5  Class


The allowed classes are Cleric, Druid, Fighter, Ranger, and Paladin, Magic User, and Thief. The character must meet the Prime Requisite minimum for a class, to be a member of that class.

 

5.0.1 Cleric

Level Exp. Points Hit Dice Attack Bonus Skill points Feats

Spells

0

1 2 3 4 5 6 7 Weapon Proficiency
1 0 1d8 +1 3   1 - - - - - - - 3
2 1,500 2d8 +1 1 1 2 1 - - - - - -
3 3,000 3d8 +2 1   3 2 - - - - - -
4 6,000 4d8 +2 1 1 4 2 1 - - - - - 1
5 12,000 5d8 +3 1   5 2 2 - - - - -
6 24,000 6d8 +3 1 1 6 2 2 1 - - - -
7 48,000 7d8 +4 1   7 3 2 2 - - - - 1
8 90,000 8d8 +4 1 1 8 3 2 2 1 - - -
9 180,000 9d8 +5 1   9 3 3 2 2 - - -
10 270,000 9d8+1 +5 1 1 9 3 3 2 2 1 - - 1
11 360,000 9d8+2 +5 1   9 4 3 3 2 2 - -
12 450,000 9d8+3 +6 1 1 9 4 4 3 2 2 1 -
13 540,000 9d8+4 +6 1   9 4 4 3 3 2 2 - 1
14 630,000 9d8+5 +6 1 1 9 4 4 4 3 2 2 1
15 720,000 9d8+6 +7 1   9 4 4 4 3 3 2 1
16 810,000 9d8+7 +7 1 1 9 5 4 4 3 3 2 1 1
17 900,000 9d8+8 +7 1   9 5 5 4 3 3 2 2
18 990,000 9d8+9 +8 1 1 9 5 5 4 4 3 3 2
19 1,080,000 9d8+10 +8 1   9 6 5 4 4 3 3 2 1
20 1,170,000 9d8+11 +8 1 1 9 6 5 4 4 3 3 3

 

Wisdom

Spell Bonus

9-11

No bonus spells

12

+1 Orison

13-15

+1 Orison, +1 level 1 spell

16-17

+2 Orisons, +2 level 1 spells

18

+3 Orisons, +3 level 1 spells, +1 level 2 spell

 

Clerics have devoted themselves to the service of a deity. Most Clerics spend their time in mundane forms of service such as preaching and ministering at a temple. A select few are called to travel away from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and chaos. Player Clerics are assumed to be among this group.

Clerics fight about as well as Thieves, but not as well as Fighters. They are hardier than Thieves (at least at lower levels) as they are accustomed to physical labor that the Thief would deftly avoid. Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn Undead.

The Prime Requisite for Clerics is Wisdom, and the character must have a Wisdom score of 9 or higher to become a Cleric. 

Clerics may wear any armor and have no weapons restrictions.

 

5.0.1.1 The twelve gods of OnceWas

1. Antru, god of the Day. King of Elysium

Patron god of Solandil

Holy Symbol: the sun

Month: June

Holy Day: Antruna (1st of June). Antruna celebrates the longest day of the year, marking the peak of summer's warmth and vitality. Across the lands, people gather to honor Antrum with feasts, games of skill and courage, and ceremonies that seek blessings for abundant harvests and protection from adversity.

Color: Yellow

Dragon: Gold

Behold Antru, god of the Day, whose very presence ignites the skies with a golden blaze, heralding the dawn of each new day. Crowned King of Elysium, he reigns over a realm where eternal sunlight bathes fields of celestial splendor. His celestial mandate resonates with the warmth of compassion and the courage to defy darkness.

Patron of Solandil, Antru's essence is embodied in the radiant sun, a symbol of unyielding hope and life-giving energy. In the month of June, when fields bloom in hues of yellow, his influence is most potent, infusing the world with vitality and abundance.

His followers, clad in robes as bright as the midday sun, embody his teachings of generosity and kindness. Paladins and rangers, champions of justice and protectors of nature, stand as his devout warriors, wielding his divine light against injustice.

Antru's benevolence extends to the bountiful harvests of the earth, where he ensures fields flourish and herds thrive under his watchful gaze. Yet, amidst his majesty, whispers speak of moments when his attention strays, lost in the celestial tapestries of Elysium.

