 101G 76G 22G 61M 61M 69G 16G 16G 44M 24M 32G 30M 29M 50M 59G 19G 79G 79M 61M 68M 26M 29M 29M 50G 69G 27G 96G 92M 25G 27G 18M 66M 74G 75G 70M 26M 31G 81G 57

Page 90: Thw Sp Red Sheet

G 57G 57G 57G 57M 46M 46M 54M 61G 41G 41G 39G 39G 25G 11G 11G 11G 11G 11G 11G 12M 61M 61G 73M 74G 67M 68G 81G 17G 40G 40M 46M 46M 46M 46M 46G 91M 26M 26G 19G 79G 17G 76M 69M 44G 15M 68M 70M 68M 61G 97

Page 91: Thw Sp Red Sheet

G 11G 12G 10G 46G 89M 43M 44M 44G 54M 51G 45G 19M 43G 84G 75M 26M 50M 29M 71G 46M 27G 68M 68M 68M 27M 61M 68G 73G 11G 11G 57G 57G 57G 57G 57G 57M 46M 46M 61G 41G 41G 65G 81G 55M 27M 71G 79G 76G 9M 51

Page 92: Thw Sp Red Sheet

M 30G 85M 26G 50G 15G 71G 51M 61G 11G 12G 31G 29G 74M 68M 72M 46M 71G 52M 68M 61M 26G 23M 30G 12G 90M 51M 24M 25M 25M 25G 75M 71M 71M 26G 57G 57G 57G 57G 57G 57G 57G 57M 46M 46G 41G 41G 12M 28G 57M 46

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M 26M 68M 51M 43G 54M 43G 75G 46G 47M 68M 26G 12M 26G 57G 57G 57G 57G 57G 57G 41M 44M 62G 12M 44G 47G 75G 65M 46M 26G 12M 26M 26M 68G 57G 57G 57G 57G 41G 41M 26M 26G 57M 46M 46M 26M 72M 46M 43M 43M 74

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M 68G 41M 26M 51M 44M 74M 68G 41G 41M 43M 43G 41M 46G 41G 41G 41M 43M 43G 41G 41M 43M 43M 43M 43M 43G 41M 79G 49G 49M 43G 44M 44G 100G 80G 80G 79M 61M 41M 77M 79M 79M 72G 55G 55G 67M 73M 67G 64G 78G 69

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M 37G 64G 64M 69G 79G 76G 46G 46G 85G 63G 66G 69G 67G 65G 28G 40M 45G 81M 58G 44G 80M 58G 44G 41G 85G 44M 48M 60M 76M 78G 38G 79M 61M 61G 92M 58M 77G 53M 48G 14G 66M 45M 45G 45M 50M 43G 40G 41G 22M 61

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M 76M 48M 44M 72G 56M 61M 30M 30G 79M 61M 58G 93G 85M 45M 44M 48M 78G 105 1600M 76M 45 1600000G 40G 40G 68G 68G 85M 49M 61G 48M 61M 61M 61M 58G 76M 58M 70M 45M 78G 100G 79M 58G 67

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100 power 33 multi gp2500050000 25 dollar powerpoint12500

125000250000

15304560

50570

43520657000

1750050

12500187501790

5000075000

50505080

100100100100100150150235300340500900

1200160017901790179017901790179017901790

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1790

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Items up to $1000 should be available in 2d6 numbers per month per cityPts Cost Spell Effect Regular popular potions 3d6x3, rarer ones 3d6

1 70 Stop bleeding Items up to 5000 should be 1-3 per month per city1 70 Blur 1 -1 to be hit Power Cost Spell arrow1 70 Strengthen will 1 +1 Will 1 70 801 70 Hide 1 -1 to be sensed if not moving even in plain sight 2 160 1801 70 1 hx Bomb Rain Stones Air Stench Smoke Glitterdust, bc 1/2 3 270

Cost 1 Rain Fire Pollen Clou Rain nuts Spark/Fire Cloud 12 160 Brightvision Immune flash, light jet etc Now power 4 spellstones would cost 80 energy which is now outside of quick and 2 160 Lengthen limb 1 yd/second lengthen, retrieve at full speed dirty enchantment2 160 Resist Fire or Cold (+ Agni) including fire spells, breath etc Spell arrow2 160 Create door 1 hx door in wall, 10 secs 3 31802 160 Stop paralysis Counters spell or effect 4 2960 42802 160 Blur 2 Strengthen will 2 Hide 2 5 3750 5400

6 4560 65402 160 Vigor 1 +1 HT Resist BC spells 7 5390 77002 160 Might 1 +1 ST 8 6240 88802 160 Wisdom 1 +1 IQ 9 7110 100802 160 Shield 1 +1 PD 10 8000 113002 160 +1 DR2 160 Freedom 1 +1 to break free, including webs, escape, grapple etc This means no decent teleport, Flight, GRACE!, Utterwall, Great haste, Invis,Neutr poison2 160 Haste 1 +1 Speed/Dodge2 160 Force wall 1 hex stops physical - not magic, magic creatures, or m weapons, no LOS in2 160 2 hx bombs Cost 12 160 Rain Ice Da Spark StormSpark/Fire Cloud 2 Grave Stench Turn Zombie (Holy water?)2 160 Protect from Undead/Demons/Possession/Planar 1 -1 attacks 5 595 PS Cost2 160 Flankguard Side hexes become front for defence 7 610 One college PS2 160 Mage shield +1 shield size, same weight3 270 Stone heart Immune to hit location mult and spec in heart, vitals, groin, brain, throat, face3 270 Mage shield 2 +2 shield size, same weight High skill stones3 270 Immunity Rare Undead, Disease, Poison, Spec Class of Person, Spec Race of Monster, Light, Darkness. Cost Skill3 270 Invis to Undead 15 16 17 18 19 203 270 Holy (life) weapon 3 3d-3 to undead, or any other deity enemy, 1 hit 1 70 86 104 122 160 2703 270 Greater injunction, small/rare group Will to attack 2 160 202 246 294 400 7203 270 Bend light Image up to ten hexes away, attack cancels for 1d secs 3 270 346 428 518 720 13503 270 Chameleon +2/+1 Stealth3 270 Minor invisibility Ends if attack Great for arrows, buffs resisting dispel, getting past MR or will, etc, having many on spells etc3 270 Guardian weapon 10 secs +3 parry and 2 parries 1 weapon 18s will be common for 200+ pt characters3 270 Infravision -1 combat/vision, see underground, blind to colour/cold-blooded/undead/faces/detail3 270 Nightvision Starlight etc can also get potions with extended durations inbuilt…3 270 Lockmaster opens lock, magelock resists3 270 240 lb Levitate Move 3, -3 DX 3 270 Mage Stealth (+Hermes) +3 stealth or -5 to hear mage doing things3 270 Walk on air air solid like stairs, but fall breaks it3 270 Blur 3 Strengthen will 3 Hide 33 270 3 hx bombs Cost 13 270 Glue Grease Rain Acid Forbiddance3 Spark/Fire Cloud 3 Dispel Magic3 270 Spell Sheild 1 hex Resists spells incoming except missile spells, -1 shield per fail3 270 Force dome 1 hex3 270 Major heal 63 270 Teleport 10 hx

270 Magic resistance 6

4 400 Rainbow pattern Onlookers within 10 hexes Will or stare, attacked gives will4 400 Night shroud Darkvision and darkness penalty to see user doubled4 400 Continual light - torch 2d days4 400 Mirrormind Reflects mind spells4 400 Mage shield 3 +3 shield size, same weight

Armour 1 or Armour 2 vs cut/imp/cr

1 hx bombs, Cost 2

1 hx bombs, Cost 3

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4 400 Immunity Common Earth, Air, Water, Electricity, Cold, Suffocation/Drowning, Spec Magic College4 400 Major Heal 8 +8 HP4 400 Cure Disease (Aescalapolus better) One disease, -5 without diagnosis, not immune4 400 Flash HT, 10 hx - made =-3 DX 1 min, fail =blind 3 sec, -3 DX 1 min, etc4 400 See Invis4 400 Quick March x2 long distance4 400 Hold Breath4 400 Enlarge x2 x2 ST, HP, Spark/Fire Cloud 4 Spark/Fire Cloud 24 400 Electric weapon/missiles +2 elec damage 4 400 Alter visage Change face 1 hr4 400 Flaming weapon/missiles +2 fire weapon4 400 Cont light – fire Torchlight 2d days4 400 Resist Poison Cannot be poisoned4 400 Light tread 10 min, cannot be tracked or set off pressure traps4 400 Blur 4 Strengthen will 4 Hide 44 400 Dexterity 2 Vigor 2 Might 2 Wisdom 24 400 Shield 2 Armour 2/4 Freedom 2 Haste 24 400 Force wall 2 hex4 400 4 hx bombs Cost 14 400 2 hx bombs Cost 2 Rain Ice Daggers Spark Storm4 400 Spark Storm 2 Hold Zombie4 400 Utterwall 1 hex No magic or physical, no LOS in4 400 Body of Air 6 lb clothes and caster air, -3 spells, immune physical4 400 Justice HT or Wound received also to attacker 4 400 Greater Spellshield 1 hex Also stops missile spells4 400 Delay image No feints, +2 attacks, -2 parry attacker, -1 dodge, IQ to resist, 10 secs5 550 Resist Drain Attribute, advantage, skill drains5 550 Lightning Reflexes CR, +1 block and parry 10 secs5 550 Spell Absorbtion 10 secs converts 1/2 attack spell to mana, or -4 resist5 550 Reverse spell 1 spell, better to improve the skill!5 550 Magic Immunity totally immune 1 min, can be metamagicked5 550 Undead barrier Will-4 to enter, -4 and HT or 1d-2 per round inside5 550 Invis (Odysseus) Attacker hearing made - -6 attack, -4 defense, else neither5 550 Flight (Daedelus) Move 10. Melee -3/+3 defence def/att - missile, -1 range per 2 yd up5 550 Missile Shield Missiles miss, not obvious!5 550 Neutralize poison -5 without poisons roll. One try5 550 Great haste 10 sec 2 actions/round. Then lose 5 fatigue5 550 Teleport 100 hex Skill 13. Familiar place only. Body sense or stunned, Heavy enc max5 550 5 hx bombs Cost 15 550 Spark/Fire Cloud 5 Phantom5 550 Body of Water recover 1 HT per min in water, as Air5 550 Blur 5 Strengthen will 5 Hide 55 550 Luck6 720 Blinding Countenance Surprised onlookers flashed. -2/-4 melee/missile attackers6 720 Guardian weapon 2 10 secs +6 parry and unlimited parries 1 weapon6 720 Greater injunction, large/occasional group Will to attack6 720 Body of light Can take No enc gear and only cast 21 spells, triple speed6 720 Immunity Ex Common Cutting, Impaling, or Crushing damage, Magic, Fire6 720 Darkcloak +4 stealth in shadows (-2), 1/2 fire damage, immune light damage, -1 cover6 720 Chameleon 2 +10/+5 Stealth6 720 Flaming armour +1 damage. 1d Flame jet to attackers hits, torso6 720 1 hex Utterdome6 720 Monks Banquet 1 day no food or water6 720 Shapeshift (Circe 1 large were-animal, 1 hr. Items inside, spells at 21 only6 720 Teleport 500 hx Skill 126 720 6 hx bombs Cost 16 720 3 hx bombs Cost 2 Rain Ice Daggers Spark Storm6 720 2 hx Cost 3 bombs Spark/Fire Cloud 26 720 Dexterity 3 Vigor 3 Might 3 Wisdom 3

1 hx bomb, Cost 4

1 hx bomb, Cost 5

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6 720 Shield 3 Armour 3/5 Freedom 3 Haste 36 720 Force wall 3 hex6 720 Force dome 2 hex6 720 Spell Sheild 2 hex6 720 Body of Shadow -5 casting, 2D. Regen 1 HT/min in darkness. Vuln light;elec6 720 Body of Algae -2 casting, -2 speed.6 720 Continual light - lantern 2d days7 910 7 hx bombs Cost 17 910 Steelwraith Ethereal to metal inc weapons, armour, bars, etc7 910 Electric armour 1d-1 elec backlash to hitters hand, +1 damage7 910 Reverse missiles Missiles return at firer, same hit/miss7 910 Body of wood +2 unarmed dam, PD 1, DR 3, melds into trees for 1 HT/min7 910 Body of ice PD 1, DR 2, +2 unarmed dam, -4 grappled, melds into ice8 1120 Lightning Reflexes 2 CR, +2 block and parry 10 secs8 1120 Greater Spellshield 2 hex8 1120 Dexterity 4 Vigor 4 Might 4 Wisdom 48 1120 Shield 4 Armour 4 Freedom 4 Haste 48 1120 Hawk flight Move 40, x4 enc pen8 1120 Greater shapeshifting Any shape inc swarms 1 min, +30 stats max8 1120 Alter body Change race, 1 hr8 1120 Instant Nuetralize poison One try/day, no poisons roll8 1120 8 hx bombs Cost 18 1120 4 hx bombs Cost 28 1120 2 hex bombs cost 48 1120 Force wall 4 hex8 1120 Utterwall 2 hex8 1120 Body of ether 10 sec, only Mind control at -2 attack, -5 spells8 1120 Body of wind -4 Dx, x2 ST, Move 10, -3 spells, Reach 2 to 49 1350 9 hx bombs Cost 19 1350 3 hx bombs cost 39 1350 Total Stealth Invis, mage stealth, no smell, light tread

10 1600 Stone to flesh Return from being stoned10 1600 10 hx bombs Cost 110 1600 2 hx bombs cost 510 1600 5 hx bombs Cost 210 1600 Kill bomb HT or die!10 1600 Mass invisibility bomb 2 hex radius for party of 710 1600 Dexterity 5 Vigor 5 Might 5 Wisdom 510 1600 Greater Utterdome Mobile10 1600 Shield 5 Armour 5 Freedom 5 Haste 511 1870 Lightning Reflexes 3 CR, +3 block and parry 10 secs12 2160 Body of stone12 2160 Body of Fire/Lightning12 2160 Greater injunction, very large/common group Will to attack

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WandsWands have 10 chargesessentially they cost ten times the spellstone cost plus a premium for the wand which acts to target the spell and possibly contains the skill to fire the missile

Missile WandsThey do not require growing or casting rounds, but may require aiming

+4 DX, 18 max 12500+2 DX 6000+1 DX 3000DX 1500default DX-3 0 Jets can be used 2W combo!

Jet reach is the same as the dice, cost

SS Aim 1/2D Max Jet WandsStone missile (Earth) 13 2 40 80 Sand (Earth) HT or 1-3 secs blinded, then -3 DX 1d secsConcussion (Air/Sound) Acid As snow, 1d-1 acid dam per. Face hit HT or be blindedSun-bolt(Light) Snow(Ice) knocback like water and blind like sand.kill fire/insectsAcid Ball 13 1 25 50 Steam (Water) like snow but also 1d-1 x cost damBall of lightning Mud (Earth) As Snow Winged Knife 13 1 20 40 Sound HT-cost or stunned, limb 20-HT mins paralysed, head unc 20-Ht minsPoltergeist 13 1 20 60 Light Cost 2. 1 min, 10 yd torch. Blind face hit in dark, -4 DX next turn, -1 afterIce dagger 13 3 30 60 Water 1-3D knocback, kill fires/insects, face hit -3 DX/pt next turnIce Sphere 13 2 40 80 Flame 1d-cost dam. Can cut ropes, start fires etcExplosive fireball 13 1 25 50 Air 2-6 dice knockback and insect swarmsFireball 13 1 25 50 Burning Light Flash to eyes, 1 HT per rndLightning (Air) 13 3 50 100

Costs - Missile and Jet wandsDice Cost Wand, 10 charges DX DX+1 DX+2 DX+4

1 700 1450 3700 6700 132002 1600 2350 4600 7600 141003 2700 3450 5700 8700 152004 29600 31100 32600 35600 42100

Area bombs Skill 15, -1 per hex range if not thrown or missileIn pistol crossbow Acc 3, SS 10, th+2 imp, 1/2D STx15, max STx20, Weight 4. If the damage is removed, the crossbow can be cocked in 1 round easilyCan also be put into arrows for an extra cost of $20 per arrow. Dropped arrows are bad

All other spellstones put in bombs cost basic x10 spellstone cost

Spellstone Cost Wand, 10 charges1 7002 16003 2700 4 4000

5 55006 86507 120508 164509 22250

10 31900

High Skill spellstones Uses include decent attack spells vs Will, attacks against MR, powerups vs own MR, good range, safe area wands without thrown/missile, hard to dispel walls, safer teleports

Cost Skill15 16 17 18 19 20

1 70 86 104 122 160 2702 160 202 246 294 400 7203 270 346 428 518 720 1350

4 2960 3552 4144 4736 5920 88805 3750 4500 5250 6000 7500 112506 4560 5472 6384 7296 9120 136807 5390 6468 7546 8624 10780 161708 6240 7488 8736 9984 12480 187209 7110 8532 9954 11376 14220 21330

10 8000 9600 11200 12800 16000 24000

One off1 15 Limit to 1d6 of each common attack spell per level2 453 904 505

1 50 usually built with many attack spells in it2 100 say +1 vs 8 mind control spells3 505 400 100004 17905 4510 MR item only 7500 per MR

but costs fatigue and duration

Talismans - cost per PD or Will

Amulets - cost per MR

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Common Powerup ItemsItem Cost Fatigue Notes

Power-1 12500Power-2 25000Power-3 50000Power-4 100000Power-5 200000Power-6 400000Power-7 800000Power-8 1600000

Miscellaneous powerupsLend Skill 1000 - 5000 3/2 Any one skill +4, 1 minGreat Voice 1790 or 5000 added 3/1Add link 5000 Can have conditionsClimbing 1 - 6 6250/pt 1-3/sJumping 1 -6 6250/pt 1-3Hide 1-5 25000 1-5/sameQuick march 10 000 4Light tread 10 000 4/1 Leave no traceShatterproof 10 000 3/3 For item itselfHold breath 11 250 4/2Presence - m 11 250 4/4 1 hourLengthen Limb – m 12 500 2/2Create door 12 500 2 per hex 10 secMage-stealth 12 500 3/1 ,+3 stealthTruthsayer 12 500 2 last lieBalance - m 15 000 5/3Silver Tongue 15 000 Always onTurn Zombie 15 000 bc 2 Cleric onlyPresence 17 500 Always on 1 hourAlter visage 25 000 4/3 per hrWallwalker 25 000 1 per 50 lb/hSlow Fall 25 000 1 per 50 lb/hAlter voice 25 000 3/2Vigil 25 000 8 Skip sleepShapeshift - m 37 500 6/2 per hourBalance 37500 Always on Perfect balance advantageLockmaster 50 000 3Telepathy 50 000 4/4Wisdom 1-5 50000 per pt 2 per pt/sameTeleport - m 75 000 2-10Gift of tongues/letters 7500 per language 4/2Alter body 100 000 8/6 per hourGreater shapeshifting 125 000 8/4

Offensive powerupsAmbidexterity - m 12 500 3/2Enlarge - x2 to x4 37 500 4/6/8Ambidexterity 37 500 Always onMight 1-5 37500 per pt 2 per pt/samePartial Shapeshifting 43 750 - 87 500 Always on Any one choiceGreat Haste 50 000 5 per 10 secDexterity 1-5 50000 per pt 2 per pt/same

Item Cost Fatigue NotesRecuperationStop Paralysis 1790 or 5000 added 2Stop Bleeding (User) 12 500 1Minor Healing - m 15 000 1-3Monks Banquet - m 25 000 6Stone to flesh 25 000 10/hexMajor heal - m 37 500 1-4Cure Disease 37 500 4Neutralize poison - m 37 500 5Instant Nuet poison -m 75 000 8

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Perception powerupsInfravision 100 or 2500 added 3/1Keen eyes/ears/nose 1-5 505/3750 per pt 1/h per pt 30 minNightvision 1790 or 5000 added 3/1Air Vision 1790/5000 added 1 per mile/h See through dust,smokeCont light–glow to glare 1790/10 000/15 000 2/4/6 2d daysKnow true shape 6250 2Alertness 1-5 7500 per pt 2/h per pt 10 min See Invis 10000 4/2Darkvision 10 000 2Magic Mist Immunity 10 000Hawk Vision 10 000 4/2Far Hearing 10 000 4/2Glass Wall 15 000 4/2 See through wallsRear Vision 25 000 3/1

Item Cost Fatigue NotesBlocking SpellsDeflect missile 1790 or 5000 added 1Catch Missile 7500 2Turn Blade 7500 1Catch spell - m 7500 one or 30 000 all 3Flameturn 7600 2Return Missile 10 000 3Command 12 500 2Iron Arm 15 000 1Blink 20 000 2Phase 25 000 3Blink other - m 40 000 2