At the heart of Solandil, in the city of Sunport, Alexander the Good leads the faithful of Antru, guiding their prayers and deeds toward the greater good. Together, they strive to bring solace to the suffering and to sow seeds of kindness in barren lands.

2. Curumo, god of knowledge, bards, and magic users. King of books

Patron god of Arcanum

Holy Symbol: the scroll

Month: December

Holy Day: Arcane Revelry (December 24th)

Color: brass

Dragon: Brass

Curumo, the god of knowledge, arcane mastery, and wisdom, embodies man’s insatiable curiosity and thirst for understanding. His presence is often depicted as that of a tall figure with a flowing white beard, adorned with a crown of brass that signifies his sovereignty over the realms of intellect and magic.

It is said that Curumo’s hunger for knowledge is as infinite as the cosmos itself. Legends speak of him having read every tome ever written, his mind having absorbed the secrets of the universe as a sponge drinks the rain. No spell remains beyond his mastery, no mystery unsolved. The god of knowledge is the master of all things arcane, the keeper of forgotten lore, and the unraveling of impossible truths. His wisdom transcends the boundaries of time and space, and it is whispered among scholars and mages that those who are favored by Curumo are granted glimpses into realms beyond the mortal coil—visions of truths so profound that even the mind of a god might tremble before them.

The clerics of Curumo are an esteemed order, their robes adorned with brass embroidery and jewelry that signifies their bond to the god of wisdom. These priests are more than mere religious figures—they are scholars, educators, and custodians of knowledge. In their care, the tomes of the ancient world are preserved, and the teachings of Curumo are passed down through the generations. They are the mentors to the young and the seekers, nurturing the minds of those who will one day unlock the next great mysteries of the cosmos. To be in their presence is to stand before the gate of enlightenment, for they are the living embodiment of Curumo’s eternal thirst for understanding.

Temples dedicated to Curumo are places where the pursuit of knowledge is sacred. In these hallowed halls, vast libraries stretch as far as the eye can see, and the study of magic flourishes beneath the steady gaze of the god’s spirit. It is here that the boundaries of the known world are pushed, where minds are sharpened and the threads of magic are woven into new forms. The light of Curumo’s presence casts a glow over the scholars who toil in the pursuit of discovery, and it is said that within these walls, those who seek earnestly may glimpse the answers to the world’s most profound questions.

The heart of Curumo’s worship lies in Arcanum City, within the Magocracy of Arcanum, where the Church of Curumo is led by the venerable Garfield the Enlightened. Garfield, a figure of both intellectual and spiritual depth, is a living testament to the god’s influence, a patriarch whose mind is as sharp as a blade and whose wisdom is as vast as the stars. Under his leadership, the temple stands as both a beacon and a sanctuary for those who seek to understand the deeper workings of the world. In Arcanum City, Curumo’s teachings are not just a matter of faith—they are the foundation upon which the very fabric of society is built. Magic, knowledge, and reason are the pillars upon which the city rises, and Curumo’s name is woven into every stone, every spell, and every thought.

3. Gaoth god of wind, thunder and storms. God of the sky. Slayer of monsters

Patron god of Dunmar

Holy Symbol: Platinum Dragon

Month: April

Holy Day: Stormbreaker's Day (April 5th)

Color: Blue

Dragon: Platinum

Gaoth, the Stormlord, the Wind-Father, the Thunderbringer, is a name woven into the legend, echoing through the ages like the roiling winds that herald a tempest. He is the god of the boundless sky, of the winds that sweep the earth, of thunder’s mighty voice and the storms that tear the heavens asunder. In times of old, when the world was still young and the air crackled with untold power, Gaoth stood as a protector of the light and a destroyer of darkness—his name forever entwined with the fall of the Xalara and the Dragons.

Gaoth and Xalara battled upon the hill where now stands the city of Realm’s End. The storm raged, and the heavens trembled as the god of wind and thunder battled the dread goddess of greed and avarice. At the last, with a mighty cry that split the clouds asunder, Gaoth struck down the Queen of Dragons, and her blood seeped deep into the earth, cursing it.

Gaoth’s origins are told in the ancient songs of the peoples of Dunmar, who speak of his coming from the Stormspire Peaks, where the winds are fierce and the skies hold sway over all. It was in these towering heights that Gaoth first made his presence known, his form a tempest itself, his eyes like the clearing storm after a fierce rain. From these craggy heights, he descended into the world of OnceWas.The Stormspire Peaks have since become a place of pilgrimage for his followers, a high and sacred place where they seek to draw close to their god.