Defensive powerupsBlur 1-5 100/1790/2500 per pt 1-5/sameHaste 1-3 4510(6250)/12500/18750 2/1 x 1-3Force Wall - m 7500 2/hx 10 minBladeturning 7500 2/2Magic Resistance 7500 per pt 1 per 2 pts/h doesn’t affect items,potionsLighten burden 7500/15 000 3 or 5/h 10 min, 1/4 or 1/2Spell Shield 1 hx rug 10 000 no costMissile Shield 10 000 5/2Sense Danger 10 000 3Walk on air 12 500 3/2Hold Fast 12 500 Always on No knockbackBravery 12 500 bc 2 FearlessResist Poison 12 500 4/3 1 hour, 1 poisonFreedom 1-5 12500/pt 2 per pt/sameWall of Lightning - m 13 000 2-6 per hexReverse missiles 15 000 7/3Resist cold 20 000 2/1 per hexResist Pain 20 000 4/2 High Pain ThresholdReflexes - m 20 000 5/3Resist Acid 20 000 2/hSpell Wall - m 20 000 2/hxLevitate 20 000 1/h per 80 lbsResist Fire 20 700 2/1 per hexFlaming armour 25 000 6/3Electric armour 25 000 7/4Utter Wall - m 25 000 4/hxStrengthen Will 1-5 25000 per pt 1-5Resist Lightning 26 000 2/1Reflexes 30 000 Always on Combat ReflexesInvisibility 30 000 5/3Steelwraith 30 000 7/4Vigor 1-5 37500 per pt 2 per pt/same Extra healthFlight - m 62 500 5/3Hawk flight - m 75 000 8/4Resist Poison 100 000 4/3 1 hour, all poisons

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+1 HT (10 pts) ST = STR (derived GURPS attribute HP)Infravision (15 pts) DX = 10 + Dex modifier + relevant disadvantages and advantagesMagic resistance level 2 (4 pts) IQ = 10 + INT modifier (derived GURPS attributes Will, Per)Stealth+1 (2 pts) Will = IQ + Wis bonuses/penaltiesEngineering: Mining+1 (4 pts) Reputation -3: Goblinoids (-10 pts) HT = 10 + Con modifier/(Dis)advantage (derived GURPS attribute FP)Reputation -1: Non-dwarves (-2.5 pts) skill levelsQuirk: Never shave beards (-1 pts) 20Innate spell abilities (var.) 0.019

3-Apr

+1 HT (10 pts) Unkillable (B95)+1 ST (10 pts) Nearly every high level Undead monster and many demons in D&D will have this advantage. Unkillable 1 allows the monster to remain fighting all the way to -10*HP without a single HT roll and Unkillable 2 and 3 allow the thing to come back! Dracula in the Hammer horror films had Unkillable 3 with the Achilles Heel (wood, running water), Hindrance (wood, frozen water), Trigger (blood) limitations.-2 IQ (10 pts)Infravision (15 pts)Magic resistance level 2 (4 pts)Reputation -3: Goblinoids (-10 pts) Dwarf, Grey (70 pts):Reputation -2: Non-dwarves (-5 pts)

Attributes: HT +1 [10]Secondary Characteristics: Will +1 [5], HP +2 [4], MV –2 [-10], SM -1

+2 DX (20 pts) Advantages: Lifting ST/4 [12], Extended Lifespan/2 [4], Dark-vision [15], Resistant to poison (+3) [5],+1 IQ (10 pts) Artificer/1 [10], Silence/2 [10], Acute Vision/1 [2], Acute Hearing/2 [4], Sorcerous Ability (Enlarge &-1 HT (-10 pts) Invisibility @ IQ + Magery 2) [43]Odious Personal Habits (-10) Disadvantages: Greed [-15], Intolerance [-10], Bloodlust [-10], Callous [-5], Unattractive [-4]Magic Resistance 2 (4 pts) Features: Natural Nightvision/2Bow+1 (4 pts)Broadsword+1 (2 pts) Elf, Drow (48 pts):Shortsword+1 (2 pts)Stealth+1 (2 pts) Attributes: DX+1 [20], IQ+1 [20]Infravision (15 pts) Secondary Characteristics: HP-1 [-2], Will +1 [5], Per +2 [10]Acute vision level 1 (2 pts) Advantages: Attractive (andro) [4], Magic resistance (Improved)/1 [5], Magery/0 [5], Voice [10],Reputation: elves -4 (-10 pts) Extended Lifespan/3 (normal maturity) [6], Charisma +1 [5], Dark-vision [15]Innate spell abilities (var.) Disadvantages: Callous [-5], Sadism (12) [-15], Social Stigma (Monster race) [-15], Intolerance [-10]

Features: Light Blindness (Natural Night Vision/7)

+1 DX (10 pts)-1 IQ (-10 pts) Ogre, Half-Ogre (40 pts):Common Sense (10 pts)Infravision (15 pts) Attributes: ST+6* [54]; DX-1 [-20]; IQ-1** [-10] and HT+1 [10].Engineering: Mining+1 (4 pts) Secondary Characteristics: SM+1.Magic Resistance level 2 (4 pts) Advantages: Dark Vision [15]; DR 4 (Tough Skin, -40%) [12] and Temperature Tolerance 2 [2].Stealth+1 (2 pts) Disadvantages: Appearance (Ugly) [-8]; Bad Temper [-5] and Social Stigma (Savage Half-Breed) [-10].Alertness level 1 (5 pts) Features: Giant Blood: For all effects related to race, a half-ogre is considered a giant.Reputation: Non-Svirfneblin -2 (-5 pts)Innate spell abilities (var.)

* Point reduction (-10%) due to SM+1.Svirfneblin may also buy extra levels of PD ** Reductions in primary attribute only, secondary attributes (Per/Will) are unaffected.

6

Attributes Ogre (60 pts):DX +1 [20], IQ +1 [20] HT -1 [-10]

Attributes: ST+10* [90]; DX-1 [-20]; IQ-2** [-20] and HT+2 [20].Advantages Secondary Characteristics: SM+1.

Duergar (-1.5', 16.5 pts)

 d20

 3d6Gully Dwarves (-1.5', -1 pts)

Drow Elves (-15 lbs., 31 pts)

Svirfneblin (-1.5', -35 lbs., 35 pts)

Drow [109]

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Dark Vision [10], Acute Senses 1 (Hearing) [2], Acute Senses 1 (Vision) [2], Advantages: Dark Vision [15]; DR 5 (Tough Skin, -40%) [15]; High Pain Threshold [10] andCharisma 1 [5], Innate Darkness [14], Innate Illusion [13], Innate Light [9], Temperature Tolerance 2 [2].Less Sleep 4 [8], Magery 0 [5], Magic Resistance 1 (Improved) [3], Disadvantages: Appearance (Hideous) [-16]; Bad Temper [-10]; Laziness [-10], Social StigmaReduced Consumption 2 (Food only, 50%) [2], Talent (Elf Sword)1 [5], (Monster race) [-15], Will eat nearly anything (or anybody) they can catch, steal, or slay [-1].

Features: none.

Perks Tiefling (60 pts):Secret Doors (+1 to PER to spot secret doors) [1]

Attributes: DX+1 [20] and IQ+1 [20].Disadvantages Secondary Characteristics: No changes.Light Blindness [-20] Advantages: Darkness (One-Spell Magery 0, -80% + skill at IQ) [7]; Dark Vision [15] and DR 5 (Cold,

Fire, and Electricity, -20%) [20].==================================== Disadvantages: Social Stigma (Diabolic Half-Breed) [-10]; Supernatural Feature (Eerie Presence) [-10]

and Unnatural Features 2 [-2].Innate Darkness [14] Features: None.Obscure Vision 10 [20], Ranged (+50%), Cost Fatigue 2 (-10%),Limited Use 1/day (-40%), Reduced Range 10 (-30%)

Innate Illusion [13]Illusion [25], Cost Fatigue 2 (-10%), Limited Use 1/day (-40%)

Innate Light [9]Create (Light) 1 [10], Cost Fatigue 2 (-10%),Limited Use 1/day (-40%), Ranged (+40%),

Crossbow, Fast Draw (Arrow)

Elf Sword talent group [5]Broadsword, Rapier, Shortsword, Small Sword

Light Blindness [-20]Bad Sight, Nearsighted [-25] (Accessibility (situation, only in ‘daylight’ orbright light) -20%)

Zombie

Talent (Drow Crossbow) 1 [5], Unaging [15]

Drow Crossbow talent group [5]

Attributes (-170): ST 11 [10]; DX 8 [-40]; IQ 3 [-140]; HT 10 [0].

Secondary Charactaristics (-5): Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 3 [0]; Per 10 [35]; FP 10 [0]; Basic Speed 2.5 [-40]; Basic Move 2 [0]

Advantages and Perks (0): Dark Vision [25]; Detect (Sentient Beings; Common; Vague, -50%) [10]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].

Disadvantages and Quirks (0): Appearance (Horrific; Universal, +25%) [-30]; Bad Smell [-10]; Bestial [-15]; Cannot Learn [-30]; Cannot Speak [-15]

Features: Affected by Control Zombie, Pentagram, and Turn Zombie; Fixed IQ; No mental skills. Note: Deleted "Will become a Skeleton."

[21] Goblin: DX +1, ST -2, Social Stigma -1, -2 Size, Darkvision, Native Goblin

[16] Orc: ST +4, IQ -2, Odious Personal Habits -1, Darkvision, Light Sensitive -3, Native Orc, Social Stigma -1

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--> This assumes the Drow is in non-Drow society

--> Assuming the Kobold is among other Kobolds

Indomitable [15]Infravision [10]Lifting ST +3 (One attack only: Brain-Eating, -60%) [4]Mind Blast (See below) [48]Mind Shield 5 [20]PK Talent 1 [5]Reduced Consumption 4 [8]Slippery 3 [6]Telepathy Talent 2 [10]Tentacles (See below) [56]Unfazeable [15]Perk: No Sense of Smell/Taste reduced to No Sense of Smell [1]Disadvantages:Callous [-5]Hard of Hearing [-10]Intolerance (Total) [-10]Megalomania [-10]No Sense of Humor [-10]No Sense of Smell [-5]Reputation (Evil, brain-sucking abomination, -4; applies to everyone) [-20]Restricted Diet (Brains) [-20]Sadism (15) [-7]Social Stigma (Monster) [-15]Quirks:Dislike physical labor; Prefer moisture to dryness; Prefer telepathy to speech; Sexless [-4]

Typical Powers (102 points extra):Mind Control (No Memory, +10%; Suggestion, -40%; Telepathy, -10%) [30]Mind Reading (Telepathy, -10%) [27]Telecommunication (Telesend; Telepathy, -10%) [27]Walk on Air (PK, -10%) [18]

Brain-Eating:Constriction Attack (Tentacles only, -20%) [12].This attack isn't really constriction; it's basically the mind flayer burrowing into the skull and eating the brain.