The faithful of Gaoth wear robes adorned with platinum, its gleaming sheen symbolizing unyielding strength, a reflection of the god’s own nature. Their faith is unshakable, their hearts steadfast, for they are inspired by Gaoth’s deeds in the ages long past. His triumphs over darkness, his valor in the face of unspeakable foes, have become the guiding light for those who walk in his name. In times of trial and tribulation, when the winds of doubt and fear threaten to overwhelm the soul, the clergy of Gaoth stand firm, ever resolute in their duty to uphold the virtues of courage, justice, and perseverance.

In the province of Griffindale, the Patriarch of the Church of Gaoth, Wilam Menliam, oversees the faithful. A man of great wisdom and unyielding faith, Menliam leads his flock with quiet strength, ever mindful of the lessons passed down through the ages. Under his leadership, the faithful gather to honor Gaoth, to remember his deeds, and to seek his guidance in their own quests for righteousness and victory.

To those who follow the way of Gaoth, his name is not merely a name, but a promise—a promise that the storm will pass, that the winds will carry them to victory, and that the thunder of justice will one day shake the world. In the hearts of his people, Gaoth lives on, not as a distant god upon a far-off mountain, but as a living force—present in the rush of the wind, the flash of the storm, and the triumph of good over evil.

4. Dobhainn, god of the earth, mountains, blacksmiths, and hard work. King of Dwarves

Patron god of Ringinghammer

Holy Symbol: the anvil

Month: September

Holy Day: Forgefest (September 30th)

Color: Grey

Dragon: Iron

Dobhainn, arose from the earth. He embodies the unyielding solidity, strength, and resilience of the land itself. As a stoic and unwavering deity, he stands as the guardian of ancient knowledge and the vast riches hidden deep within the earth's embrace. In the realm of OnceWas, Dobhainn's presence is synonymous with the enduring mysteries and treasures that lie buried beneath the surface.

Dobhainn often resides within the Great Mountain of the Elemental Plane of Earth.

The Hammers of Dobhainn, a renowned military order steeped in his unwavering resolve and martial prowess, stand as a bulwark against the encroaching darkness. Comprised of crusaders and battle-hardened clerics, they pledge their allegiance to safeguarding the dwarven realm from the perils that threaten their underground kingdom. Whether facing the onslaught of marauding hordes or the ancient wrath of dragons and fiends, the Hammers' valorous deeds resonate as legends told around hearths and in the depths of taverns.

Clerics devoted to Dobhainn bear the symbols of their deity's resilience with pride, donning thick leather bracers adorned with heavy iron rings—a testament to their vow to protect the earth's secrets and riches. Their rituals and prayers echo through the stone, invoking the steadfast spirit of Dobhainn to guide their hands and fortify their resolve.

In the heart of Ringinghammer, City Under the Mountain, Durgari Rockbrow assumes the mantle of Prelate of the Church of Dobhainn. His stewardship ensures that the ancient traditions endure and that the treasures entrusted to Dobhainn's care remain safe from covetous eyes and grasping hands. Under his leadership, the faithful gather in solemn reverence, honoring the earth's bounty and the enduring legacy of their steadfast god.

5. Grund-Wyrgen, mother of demons, monsters and nightmares. Queen of the Abyss

Patron god of Orckrag

Holy Symbol: the demon face

Month: March

Holy Day: Abyssal Descent (March 3rd)

Color: Dark Green

Dragon: Red

Grund-Wyrgen, the Dread Sovereign, embodies the deepest fears and darkest nightmares that haunt mortal minds. Born from the shadows that dwell within the deepest recesses of consciousness, she is revered as the mother of nightmares, monstrous aberrations, and the chilling terrors that lurk in the darkness.

Secluded from the pantheon of OnceWas and Elysium, Grund-Wyrgen harbors a profound disdain for the other gods, choosing instead to reign supreme in the Abyss where darkness holds sway. Her realm is a bastion of chaos and malevolence, where the abyssal depths echo with the agonizing screams of mortals lost to their worst fears.

Clerics devoted to Grund-Wyrgen are enigmatic figures, shrouded in mystery and draped in robes of dark green, symbolizing the depths of terror. They wear white masks that conceal their identities, their faces forever hidden as they invoke their mistress's terrifying influence. Scarification rituals mark their flesh, serving both as a testament to their devotion and as conduits for the dark powers they wield.

In the ominous city of Vornthol, nestled deep within the foreboding realm of Orckrag, Master Aakil holds the esteemed position of High Priest at the Temple of Grund-Wyrgen. Under his sinister guidance, the faithful pay homage to the Dread Sovereign through rites that evoke both fear and reverence. These rituals channel Grund-Wyrgen's malevolent energies, spreading chaos and despair throughout the mortal realms.

Grund-Wyrgen's dominion over nightmares and monsters makes her a queen of terror, her influence extending far beyond the mortal realm. Her holy symbol, the twisted visage of a demon face, strikes fear into the hearts of mortals who dare to utter her name. Her holy day, Abyssal Descent, observed on March 3rd, is a time of dread and foreboding, when her malevolent presence is felt most keenly across OnceWas.

In defiance of the light and order upheld by the other gods, Grund-Wyrgen stands resolute in her allegiance to chaos and darkness. Her followers, bound by shadow and steeped in the mysteries of terror, perpetuate her legacy through rituals that invoke nightmares and perpetuate the eternal darkness of the Abyss.

Cleric of Grund-Wyrgen suffer a -1 to Charisma

6. Irmo, goddess of drinking and luck: Queen of Thieves.

Patron goddess of Banorak

Holy Symbol: Three Keys

Month: November

Holy Day: Reveler's Dawn (November 3rd)

Color: purple

Dragon: Green

Irmo, born from the whims and caprices that shape the fortunes of mortals, embodies the unpredictable nature of fate itself. She draws strength from the myriad emotions and gambles of humanity, reveling in the laughter and tears that mark the twists and turns of mortal lives.

As a deity of festhalls, hedonism, and revelry, Irmo is a chaotic being, characterized by her passionate and willful demeanor. Often found in Oncewas in various disguises, she immerses herself in the tumultuous tapestry of mortal existence, savoring every moment of joy and indulgence.

Clerics devoted to Irmo adorn themselves with distinctive copper headpieces and don festive attire in shades of vibrant purple. Their role is to celebrate life's pleasures and guide others in embracing spontaneity and the exhilarating unpredictability of Irmo's domain.

In the city of HiddenPort, nestled within the realm of Banorak, the Sanctuary of Irmo stands as a haven of revelry and merriment. Here, the Arch Priestess Caiaphas leads the faithful in worship and festivity, orchestrating ceremonies and rites that honor Irmo's essence and invite all to partake in the joyous dance of life.

Thus, Irmo stands as a beacon of passion and spontaneity, her presence a reminder to embrace the unpredictability of fate and revel in the vibrant tapestry of human experience. In the sanctuary of her followers, laughter echoes through festive halls, tears are shed in shared moments of catharsis, and the spirit of celebration thrives in homage to the chaotic and joyful essence of Irmo. 

7. Mairon, god of death. King of Underworld

Worshipped in the Empire of Ix

Holy Symbol: a grinning skull

Month: January

Holy Day: Reaper's Night (January 1st)

Color: Black

Dragon: Black

Mairon was shaped by the universal fear and morbid fascination with death. He reigns over the realm of the dead with a solemn and unwavering gaze. His authority and power stem from the deep-seated reverence and dread mortals hold for the mysteries that lie beyond death's veil.

As the patron deity of those who pursue the darkest evils for their own gratification or gain, Mairon is not worshipped by common folk. Instead, he is feared intensely. It is believed that any attempt to appease him only attracts his attention—a prospect avoided at all costs by the prudent. Indeed, Mairon seems to draw strength from the very avoidance of his name, a testament to the pervasive fear he instills.

Among the peasants of OnceWas, minor rites propitiating Mairon are performed, beseeching safe passage for departed souls. In the Barbarian lands of Frostheim, Mairon is also revered as the deity of winter, embodying the chilling grip of death in its coldest form.

Mairon's clerics are infamous throughout the lands as cold, calculating agents of death. They operate in secrecy and solitude, clad in attire that reflects their sinister role—usually all black when not in disguise. Initiates into Mairon's priesthood endure a harrowing initiation, culminating in a ritualistic burial alive, symbolizing their acceptance of death's embrace.