Tentacles:4 Extra Arms (Extra-Flexible, +50%; Temporary Disadvantage: Ham-Fisted, -10%) [56].

Mind Blast:

[55] Drow: IQ +1, Charisma +2, Darkvision, Will +2, Light Blindness, Magic Resistance +5 (can still learn spells +50%), Social Stigma -3

[61] Hobgoblin: HT +2, DX +1, Darkvision, Social Stigma -2, Native Goblin

[85] Bugbear: ST +4, DX +1, HT +2, OPH -2, Social Stigma -2, Greedy, Darkvision, DR +1, Stealth +2, Native Goblin

[50] Gnoll: ST +4, HT +2, IQ -1, Gluttony, Social Stigma -2, Odious Personal Habits -1, Darkvision, DR +1, Native Gnoll (0)

[62] Ogre: ST +10, HT +4, DX -1, IQ -3, Discriminatory Smell, Darkvision, Bad Temper, Lazy, DR +2, Size +1, Native Giant (6), Social Stigma -2, Odious Personal Habits -2

[-6] Kobold: ST -4, DX +2, HT -1, Size -3, Intolerance, Light Sensitive -3, OPH -2, Darkvision, Acute Vision +2, Native Dracon ic (0)

[31] Sahuagin: ST +2, DX +1, IQ +1, OPD -2, Native Sahuagin (0), Vibration Sense, Berserker, Talons, Weakness to Freshwater (1d Fatigue per minute), Light Blindness, Water Dependent (hourly), Amphibious, Shark Telepathy (Send only -50%, "Racial" -20%), Intolerance, Sharp Teeth (thr-1 cutting)

Developed on this thread.

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Affliction 1 (Based on Will, +20%; Cone (15 yard length and width), +200%; Malediction 2, +150%; Secondary Paralysis, +30%; Visible, -10%; Telepathic, -10%) [48].

OPTIONS:

Tentacles have the Short limitation [-20]Cannot Speak (Mute) [-25]Replace Mind Shield 5 with Magic Resistance 10 [0]

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ST = STR (derived GURPS attribute HP)DX = 10 + Dex modifier + relevant disadvantages and advantagesIQ = 10 + INT modifier (derived GURPS attributes Will, Per)Will = IQ + Wis bonuses/penaltiesHT = 10 + Con modifier/(Dis)advantage (derived GURPS attribute FP)

19 19 18 16 14 11 10 70.046 0.093 0.162 0.259 0.375 0.5 0.625 0.741

5 6 7 8 9 10 11 12

Nearly every high level Undead monster and many demons in D&D will have this advantage. Unkillable 1 allows the monster to remain fighting all the way to -10*HP without a single HT roll and Unkillable 2 and 3 allow the thing to come back! Dracula in the Hammer horror films had Unkillable 3 with the Achilles Heel (wood, running water), Hindrance (wood, frozen water), Trigger (blood) limitations.

Dwarf, Grey (70 pts):

Attributes: HT +1 [10]Secondary Characteristics: Will +1 [5], HP +2 [4], MV –2 [-10], SM -1Advantages: Lifting ST/4 [12], Extended Lifespan/2 [4], Dark-vision [15], Resistant to poison (+3) [5],Artificer/1 [10], Silence/2 [10], Acute Vision/1 [2], Acute Hearing/2 [4], Sorcerous Ability (Enlarge &Invisibility @ IQ + Magery 2) [43]Disadvantages: Greed [-15], Intolerance [-10], Bloodlust [-10], Callous [-5], Unattractive [-4]Features: Natural Nightvision/2

Attributes: DX+1 [20], IQ+1 [20]Secondary Characteristics: HP-1 [-2], Will +1 [5], Per +2 [10]Advantages: Attractive (andro) [4], Magic resistance (Improved)/1 [5], Magery/0 [5], Voice [10],Extended Lifespan/3 (normal maturity) [6], Charisma +1 [5], Dark-vision [15]Disadvantages: Callous [-5], Sadism (12) [-15], Social Stigma (Monster race) [-15], Intolerance [-10]Features: Light Blindness (Natural Night Vision/7)

Ogre, Half-Ogre (40 pts):

Attributes: ST+6* [54]; DX-1 [-20]; IQ-1** [-10] and HT+1 [10].Secondary Characteristics: SM+1.Advantages: Dark Vision [15]; DR 4 (Tough Skin, -40%) [12] and Temperature Tolerance 2 [2].Disadvantages: Appearance (Ugly) [-8]; Bad Temper [-5] and Social Stigma (Savage Half-Breed) [-10].Features: Giant Blood: For all effects related to race, a half-ogre is considered a giant.

* Point reduction (-10%) due to SM+1.** Reductions in primary attribute only, secondary attributes (Per/Will) are unaffected.

Ogre (60 pts):

Attributes: ST+10* [90]; DX-1 [-20]; IQ-2** [-20] and HT+2 [20].Secondary Characteristics: SM+1.

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Advantages: Dark Vision [15]; DR 5 (Tough Skin, -40%) [15]; High Pain Threshold [10] andTemperature Tolerance 2 [2].Disadvantages: Appearance (Hideous) [-16]; Bad Temper [-10]; Laziness [-10], Social Stigma(Monster race) [-15], Will eat nearly anything (or anybody) they can catch, steal, or slay [-1].Features: none.

Tiefling (60 pts):

Attributes: DX+1 [20] and IQ+1 [20].Secondary Characteristics: No changes.Advantages: Darkness (One-Spell Magery 0, -80% + skill at IQ) [7]; Dark Vision [15] and DR 5 (Cold,Fire, and Electricity, -20%) [20].Disadvantages: Social Stigma (Diabolic Half-Breed) [-10]; Supernatural Feature (Eerie Presence) [-10]and Unnatural Features 2 [-2].Features: None.

Drow ST-2 (-20), Striking & Lifting ST+3 (Only outside Sunlight: -20%) (20),DX-2 (-40), DX+4 (Only outside Sunlight: -20%) (64), Per+1 (5), HP+4 (8),Attractive (4), Extended Lifespan 4 (8), Infravision (10), Magery 0 (5), Magic Resistance (Improved) 2 (10),Night Vision 2 (0), Perfect Balance (15), Sanitized Metabolism (1),Callous (-5), Phobia (Heliophobia) (12) (-15), Intolerance (-10), Sadism (12) (-15),Feature: add 2" to height from Build Table B18

Basic Speed 2.5 [-40]; Basic Move 2 [0].

; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].

; Cannot Learn [-30]; Cannot Speak [-15]; Dependency (Mana; common, constantly) [-50]; Disturbing Voice [-10]; Fragile (Unnatural) [-50]; Frightens Animals [-10]

Note: Deleted "Will become a Skeleton."

: ST +4, IQ -2, Odious Personal Habits -1, Darkvision, Light Sensitive -3, Native Orc, Social Stigma -1

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This attack isn't really constriction; it's basically the mind flayer burrowing into the skull and eating the brain.

: IQ +1, Charisma +2, Darkvision, Will +2, Light Blindness, Magic Resistance +5 (can still learn spells +50%), Social Stigma -3

: ST +4, DX +1, HT +2, OPH -2, Social Stigma -2, Greedy, Darkvision, DR +1, Stealth +2, Native Goblin

: ST +4, HT +2, IQ -1, Gluttony, Social Stigma -2, Odious Personal Habits -1, Darkvision, DR +1, Native Gnoll (0)

: ST +10, HT +4, DX -1, IQ -3, Discriminatory Smell, Darkvision, Bad Temper, Lazy, DR +2, Size +1, Native Giant (6), Social Stigma -2, Odious Personal Habits -2

: ST -4, DX +2, HT -1, Size -3, Intolerance, Light Sensitive -3, OPH -2, Darkvision, Acute Vision +2, Native Dracon ic (0)

: ST +2, DX +1, IQ +1, OPD -2, Native Sahuagin (0), Vibration Sense, Berserker, Talons, Weakness to Freshwater (1d Fatigue per minute), Light Blindness, Water Dependent (hourly), Amphibious, Shark Telepathy (Send only -50%, "Racial" -20%), Intolerance, Sharp Teeth (thr-1 cutting)

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Affliction 1 (Based on Will, +20%; Cone (15 yard length and width), +200%; Malediction 2, +150%; Secondary Paralysis, +30%; Visible, -10%; Telepathic, -10%) [48].

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5 3 2 2 10.838 0.907 0.954 0.981 0.995

13 14 15 16 17-18

Nearly every high level Undead monster and many demons in D&D will have this advantage. Unkillable 1 allows the monster to remain fighting all the way to -10*HP without a single HT roll and Unkillable 2 and 3 allow the thing to come back! Dracula in the Hammer horror films had Unkillable 3 with the Achilles Heel (wood, running water), Hindrance (wood, frozen water), Trigger (blood) limitations.

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ST-2 (-20), Striking & Lifting ST+3 (Only outside Sunlight: -20%) (20),DX-2 (-40), DX+4 (Only outside Sunlight: -20%) (64), Per+1 (5), HP+4 (8),Attractive (4), Extended Lifespan 4 (8), Infravision (10), Magery 0 (5), Magic Resistance (Improved) 2 (10),Night Vision 2 (0), Perfect Balance (15), Sanitized Metabolism (1),Callous (-5), Phobia (Heliophobia) (12) (-15), Intolerance (-10), Sadism (12) (-15),

; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].

Frightens Animals [-10]; Hidebound [-5]; Impulsiveness (6) [-20]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; No Fine Manipulators [-30]

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: ST +2, DX +1, IQ +1, OPD -2, Native Sahuagin (0), Vibration Sense, Berserker, Talons, Weakness to Freshwater (1d Fatigue per minute), Light Blindness, Water Dependent (hourly), Amphibious, Shark Telepathy (Send only -50%, "Racial" -20%), Intolerance, Sharp Teeth (thr-1 cutting)

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Nearly every high level Undead monster and many demons in D&D will have this advantage. Unkillable 1 allows the monster to remain fighting all the way to -10*HP without a single HT roll and Unkillable 2 and 3 allow the thing to come back! Dracula in the Hammer horror films had Unkillable 3 with the Achilles Heel (wood, running water), Hindrance (wood, frozen water), Trigger (blood) limitations.