Temples dedicated to Mairon are hidden and often subterranean, reflective of their grim purpose as sanctuaries for death worship. In the darkest corners of the world, these places serve as focal points for rituals that honor Mairon and seek to curry favor through acts of murder—deemed virtuous in the eyes of Mairon, who sees life itself as an abomination.

The enigmatic Dark Abbot Calliguri the Old presides over the Cathedral of Mairon. Located in Graustadt within the Empire of Ix, this cathedral serves as a nexus for those who seek to embrace the darkness and claim their rewards in the service of death.

8. Nanna-Sin, goddess of the moon, the ethereal and ghosts. Queen of the Night

Patron goddess of the Sand Dominion

Holy Symbol: the moon

Month: October

Holy Day: Moonshadow Night (October 15th)

Color: Pale Blue

Dragon: Copper

Nanna-Sin, born from the mystique and wonder that shrouds the nocturnal sky, embodies the enigmatic allure of the moon itself. She guides mortals through the shadows of night with her gentle touch and soothing presence, a beacon of light in the darkness.

Frequenting the Ethereal Plane, Nanna-Sin commands reverence among witches and is attended by ethereal beings and spirits. Among the people of the Sand Dominion, she is revered as their patron goddess.

Like the ever-changing phases of the moon, Nanna-Sin reflects a myriad of moods and aspects. Her worshippers perceive her in diverse ways—as enthusiastic, vivacious, and joyous, exuding majesty in dance and action; or as subdued and motherly, with a poetic tranquility that embraces all. Yet, she also bears the weight of ancient sorrows and defeats, carrying a somber demeanor marked by deep sadness for tragedies long past. At times, she exhibits a fierce, almost aggressive nature, showing little mercy to those who oppose her.

Clerics dedicated to Nanna-Sin paint their faces white, symbolizing the purity and luminance of the moon, and wear simple robes of pale blue, mirroring the serene hues of moonlit nights. They serve as conduits of her divine presence, offering prayers and rituals that align with her ever-changing aspects and moods.

In the Sand Dominion, within the city of Hadiat Alqamar, Chantress Isadoris presides as the esteemed High Priestess of the Church of Nanna-Sin. Under her guidance, the faithful gather to honor their goddess, seeking solace and wisdom in the cycles of the moon and finding strength in her multifaceted nature.

Thus, Nanna-Sin stands as a symbol of mystery and wisdom, her presence a reflection of the moon's enduring influence over mortal hearts and minds. In the eyes of her followers, she embodies the complexity of existence itself, guiding them through the shadows and illuminating their path with the gentle glow of her celestial light.

9. Orome, god of war and wrath. King of vultures

Patron god of Frostheim

Holy Symbol: the axe

Month: February

Holy Day: Bloodmoon's Eve (February 12th)

Color: Red

Dragon: White

Orome, a deity of tumult and valor, manifests as a burly figure clad in a horned helm, wielding a formidable axe and a massive battle horn. His presence exudes the raw essence of chaos, where his favor is as capricious as the winds of war. Known to align with armies one day and turn against them the next, Orome embodies the unpredictable nature of conflict itself.

Born from the chaos and strife that define mortal existence, Orome thrives on the ferocity, courage, and honor found in the crucible of battle. He revels in excess, whether indulging in the pleasures of food, drink, the thrill of the hunt, or his greatest passion—warfare itself.

His priests, reflecting their deity's temperament, are characterized by a quick temper and an unwavering memory for slights endured. They adorn themselves in red, painting their faces and battle armor in the vibrant hue of blood spilled on the battlefield, a stark reminder of the sacrifices demanded by their martial faith.

In Frostheim, the Holy Place of Orome is under the stewardship of the mighty Seiðr of WizardBane. As High Priest, Seiðr channels the energies of Orome, guiding the faithful in rites that celebrate the glory of battle and honor the warrior's code.

Orome represents the ever-shifting tides of war, where valor and unpredictability reign supreme, and where those who seek his favor must embrace the tumultuous path of battle.

10. Teine, goddess of fire and poetry. Queen of the hearth.

Patron goddess of Hearthland

Holy Symbol: the flame

Month: August

Holy Day: Hearthfire's Night (August 15th)

Color: Orange

Dragon: Bronze

Teine took form from man’s eternal flames of inspiration and passion. She embodies the very essence of transformative fire. Her presence is a beacon of creative energy and the fervent desires that burn within the hearts of all mortals.

To those in Hearthland, she is more than a goddess; she is the elemental force that lights the way, warms homes, and cooks nourishing meals.

As a fierce warrior, Teine stands as protector of families and communities, her fiery gaze unwavering against threats that would darken the hearths of her followers. Bards, drawn to her radiant spirit, find solace in her favor, inspired to compose songs and poems that sing of her enduring flame.

In reverence, clerics and devotees of Teine adorn themselves with bronze jewelry, symbolic of the enduring strength and warmth she bestows upon them. Her temples are sanctuaries where hearth fires burn eternal, and where prayers rise like sparks to her divine presence.

At the heart of Nyr's Gate, Lady Gabála Érenn, Matriarch of the Church of Teine, guides her faithful in honoring their goddess with reverence and passion. Under her leadership, the city's flames dance in homage to Teine, illuminating paths of creativity and community.

11. Ulmo, god of water, oceans, and rivers. King of ships

Patron god of Corsairia

Holy Symbol: the trident

Month: July

Holy Day: Trident's Tide (July 8th)

Color: Teal

Dragon: Blue

Ulmo, emerging from the boundless depths of the sea, embodies the awe-inspiring mystery and unfathomable power of the ocean itself. His presence resonates with the majesty of rolling waves and the deep currents that shape the world. Revered by the sea-faring people of Corsairia, Ulmo draws strength from their respect and fear of the vast expanse of waters that sustain and challenge them.

As deity of the waters, Ulmo is both benefactor and enigma. While he often looks kindly upon his maritime worshippers, his temperament mirrors the unpredictability of the sea. Like the ocean's capricious nature, Ulmo can swiftly turn from calm beneficence to tempestuous wrath. Legends abound of his fury manifesting in cataclysmic acts, from shattering coastlines with earthquakes to unleashing devastating floods upon unwary settlements.

Clerics devoted to Ulmo don tunics of deep blue and teal, colors reflecting the hues of the sea under different moods—serene and stormy alike. Their rites and prayers seek to appease and entreat the god's favor, offering reverence for the life-giving waters and petitioning protection from its wrathful outbursts.

In the maritime city of Ulmoth, nestled within Corsairia, Nandez presides as the Lord Patriarch of the Church of Ulmo. Under his leadership, the faithful navigate the tumultuous currents of their deity's favor, honoring his dual nature with solemn rituals and fervent supplications.

Ulmo commands both reverence and caution, his presence a reminder of the boundless power and capriciousness that dwell beneath the surface of the seas.

12. Yavanna, goddess of life and nature. Queen of elves

Patron goddess of Silvandor

Holy Symbol: Mother Tree

Month: May

Holy Day: Verdant Embrace (May 10th)

Color: Light Green

Dragon: Silver

Yavanna sprung forth from the deep-rooted reverence for nature and the intricate cycles of life and death, embodies the essence of fertility, growth, and the interconnectedness of all living things. Her presence draws strength from the profound reverence and awe mortals hold for the natural world.

She is a radiant deity revered by the elves, as well as druids, and rangers who dedicate themselves to her teachings. She is the steadfast protector of forests, flowers, and wild animals, commanding their respect and obedience with a gentle yet authoritative presence.

Yavanna's domains extend beyond the mortal realm; she traverses freely between the Verdant Veil, OnceWas, and Elysium, nurturing and preserving the balance of nature wherever she treads.

In her serene demeanor lies a depth of power capable of fierce savagery when provoked—a testament to the primal forces inherent in the natural world she embodies.

Clerics devoted to Yavanna adorn themselves with silver jewelry, symbolizing purity and the shimmering essence of moonlit forests. They serve as caretakers and guardians of the natural world, channeling her divine grace to heal and protect those in need.

Within the heart of Silvandor, the Temple of Yavanna is guided by Her Grace Lady Yaereene Lightbringer, the esteemed Elven High Priestess. Her leadership ensures that the teachings of Yavanna are upheld with reverence and devotion, guiding her followers in rituals that celebrate the bounty and harmony of the natural world.

Yavanna stands as a beacon of tranquility and strength, embodying the delicate balance between grace and primal power, her presence a testament to the enduring beauty and resilience of nature's boundless realms.