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; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]. Note: Deleted Single Minded.

; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Nocturnal [-20]; Numb [-20]; Obsession (6) (Kill All Sentient Beings) [-30]; On the Edge (6) [-30]

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: ST +2, DX +1, IQ +1, OPD -2, Native Sahuagin (0), Vibration Sense, Berserker, Talons, Weakness to Freshwater (1d Fatigue per minute), Light Blindness, Water Dependent (hourly), Amphibious, Shark Telepathy (Send only -50%, "Racial" -20%), Intolerance, Sharp Teeth (thr-1 cutting)

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Nearly every high level Undead monster and many demons in D&D will have this advantage. Unkillable 1 allows the monster to remain fighting all the way to -10*HP without a single HT roll and Unkillable 2 and 3 allow the thing to come back! Dracula in the Hammer horror films had Unkillable 3 with the Achilles Heel (wood, running water), Hindrance (wood, frozen water), Trigger (blood) limitations.

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Nocturnal [-20]; Numb [-20]; Obsession (6) (Kill All Sentient Beings) [-30]; On the Edge (6) [-30]; Reprogrammable [-10]; Sexless [-1]; Slave Mentality [-40]; Terminally Ill [-100]; Unhealing (Total) [-30]. Note: Deleted Social Stigma (Dead) and Wealth (Dead Broke).

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; Unhealing (Total) [-30]. Note: Deleted Social Stigma (Dead) and Wealth (Dead Broke).

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Elementalist

Magery 2 (25pts),

Seek Water (1 pts), Purify Water (1 pts), Create Water (2 pt), Destroy Water (1 pt), Icy Weapon (1 pt), Breathe Water (2 pts).Purify Air (1 pts), Create Air (2 pt), Shape Air (1 pt), Walk on Air (1 pt).Ignite Fire (2 pts), Extinguish Fire (1 pt), Shape Fire (1 pt), Smoke (1 pt), Fireball (1 pt).Seek Earth (1 pts), Shape Earth (1 pt), Earth to Stone (1 pt), Create Earth (1 pt), Sand Jet (2 pts),Last edited by MortonStromgal; Wednesday 03-12-2008 at 08:17 PM.

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Seek Water (1 pts), Purify Water (1 pts), Create Water (2 pt), Destroy Water (1 pt), Icy Weapon (1 pt), Breathe Water (2 pts).

Ignite Fire (2 pts), Extinguish Fire (1 pt), Shape Fire (1 pt), Smoke (1 pt), Fireball (1 pt).Seek Earth (1 pts), Shape Earth (1 pt), Earth to Stone (1 pt), Create Earth (1 pt), Sand Jet (2 pts),

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NPClevel cp earnd cp

level 1 75 5level 2 100 5level 3 125 5level 4 150 5level 5 175 5level 6 200 5level 7 225 5level 8 250 5level 9 275 5level 10 225 10level 11 275 10level 12 325 10level 13 375 10level 14 425 10level 15 475 10level 16 525 10level 17 575 10level 18 625 10level 19 675 10level 20 725 10level 21 800 20level 22 900 20level 23 1000 20level 24 1100 20level 25 1200 20level 26 1300 20level 27 1400 20level 28 1500 20level 29 1600 20level 30 1700 20

FP Drain -5%/levelEach time you use your ability those around you must make a HT roll or lose FP. The FP they lose 1 FP per level of FP

I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to

Originally Posted by DT_FP Drain -5%/levelEach time you use your ability those around you must make a HT roll or lose FP. The FP they lose 1 FP per level of FP

I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to

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Each time you use your ability those around you must make a HT roll or lose FP. The FP they lose 1 FP per level of FP Drain divided by (3 x the distance in yards from you).

I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to

Each time you use your ability those around you must make a HT roll or lose FP. The FP they lose 1 FP per level of FP Drain divided by (3 x the distance in yards from you).

I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to

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I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to GURPS

I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to GURPS

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I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to GURPS guidelines that should be -9% per level. That seems too high to me since it could also be used offensively. I think it should be set at -5% per level.

I modeled it on Fatigue Attack 1 (not 1d) (Always On, -20%; Based On HT, +20%; Explosion 1, +50%; Malediction 1, +100%, Melee Attack, Reach C, -30%). That would be a 9 point advantage (a 4 point attack with +120% in modifiers, 8.8 rounded up). According to GURPS guidelines that should be -9% per level. That seems too high to me since it could also be used offensively. I think it should be set at -5% per level.

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guidelines that should be -9% per level. That seems too high to me since it could also be used offensively. I think it should be set at -5% per level.

guidelines that should be -9% per level. That seems too high to me since it could also be used offensively. I think it should be set at -5% per level.

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+2 DX (20 pts)+1 IQ (10 pts)-1 HT (-10 pts)Odious Personal Habits (-10)Magic Resistance 2 (4 pts)Bow+1 (4 pts)Broadsword+1 (2 pts)Shortsword+1 (2 pts)Stealth+1 (2 pts)Infravision (15 pts)Acute vision level 1 (2 pts)Reputation: elves -4 (-10 pts)Innate spell abilities (var.)

AttributesDX +1 [20], IQ +1 [20] HT -1 [-10]AdvantagesDark Vision [10], Acute Senses 1 (Hearing) [2], Acute Senses 1 (Vision) [2],Charisma 1 [5], Innate Darkness [14], Innate Illusion [13], Innate Light [9],Less Sleep 4 [8], Magery 0 [5], Magic Resistance 1 (Improved) [3],Reduced Consumption 2 (Food only, 50%) [2], Talent (Elf Sword)1 [5],

PerksSecret Doors (+1 to PER to spot secret doors) [1]DisadvantagesLight Blindness [-20]Innate Darkness [14]Obscure Vision 10 [20], Ranged (+50%), Cost Fatigue 2 (-10%),Limited Use 1/day (-40%), Reduced Range 10 (-30%)Innate Illusion [13]Illusion [25], Cost Fatigue 2 (-10%), Limited Use 1/day (-40%)Innate Light [9]Create (Light) 1 [10], Cost Fatigue 2 (-10%),Limited Use 1/day (-40%), Ranged (+40%),

Crossbow, Fast Draw (Arrow)Elf Sword talent group [5]Broadsword, Rapier, Shortsword, Small SwordLight Blindness [-20]Bad Sight, Nearsighted [-25] (Accessibility (situation, only in ‘daylight’ orbright light) -20%)

Elf, Drow (48 pts):

Attributes: DX+1 [20], IQ+1 [20]Secondary Characteristics: HP-1 [-2], Will +1 [5], Per +2 [10]Advantages: Attractive (andro) [4], Magic resistance (Improved)/1 [5], Magery/0 [5], Voice [10],Extended Lifespan/3 (normal maturity) [6], Charisma +1 [5], Dark-vision [15]Disadvantages: Callous [-5], Sadism (12) [-15], Social Stigma (Monster race) [-15], Intolerance [-10]Features: Light Blindness (Natural Night Vision/7)

Drow Elves (-15 lbs., 31 pts)

Drow [109]

Talent (Drow Crossbow) 1 [5], Unaging [15]

Drow Crossbow talent group [5]

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Dark Elves (Drow) 40 / 35 pointsDark Elves have ST –1 [-10], DX +1 [10] and IQ +1 [10]. They have the racial advantages AttractiveAppearance [5], Combat Reflexes [15], Infravision [15], Magery 1 [15], Silence [5], and Extended Lifespan (triple) [10].They have two magical abilities: Darkness Knack (max 3 hexes area, 2/1 fatigue per hex, lasts 1 minute) [8], Flight (twicemove, 30 foot ceiling, only underground) [16]. Dark Elves have racial disadvantages of Allergic Susceptibility (Sunlight)[-15], Code of Honor (To live elegant lives) [-10], Intolerance [-10], Reputation –4 (Vicious killers) [-20], and Sadism [-15]. Dark Elves receive Area Knowledge (Underdark) at IQ [4], Gesture at IQ +1 [2], and Stealth at DX+1 [4].Male drow must take Social Stigma (Second-class citizen) [-5].

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Advantages: Attractive (andro) [4], Magic resistance (Improved)/1 [5], Magery/0 [5], Voice [10],

Disadvantages: Callous [-5], Sadism (12) [-15], Social Stigma (Monster race) [-15], Intolerance [-10]

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Heavier Weapons for Stronger Characters

Every melee weapon and thrown weapon in GURPS has a minimum ST rating. Inherently, every weapon is thus limited to a maximum ST (equal to three times the minimum ST rating); see p. B270 for details.

The ST rating of a weapon is primarily based upon how heavy it is, relative to how it is wielded. Thus, there's no reason one cannot make, say, a heavier broadsword that requires more strength to use, but can also be wielded effectively in superhumanly strong hands.

Example: Bertha has ST 60, and thus cannot use a regular thrusting broadsword to its full effect. A normal thrusting broadsword requires ST 10, and thus is limited to a maximum effective ST of 30. Bertha needs a broadsword with at least a minimum ST 20.

To increase the weight of a weapon, choose the new minimum ST rating. Divide the new ST by the old ST, but don't round off -- this will be known as the ST Ratio. Since BL increases with the square of ST, weight must increase proportionately. Square the ST Ratio; that's how much heavier the weapon is.

20 / 10 = 2, so the ST Ratio is 2, which squared is 4. Bertha's custom broadsword will weight four times as much as a normal one, or 12 lbs.

A heavier weapon will not only allow for more ST to be used, but it will also do slightly more damage by virtue of its extra weight. Look at how much weight has been added to the weapon. If it is less than three pounds heavier, the weapon does the same base damage. Otherwise, look up the extra weight on the Linear Measurement column of the Size and Speed/Range Table (p. B550), reading "yards" as "pounds"; if the difference falls between two values, use the smaller one. The value in the Size column of that line should be added to the damage that the weapon does.

Bertha's sword weighs 9 pounds more than a normal broadsword would. Since 9 falls between 7 and 10, we look at the "7 yd" line, which has a Size entry of +3. So the huge broadsword does sw+4 cut or thr+5 imp based on Bertha's ST.

The price of the new weapon should typically be set by the GM. A reasonable guideline is to multiply the price by (ST Ratio times 1.5) squared. If the character decides to make the weapon personally, multiply the materials cost by the ST Ratio squared, and apply the ST Ratio (rounded down) to the Smith rolls as a penalty. Note that realistically, most smiths will compensate for that penalty by taking extra time (p. B346) to eliminate it.