 Other Deities

Additionally, there are twelve lesser gods and twelve Demon Lords. Refer to the World of OnceWas for a list of these immortals. Clerics of lesser gods and Demon Lords cannot advance beyond 6th level.

 

Turn Undead

Clerics can drive away undead monsters by means of faith alone by brandishing their holy symbol and calling upon divine power. The cleric rolls a d20 and adds Wisdom Bonus. Consult the Turn Undead table and cross-references it with the undead type or Hit Dice.

If the table indicates “No”, it is not possible for the Cleric to affect that type of undead monster. If the table gives a number, that is the minimum number needed on 1d20 to Turn. Areas indicating “T” indicate that this type of undead is automatically affected. If the result shown is a “D,” then the undead is destroyed rather than merely Turned.

If the roll is a success, 2d6 + Wis hit dice of undead monsters are affected. Surplus hit dice are lost (so if zombies are being Turned and a roll of 7 is made, at most 3 zombies can be Turned), but a minimum of one creature will always be affected if the first roll succeeds.

If a mixed group of undead is to be Turned, the result is checked against the weakest first.

If a Cleric succeeds at Turning the undead, but not all undead monsters present are affected, they may try again in the next round to turn any remaining undead. If any roll to Turn the Undead fails, that Cleric may not attempt to Turn Undead again for one full turn. A partial failure (possible against a mixed group) counts as a failure for this purpose.

Turned Undead monsters flee from the Cleric at maximum movement. If the party pursue and corner the Turned undead, they may resume attacking the party; but if left alone, the monsters will not return or attempt to attack the Cleric or those near them for at least 2d4 turns.

Undead monsters that are destroyed will burst into fiery embers and ash. 



Turn Undead Table DC + Wisdom Bonus

Cleric

Level

Skeleton

1 HD

Zombie

2HD

Ghoul

3HD

Wight

4HD

Wraith

5HD

Mummy

6HD

Spectre

7 HD

Vampire

8 HD

Ghost

9+HD

1 13 17 19 No No No No No No
2 11 15 18 20 No No No No No
3 9 13 17 19 No No No No No
4 7 11 15 18 20 No No No No
5 5 9 13 17 19 No No No No
6 3 7 11 15 18 20 No No No
7 2 5 9 13 17 19 No No No
8 T 3 7 11 15 18 20 20 No
9 T 2 5 9 13 17 19 No No
10 T T 3 7 11 15 18 20 No
11 D T 2 5 9 13 17 19 No
12 D T T 3 7 11 15 18 20
13 D D T 2 5 9 13 17 19
14 D D T T 3 7 11 15 18
15 D D D T 2 5 9 13 17
16 D D D T T 3 7 11 15
17 D D D D T 2 5 9 13
18 D D D D T T 3 7 11
19 D D D D D T 2 5 9
20 D D D D D T T 3 7

 

Note: Evil clerics can choose to command Undead rather than turn them.

 

Cleric Saving Throws

Level Death Ray or Poison

Magic

Wands

Paralysis

or Petrify

Dragon

Breath

Spells
1 11 12 14 16 15
2-3 10 11 13 15 14
4-5 9 10 13 15 14
6-7 9 10 12 14 13
8-9 8 9 12 14 13
10-11 8 9 11 13 12
12-13 7 8 11 13 12
14-15 7 8 10 12 11
16-17 6 7 10 12 11
18-19 6 7 9 11 10
20 5 6 9 11 10

 

Cleric Level 1 2 3 4 5 8 12 14
Rank/Title Acolyte Adept Priest Vicar Curate High Priest Bishop Archbishop/ Patriarch

 

5.0.1.2 Cleric Spells

            Clerics receive their spells through faith and prayer.  Each day, a Cleric must pray for at least three turns in order to prepare spells.  Of course, the Cleric may be expected to pray more than this in order to remain in their deity’s good graces.

            Clerics can prepare whichever spells they choose as permitted by their level plus bonus.  However, a Cleric's deity may limit the availability of certain spells if the spell conflicts with the deity’s ideology.

0 Level Cleric Spell (Orisons)

0 level spells are called orisons. Orisons have a range of 10 feet and an instantaneous duration. As with standard spells, some 0 level spells may be reversible, signified by an asterisk following the name.