Optional Rule: Reach

If the weapon is being made of incredibly dense materials, etc., there is no need for it to be any bigger. However, it may be made of normal materials, only larger, especially if the character's massive ST comes from large size. If this is the case, Reach will be altered as well. Take the "average Reach" of the weapon in each mode, treating a "C" weapon as 0.25 (e.g., a knife would have an average swing Reach of 0.5 and an average thrust Reach of 0.25; a quarterstaff has an average swing or thrust Reach of 1.5) and multiply it by the square root of the ST Ratio.

The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

Note that a weapon this large incurs an additional penalty to Holdout equal to the increase in maximum Reach. Though realistically, Holdout skill -- for anything, not just weapons created with these rules -- should be modified by the inverse of the character's Size Modifier, as a larger character can more easily conceal larger objects.

If Bertha's sword is heavier because it is huge, it will have an increased Reach. Broadswords normally have Reach 1 in all modes of use. The square root of her ST Ratio is 1.4, which raises her new Reach to 1.4. Per the suggestions above, she writes it as "Reach 1, 2". Any attempt to conceal her sword would be at -5 instead of the normal -4 for a broadsword, due to the +1 increase in maximum Reach.

Another Example

Note that these rules were both influenced by and reproduce small portions of similar rules presented in GURPS Mecha, T. Bone's GLAIVE rules, and Sean Punch's unofficial musings on the subject.

Tangent: Armor for High-SM Warriors

For humanoids, armor weight should (more or less) scale with surface area. The easiest way to approximate this is to take the height of the bearer in yards and divide by 2 (or take the height in feet and divide by 6). Square the result. This is how much heavier that person's armor should be. Note that this also works for smaller humanoids without change; the result will be a fraction.

For example, a person with Gigantism is usually SM +1 and thus 3 yards tall. 3 divided by 2 is 1.5, and 1.5 squared is 2.25. Therefore, the armor (as well as clothing and such) of someone with Gigantism should weight 2.25 times as much as that of a normal person.

Someone with Dwarfism at SM -1 will typically be 1.5 yards tall. 1.5 divided by 2 is 0.75, and 0.75 squared is 0.56. So the armor for a genetic dwarf should weigh a little more than half of the value quoted in the rules.

Bertha's new sword will probably cost around nine times the normal price (2 x 1.5, squared), or $5400. That's assuming she can find a blacksmith qualified and willing to make it -- the smith's costs will be four times what they normally are, and all of his skill rolls will be at -2 to create this weapon (which he can overcome by taking four times as long to make the sword).

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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Every melee weapon and thrown weapon in GURPS has a minimum ST rating. Inherently, every weapon is thus limited to a maximum ST (equal to three times the minimum ST rating); see p. B270 for details.

The ST rating of a weapon is primarily based upon how heavy it is, relative to how it is wielded. Thus, there's no reason one cannot make, say, a heavier broadsword that requires more strength to use, but can also be wielded effectively in superhumanly strong hands.

Example: Bertha has ST 60, and thus cannot use a regular thrusting broadsword to its full effect. A normal thrusting broadsword requires ST 10, and thus is limited to a maximum effective ST of 30. Bertha needs a broadsword with at least a minimum ST 20.

To increase the weight of a weapon, choose the new minimum ST rating. Divide the new ST by the old ST, but don't round off -- this will be known as the ST Ratio. Since BL increases with the square of ST, weight must increase proportionately. Square the ST Ratio; that's how much heavier the weapon is.

20 / 10 = 2, so the ST Ratio is 2, which squared is 4. Bertha's custom broadsword will weight four times as much as a normal one, or 12 lbs.

A heavier weapon will not only allow for more ST to be used, but it will also do slightly more damage by virtue of its extra weight. Look at how much weight has been added to the weapon. If it is less than three pounds heavier, the weapon does the same base damage. Otherwise, look up the extra weight on the Linear Measurement column of the Size and Speed/Range Table (p. B550), reading "yards" as "pounds"; if the difference falls between two values, use the smaller one. The value in the Size column of that line should be added to the damage that the weapon does.

Bertha's sword weighs 9 pounds more than a normal broadsword would. Since 9 falls between 7 and 10, we look at the "7 yd" line, which has a Size entry of +3. So the huge broadsword does sw+4 cut or thr+5 imp based on Bertha's ST.

The price of the new weapon should typically be set by the GM. A reasonable guideline is to multiply the price by (ST Ratio times 1.5) squared. If the character decides to make the weapon personally, multiply the materials cost by the ST Ratio squared, and apply the ST Ratio (rounded down) to the Smith rolls as a penalty. Note that realistically, most smiths will compensate for that penalty by taking extra time (p. B346) to eliminate it.

If the weapon is being made of incredibly dense materials, etc., there is no need for it to be any bigger. However, it may be made of normal materials, only larger, especially if the character's massive ST comes from large size. If this is the case, Reach will be altered as well. Take the "average Reach" of the weapon in each mode, treating a "C" weapon as 0.25 (e.g., a knife would have an average swing Reach of 0.5 and an average thrust Reach of 0.25; a quarterstaff has an average swing or thrust Reach of 1.5) and multiply it by the square root of the ST Ratio.

The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

Note that a weapon this large incurs an additional penalty to Holdout equal to the increase in maximum Reach. Though realistically, Holdout skill -- for anything, not just weapons created with these rules -- should be modified by the inverse of the character's Size Modifier, as a larger character can more easily conceal larger objects.

If Bertha's sword is heavier because it is huge, it will have an increased Reach. Broadswords normally have Reach 1 in all modes of use. The square root of her ST Ratio is 1.4, which raises her new Reach to 1.4. Per the suggestions above, she writes it as "Reach 1, 2". Any attempt to conceal her sword would be at -5 instead of the normal -4 for a broadsword, due to the +1 increase in maximum Reach.

Note that these rules were both influenced by and reproduce small portions of similar rules presented in GURPS Mecha, T. Bone's GLAIVE rules, and Sean Punch's unofficial musings on the subject.

For humanoids, armor weight should (more or less) scale with surface area. The easiest way to approximate this is to take the height of the bearer in yards and divide by 2 (or take the height in feet and divide by 6). Square the result. This is how much heavier that person's armor should be. Note that this also works for smaller humanoids without change; the result will be a fraction.

For example, a person with Gigantism is usually SM +1 and thus 3 yards tall. 3 divided by 2 is 1.5, and 1.5 squared is 2.25. Therefore, the armor (as well as clothing and such) of someone with Gigantism should weight 2.25 times as much as that of a normal person.

Someone with Dwarfism at SM -1 will typically be 1.5 yards tall. 1.5 divided by 2 is 0.75, and 0.75 squared is 0.56. So the armor for a genetic dwarf should weigh a little more than half of the value quoted in the rules.

Bertha's new sword will probably cost around nine times the normal price (2 x 1.5, squared), or $5400. That's assuming she can find a blacksmith qualified and willing to make it -- the smith's costs will be four times what they normally are, and all of his skill rolls will be at -2 to create this weapon (which he can overcome by taking four times as long to make the sword).

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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Every melee weapon and thrown weapon in GURPS has a minimum ST rating. Inherently, every weapon is thus limited to a maximum ST (equal to three times the minimum ST rating); see p. B270 for details.

The ST rating of a weapon is primarily based upon how heavy it is, relative to how it is wielded. Thus, there's no reason one cannot make, say, a heavier broadsword that requires more strength to use, but can also be wielded effectively in superhumanly strong hands.

Example: Bertha has ST 60, and thus cannot use a regular thrusting broadsword to its full effect. A normal thrusting broadsword requires ST 10, and thus is limited to a maximum effective ST of 30. Bertha needs a broadsword with at least a minimum ST 20.

To increase the weight of a weapon, choose the new minimum ST rating. Divide the new ST by the old ST, but don't round off -- this will be known as the ST Ratio. Since BL increases with the square of ST, weight must increase proportionately. Square the ST Ratio; that's how much heavier the weapon is.

A heavier weapon will not only allow for more ST to be used, but it will also do slightly more damage by virtue of its extra weight. Look at how much weight has been added to the weapon. If it is less than three pounds heavier, the weapon does the same base damage. Otherwise, look up the extra weight on the Linear Measurement column of the Size and Speed/Range Table (p. B550), reading "yards" as "pounds"; if the difference falls between two values, use the smaller one. The value in the Size column of that line should be added to the damage that the weapon does.

Bertha's sword weighs 9 pounds more than a normal broadsword would. Since 9 falls between 7 and 10, we look at the "7 yd" line, which has a Size entry of +3. So the huge broadsword does sw+4 cut or thr+5 imp based on Bertha's ST.

The price of the new weapon should typically be set by the GM. A reasonable guideline is to multiply the price by (ST Ratio times 1.5) squared. If the character decides to make the weapon personally, multiply the materials cost by the ST Ratio squared, and apply the ST Ratio (rounded down) to the Smith rolls as a penalty. Note that realistically, most smiths will compensate for that penalty by taking extra time (p. B346) to eliminate it.

If the weapon is being made of incredibly dense materials, etc., there is no need for it to be any bigger. However, it may be made of normal materials, only larger, especially if the character's massive ST comes from large size. If this is the case, Reach will be altered as well. Take the "average Reach" of the weapon in each mode, treating a "C" weapon as 0.25 (e.g., a knife would have an average swing Reach of 0.5 and an average thrust Reach of 0.25; a quarterstaff has an average swing or thrust Reach of 1.5) and multiply it by the square root of the ST Ratio.

The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

Note that a weapon this large incurs an additional penalty to Holdout equal to the increase in maximum Reach. Though realistically, Holdout skill -- for anything, not just weapons created with these rules -- should be modified by the inverse of the character's Size Modifier, as a larger character can more easily conceal larger objects.

If Bertha's sword is heavier because it is huge, it will have an increased Reach. Broadswords normally have Reach 1 in all modes of use. The square root of her ST Ratio is 1.4, which raises her new Reach to 1.4. Per the suggestions above, she writes it as "Reach 1, 2". Any attempt to conceal her sword would be at -5 instead of the normal -4 for a broadsword, due to the +1 increase in maximum Reach.

For humanoids, armor weight should (more or less) scale with surface area. The easiest way to approximate this is to take the height of the bearer in yards and divide by 2 (or take the height in feet and divide by 6). Square the result. This is how much heavier that person's armor should be. Note that this also works for smaller humanoids without change; the result will be a fraction.

For example, a person with Gigantism is usually SM +1 and thus 3 yards tall. 3 divided by 2 is 1.5, and 1.5 squared is 2.25. Therefore, the armor (as well as clothing and such) of someone with Gigantism should weight 2.25 times as much as that of a normal person.

Someone with Dwarfism at SM -1 will typically be 1.5 yards tall. 1.5 divided by 2 is 0.75, and 0.75 squared is 0.56. So the armor for a genetic dwarf should weigh a little more than half of the value quoted in the rules.

Bertha's new sword will probably cost around nine times the normal price (2 x 1.5, squared), or $5400. That's assuming she can find a blacksmith qualified and willing to make it -- the smith's costs will be four times what they normally are, and all of his skill rolls will be at -2 to create this weapon (which he can overcome by taking four times as long to make the sword).

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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A heavier weapon will not only allow for more ST to be used, but it will also do slightly more damage by virtue of its extra weight. Look at how much weight has been added to the weapon. If it is less than three pounds heavier, the weapon does the same base damage. Otherwise, look up the extra weight on the Linear Measurement column of the Size and Speed/Range Table (p. B550), reading "yards" as "pounds"; if the difference falls between two values, use the smaller one. The value in the Size column of that line should be added to the damage that the weapon does.

The price of the new weapon should typically be set by the GM. A reasonable guideline is to multiply the price by (ST Ratio times 1.5) squared. If the character decides to make the weapon personally, multiply the materials cost by the ST Ratio squared, and apply the ST Ratio (rounded down) to the Smith rolls as a penalty. Note that realistically, most smiths will compensate for that penalty by taking extra time (p. B346) to eliminate it.

If the weapon is being made of incredibly dense materials, etc., there is no need for it to be any bigger. However, it may be made of normal materials, only larger, especially if the character's massive ST comes from large size. If this is the case, Reach will be altered as well. Take the "average Reach" of the weapon in each mode, treating a "C" weapon as 0.25 (e.g., a knife would have an average swing Reach of 0.5 and an average thrust Reach of 0.25; a quarterstaff has an average swing or thrust Reach of 1.5) and multiply it by the square root of the ST Ratio.

The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

Note that a weapon this large incurs an additional penalty to Holdout equal to the increase in maximum Reach. Though realistically, Holdout skill -- for anything, not just weapons created with these rules -- should be modified by the inverse of the character's Size Modifier, as a larger character can more easily conceal larger objects.

If Bertha's sword is heavier because it is huge, it will have an increased Reach. Broadswords normally have Reach 1 in all modes of use. The square root of her ST Ratio is 1.4, which raises her new Reach to 1.4. Per the suggestions above, she writes it as "Reach 1, 2". Any attempt to conceal her sword would be at -5 instead of the normal -4 for a broadsword, due to the +1 increase in maximum Reach.

For humanoids, armor weight should (more or less) scale with surface area. The easiest way to approximate this is to take the height of the bearer in yards and divide by 2 (or take the height in feet and divide by 6). Square the result. This is how much heavier that person's armor should be. Note that this also works for smaller humanoids without change; the result will be a fraction.

Bertha's new sword will probably cost around nine times the normal price (2 x 1.5, squared), or $5400. That's assuming she can find a blacksmith qualified and willing to make it -- the smith's costs will be four times what they normally are, and all of his skill rolls will be at -2 to create this weapon (which he can overcome by taking four times as long to make the sword).

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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A heavier weapon will not only allow for more ST to be used, but it will also do slightly more damage by virtue of its extra weight. Look at how much weight has been added to the weapon. If it is less than three pounds heavier, the weapon does the same base damage. Otherwise, look up the extra weight on the Linear Measurement column of the Size and Speed/Range Table (p. B550), reading "yards" as "pounds"; if the difference falls between two values, use the smaller one. The value in the Size column of that line should be added to the damage that the weapon does.

The price of the new weapon should typically be set by the GM. A reasonable guideline is to multiply the price by (ST Ratio times 1.5) squared. If the character decides to make the weapon personally, multiply the materials cost by the ST Ratio squared, and apply the ST Ratio (rounded down) to the Smith rolls as a penalty. Note that realistically, most smiths will compensate for that penalty by taking extra time (p. B346) to eliminate it.

If the weapon is being made of incredibly dense materials, etc., there is no need for it to be any bigger. However, it may be made of normal materials, only larger, especially if the character's massive ST comes from large size. If this is the case, Reach will be altered as well. Take the "average Reach" of the weapon in each mode, treating a "C" weapon as 0.25 (e.g., a knife would have an average swing Reach of 0.5 and an average thrust Reach of 0.25; a quarterstaff has an average swing or thrust Reach of 1.5) and multiply it by the square root of the ST Ratio.

The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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A heavier weapon will not only allow for more ST to be used, but it will also do slightly more damage by virtue of its extra weight. Look at how much weight has been added to the weapon. If it is less than three pounds heavier, the weapon does the same base damage. Otherwise, look up the extra weight on the Linear Measurement column of the Size and Speed/Range Table (p. B550), reading "yards" as "pounds"; if the difference falls between two values, use the smaller one. The value in the Size column of that line should be added to the damage that the weapon does.

If the weapon is being made of incredibly dense materials, etc., there is no need for it to be any bigger. However, it may be made of normal materials, only larger, especially if the character's massive ST comes from large size. If this is the case, Reach will be altered as well. Take the "average Reach" of the weapon in each mode, treating a "C" weapon as 0.25 (e.g., a knife would have an average swing Reach of 0.5 and an average thrust Reach of 0.25; a quarterstaff has an average swing or thrust Reach of 1.5) and multiply it by the square root of the ST Ratio.

The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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The results will have to be interpreted somewhat by the GM. If the weapon originally had a continuum of Reaches, just recenter the continuum on the new Reach, rounding down (e.g., if a glaive, which normally has "Reach 1-3", and thus an average Reach of 2, when thrusted becomes "Reach 5.2" by these rules, the new Reach would be centered around 5, becoming "Reach 4-6"). If the weapon originally had a single Reach, it is usually acceptable to write it as a continuum with a Reach just above and just below the new value (e.g., an axe which is upgraded to "Reach 2.32" by these rules can be written as "Reach 2, 3").

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

Page 139: Thw Sp Red Sheet

If Bertha doesn't mind the extra encumbrance and expense, she could have a similar sword made with minimum ST of 60; the ST Ratio is 6. The sword would weigh 36x normal (6 squared), or 108 pounds. The sword is 105 pounds heavier than a normal sword, which falls between "100 yd" and "150 yd" on the table. Using the lower value, the sword adds +10 to base damage, doing sw+11 cut or thr+12 imp. It would probably cost around 81 times as much (6 x 1.5, squared), or $48,600, to have comissioned. If Bertha was making this herself, the materials would cost 36x as much and she would be at -6 to her Smith skill rolls. If the sword is heavy because of sheer size, it would have "Reach 2, 3" and the penalty to Holdout skill would be -6.

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Storm of Blades (5)

This technique has been developed by a small group of the Frost Plains Barbarians of Djekul to be able to fight off raids in an open plain environment. These raids are normally of large groups of low armored opponents; this is an upstanding highly aggressive style of fighting that is normally used in open areas, high amount of training is needed with physical conditioning. Just not anyone may learn this fighting style from the Barbarians of Djukul. Only the chosen can learn and be a part of the full time guard to keep the people safe.

Skills: Broadsword, Two Handed Sword, Spear Thrower, Harpoon, Fast Draw (Broadsword or Two Handed Sword) Judo, Karate, Fast draw (Broadsword or two handed sword), Spear Thrower (Harpoon),

Techniques: Disarm (Broadsword or two handed sword), dual Weapon (Broadsword), Feint (Broadsword or two handed sword), Ground Fighting (Broadsword, Two Handed Sword, Judo or Karate), Parry Missiles, Sweep Kick (Judo or Karate), Targeted attack (Swing/Neck Broadsword or two handed sword), Trip (Karate), Whirlwind attack (Broadsword).

Perks: Grip Mastery

Advantages: Advanced Tracking, Ambidexterity, Combat Reflexes, Extra Attack, High Pain Threshold, Striking Strength.

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This technique has been developed by a small group of the Frost Plains Barbarians of Djekul to be able to fight off raids in an open plain environment. These raids are normally of large groups of low armored opponents; this is an upstanding highly aggressive style of fighting that is normally used in open areas, high amount of training is needed with physical conditioning. Just not anyone may learn this fighting style from the Barbarians of Djukul. Only the chosen can learn and be a part of the full time guard to keep the people safe.

Skills: Broadsword, Two Handed Sword, Spear Thrower, Harpoon, Fast Draw (Broadsword or Two Handed Sword) Judo, Karate, Fast draw (Broadsword or two handed sword), Spear Thrower (Harpoon),

Techniques: Disarm (Broadsword or two handed sword), dual Weapon (Broadsword), Feint (Broadsword or two handed sword), Ground Fighting (Broadsword, Two Handed Sword, Judo or Karate), Parry Missiles, Sweep Kick (Judo or Karate), Targeted attack (Swing/Neck Broadsword or two handed sword), Trip (Karate), Whirlwind attack (Broadsword).

Advantages: Advanced Tracking, Ambidexterity, Combat Reflexes, Extra Attack, High Pain Threshold, Striking Strength.

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This technique has been developed by a small group of the Frost Plains Barbarians of Djekul to be able to fight off raids in an open plain environment. These raids are normally of large groups of low armored opponents; this is an upstanding highly aggressive style of fighting that is normally used in open areas, high amount of training is needed with physical conditioning. Just not anyone may learn this fighting style from the Barbarians of Djukul. Only the chosen can learn and be a part of the full time guard to keep the people safe.

Skills: Broadsword, Two Handed Sword, Spear Thrower, Harpoon, Fast Draw (Broadsword or Two Handed Sword) Judo, Karate, Fast draw (Broadsword or two handed sword), Spear Thrower (Harpoon),

Techniques: Disarm (Broadsword or two handed sword), dual Weapon (Broadsword), Feint (Broadsword or two handed sword), Ground Fighting (Broadsword, Two Handed Sword, Judo or Karate), Parry Missiles, Sweep Kick (Judo or Karate), Targeted attack (Swing/Neck Broadsword or two handed sword), Trip (Karate), Whirlwind attack (Broadsword).

Page 143: Thw Sp Red Sheet

This technique has been developed by a small group of the Frost Plains Barbarians of Djekul to be able to fight off raids in an open plain environment. These raids are normally of large groups of low armored opponents; this is an upstanding highly aggressive style of fighting that is normally used in open areas, high amount of training is needed with physical conditioning.

Techniques: Disarm (Broadsword or two handed sword), dual Weapon (Broadsword), Feint (Broadsword or two handed sword), Ground Fighting (Broadsword, Two Handed Sword, Judo or Karate), Parry Missiles, Sweep Kick (Judo or Karate), Targeted attack (Swing/Neck Broadsword or two handed sword), Trip (Karate), Whirlwind attack (Broadsword).

Page 144: Thw Sp Red Sheet

This technique has been developed by a small group of the Frost Plains Barbarians of Djekul to be able to fight off raids in an open plain environment. These raids are normally of large groups of low armored opponents; this is an upstanding highly aggressive style of fighting that is normally used in open areas, high amount of training is needed with physical conditioning.

Techniques: Disarm (Broadsword or two handed sword), dual Weapon (Broadsword), Feint (Broadsword or two handed sword), Ground Fighting (Broadsword, Two Handed Sword, Judo or Karate), Parry Missiles, Sweep Kick (Judo or Karate), Targeted attack (Swing/Neck Broadsword or two handed sword), Trip (Karate), Whirlwind attack (Broadsword).

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Backstab

If made as a normal attack, success means you hit his vitals, for +2 damage (or +1/die, if better) in addition to the usual wounding multiplier.

(Built as either Attack or All-Out Attack (Strong) delivered as a Telegraphic Targeted Attack to the Vitals. Added effects: Does +2 damage or +1/die extra (-4) and Restricted target (vitals only from behind) (+1). The All-Out Attack version adds Can only Step instead of taking half Move (+1).)

Cinematic Techniques

Backstab Around Armor (Hard)

(Replaces Targeted Attack to the Vitals with one to the Vital Chinks. Left as a Hard technique, despite being an "add-on," to emphasize that these are two different hit locations

Default: Prerequisite skill-2; cannot exceed prerequisite skill.Prerequisite: Any impaling or piercing melee weapon skill.

You may use this technique when making an impaling or piercing attack from behind. It may be delivered as a normal attack or a special form of All-Out Attack. Either way, you may take a step (before or after) if you wish. If the victim is aware of your presence, he defends at +2 (or +3 if you've backstabbed him previously) -- enough to cancel the usual penalty against a runaround attack.

If done as an All-Out Attack, you are at an extra +1 to skill! If successful, you do +4 damage (or +2/die) to his vitals before the wounding multiplier. But successful or not, you have

While anyone may attempt these techniques, one of Trained by a Master, Weapon Master, or Unusual Training is required to

Default: Backstab (same skill)-7; cannot exceed Backstab-4.Prerequisite: Backstab.

As for Backstab, but when targeting an armored foe, you also bypass half of his DR by attacking through the armor's chinks (p. B400). Using a rondel dagger (or other weapon which can ignore -2 of the armor chinks penalty) adds +2 to skill when using

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If made as a normal attack, success means you hit his vitals, for +2 damage (or +1/die, if better) in addition to the usual wounding multiplier.

(Built as either Attack or All-Out Attack (Strong) delivered as a Telegraphic Targeted Attack to the Vitals. Added effects: Does +2 damage or +1/die extra (-4) and Restricted target (vitals only from behind) (+1). The All-Out Attack version adds Can only Step instead of taking half Move (+1).)

(Replaces Targeted Attack to the Vitals with one to the Vital Chinks. Left as a Hard technique, despite being an "add-on," to emphasize that these are two different hit locations

It may be delivered as a normal attack or a special form of All-Out Attack. Either way, you may take a step (before or after) if you wish. If the victim is aware of your presence, he defends at +2 (or +3 if you've backstabbed him previously) -- enough to cancel the usual penalty against a runaround attack.

If done as an All-Out Attack, you are at an extra +1 to skill! If successful, you do +4 damage (or +2/die) to his vitals before the wounding multiplier. But successful or not, you have no defenses until your next turn! This is thus best used against foes weak enough to be killed in one shot.

While anyone may attempt these techniques, one of Trained by a Master, Weapon Master, or Unusual Training is required to improve them. This is strictly a judgment call, of course, and may vary in certain settings.

As for Backstab, but when targeting an armored foe, you also bypass half of his DR by attacking through the armor's chinks (p. B400). Using a rondel dagger (or other weapon which can ignore -2 of the armor chinks penalty) adds +2 to skill when using

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(Built as either Attack or All-Out Attack (Strong) delivered as a Telegraphic Targeted Attack to the Vitals. Added effects: Does +2 damage or +1/die extra (-4) and Restricted target (vitals only from behind) (+1). The All-Out Attack version adds Can only Step instead of taking half Move (+1).)

It may be delivered as a normal attack or a special form of All-Out Attack. Either way, you may take a step (before or after) if you wish. If the victim is aware of your presence, he defends at +2 (or +3 if you've backstabbed him previously) -- enough to cancel the usual penalty against a runaround attack.

until your next turn! This is thus best used against foes weak enough to be killed in one shot.

them. This is strictly a judgment call, of course, and may vary in certain settings.

As for Backstab, but when targeting an armored foe, you also bypass half of his DR by attacking through the armor's chinks (p. B400). Using a rondel dagger (or other weapon which can ignore -2 of the armor chinks penalty) adds +2 to skill when using this technique; it does not improve a normal Backstab.

Page 148: Thw Sp Red Sheet

It may be delivered as a normal attack or a special form of All-Out Attack. Either way, you may take a step (before or after) if you wish. If the victim is aware of your presence, he defends at +2 (or +3 if you've backstabbed him previously) -- enough to cancel the usual penalty against a runaround attack.

normal Backstab.

Page 149: Thw Sp Red Sheet

Each Dragonmark exists in four levels: Least, Lesser, Greater, Sibarys. Each level is 10pts. The first level includes one of a number of spells that the character can use at will and a bonus to either a Skill or, in one case, an Active Defense. I'm mostly leaving the Sibarys mark blank for now - it might be that I need to create those from scratch.

Each level of Dragonmark makes it possible for a PC to have one level of Status higher than their Wealth level might indicate. It will also help indicate how much access they might have to aid from the House in question.

The spells function as listed in GURPS Magic except that they do not require speech or movement - the only effect is that the Dragonmark in question glows brightly. The character's effective skill with the spell is 12 regardless of IQ, but if the character also has Magery, add their Magery level to the effective skill level. (all created using GURPS Fantasy)

Each Dragonmarked House is a 25pt Patron.

Mark of Detection

Mark of Finding

Mark of Handling

Mark of Healing

Mark of Hospitality

Mark of Making

Mark of Passage

Mark of Scribing

Mark of Sentinel

Mark of Shadow

Least: Detect Magic; Acute Vision +2Lesser: See Invisible, Identify Spell, Mage SightGreater: Astral Vision

Least: Find Direction; +2 SearchLesser: SeekerGreater: Pathfinder

Least: Beast Soother, Beast Seeker; +2 Animal HandlingLesser: Beast Speech, Rider, Beast LinkGreater: Beast Summoning, Beast Posession

Least: Stop Bleeding, Awaken; +2 PhysicianLesser: Minor Healing, Cure Disease, Neutralize PoisonGreater: Major Healing, Restore [choose one]Sibarys: Restoration, Regeneration

Least: Purify Food, Preserve Food; +2 Carousing or DiplomacyLesser: Create FoodGreater: Essential Food

Least: Awaken Craft Spirit, Inspired Creation, +2 to one Craft SkillLesser: Repair, ShatterproofGreater: Rebuild

Least: Haste, Quick March; +2 NavigationLesser: TeleportGreater: Teleport Other, Rapid Journey

Least: Copy, Message; +2 WritingLesser: Mind-Sending, ScribeGreater: Gift of Letters, Communication

Least: Sense Danger, Watchdog; Improved Parry +1Lesser: Shield, Armor, Missile ShieldGreater: Resist [element], Force Dome

Least: Darkness, Simple Illusion, Illusion Disguise; +2 StealthLesser: Far-Seeing, Far-Hearing, Create Object [shadow]?

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Mark of Storm

Mark of Warding

Greater: Invisible Wizard Eye, Body of Shadow

Least: Predict Weather, Shape Air, Air Jet, Clouds; +2 Weather SenseLesser: Windstorm, Wall of WindGreater: Storm, Sandstorm, Rain, Snow

Least: Mage Lock, Sense Observation; +2 ObservationLesser: Teleport Shield, Force Wall, See SecretsGreater: ?

Page 151: Thw Sp Red Sheet

Each Dragonmark exists in four levels: Least, Lesser, Greater, Sibarys. Each level is 10pts. The first level includes one of a number of spells that the character can use at will and a bonus to either a Skill or, in one case, an Active Defense. I'm mostly leaving the Sibarys mark blank for now - it might be that I need to create those from scratch.

Each level of Dragonmark makes it possible for a PC to have one level of Status higher than their Wealth level might indicate. It will also help indicate how much access they might have to aid from the House in question.

The spells function as listed in GURPS Magic except that they do not require speech or movement - the only effect is that the Dragonmark in question glows brightly. The character's effective skill with the spell is 12 regardless of IQ, but if the character also has Magery, add their Magery level to the effective skill level. (all created using GURPS Fantasy)

Page 152: Thw Sp Red Sheet

Each Dragonmark exists in four levels: Least, Lesser, Greater, Sibarys. Each level is 10pts. The first level includes one of a number of spells that the character can use at will and a bonus to either a Skill or, in one case, an Active Defense. I'm mostly leaving the Sibarys mark blank for now - it might be that I need to create those from scratch.

Each level of Dragonmark makes it possible for a PC to have one level of Status higher than their Wealth level might indicate. It will also help indicate how much access they might have to aid from the House in question.

The spells function as listed in GURPS Magic except that they do not require speech or movement - the only effect is that the Dragonmark in question glows brightly. The character's effective skill with the spell is 12 regardless of IQ, but if the character also has Magery, add their Magery level to the effective skill level. (all created using GURPS Fantasy)

Page 153: Thw Sp Red Sheet

Each Dragonmark exists in four levels: Least, Lesser, Greater, Sibarys. Each level is 10pts. The first level includes one of a number of spells that the character can use at will and a bonus to either a Skill or, in one case, an Active Defense. I'm mostly leaving the Sibarys mark blank for now - it might be that I need to create those from scratch.

The spells function as listed in GURPS Magic except that they do not require speech or movement - the only effect is that the Dragonmark in question glows brightly. The character's effective skill with the spell is 12 regardless of IQ, but if the character also has Magery, add their Magery level to the effective skill level. (all created using GURPS Fantasy)