Zero Level Clerical Spells

1 Cure Minor Wounds
2 Guidance*
3 Hallow*
4 Meal Blessing
5 Mend
6 Virtue
7 Ward*
8 Water to Wine*

First Level Clerical Spells

1 Cure Light Wounds*
2 Command
3 Detect Evil*
4 Detect Magic
5 Detect Poison
6 Disruption*
7 Light*
8 Protection Spell
9 Purify Food and Water
10 Remove Fear*
11 Resist Cold
12 Sanctuary

Second Level Clerical Spells

1 Bless*
2 Charm Animal
3 Find Traps
4 Gentle Repose
5 Heat Metal
6 Hold Person
7 Remove Paralysis
8 Resist Fire
9 Restore Health
10 Silence 15' radius
11 Speak with Animals
12 Spiritual Hammer

Third Level Clerical Spells

1 Continual Light*
2 Cure Blindness
3 Cure Deafness
4 Cure Disease*
5 Growth of Animals
6 Locate Object
7 Remove Curse*
8 Sacrifice*
9 Speak with Dead
10 Striking
11 Tongues
12 Water Breathing

Fourth Level Clerical Spells

1 Animate Dead
2 Create Water
3 Cure Serious Wounds*
4 Dispel Magic
5 Divination
6 Magic Mirror
7 Neutralize Poison*
8 Protection Spell 10' radius
9 Sticks to Snakes
10 Stone Shape

Fifth Level Clerical Spells

1 Commune
2 Create Food
3 Dispel Evil
4 Insect Plague
5 Plane Shift
5 Quest*
6 Raise Dead*
7 Ring of Lesser Healing
8 True Seeing
9 Wall of Fire
10 Wall of Stone

Sixth Level Clerical Spells

1 Animate Objects
2 Blade Barrier
3 Destroy Undead
4 Control Undead
5 Find the Path
6 Heal*
7 Regenerate
8 Restoration*
9 Speak with Monsters
10 Word of Recall

Seventh Level Clerical Spells

1 Anti-Magic Shell
2 Astral Projection
3 Control Weather
4 Earthquake
5 Fire Storm
6 Gate
7 Holy Word
8 Resurrection
9 Ring of Greater Healing*
10 Sunray
11 Wind Walk

 

------------------------------------------------------------------------------------------------

5.0.2 Druid

Level Exp. Points Hit Dice Attack Bonus Skill points Feats

Spells

0

1 2 3 4 5 6 7 Weapon Proficiency
1 0 1d6 +1 3   1 - - - - - - - 3
2 1,500 2d6 +1 1 1 2 1 - - - - - -
3 3,000 3d6 +1 1   3 2 - - - - - -
4 6,000 4d6 +2 1 1 4 2 1 - - - - -
5 12,000 5d6 +2 1   5 2 2 - - - - - 1
6 24,000 6d6 +3 1 1 6 2 2 1 - - - -
7 48,000 7d6 +3 1   7 3 2 2 - - - -
8 90,000 8d6 +3 1 1 8 3 2 2 1 - - -
9 180,000 9d86 +4 1   9 3 3 2 2 - - - 1
10 270,000 9d6+1 +4 1 1 9 3 3 2 2 1 - -
11 360,000 9d6+2 +4 1   9 4 3 3 2 2 - -
12 450,000 9d6+3 +4 1 1 9 4 4 3 2 2 1 -
13 540,000 9d6+4 +5 1   9 4 4 3 3 2 2 - 1
14 630,000 9d6+5 +5 1 1 9 4 4 4 3 2 2 1
15 720,000 9d6+6 +5 1   9 4 4 4 3 3 2 1
16 810,000 9d6+7 +6 1 1 9 5 4 4 3 3 2 1
17 900,000 9d6+8 +6 1   9 5 5 4 3 3 2 2 1
18 990,000 9d6+9 +6 1 1 9 5 5 4 4 3 3 2
19 1,080,000 9d6+10 +7 1   9 6 5 4 4 3 3 2
20 1,170,000 9d6+11 +7 1 1 9 6 5 4 4 3 3 3

 

Wisdom

Spell Bonus

9-11

No bonus spells

12

+1 Orison

13-15

+1 Orison, +1 level 1 spell

16-17

+2 Orisons, +2 level 1 spells

18

+3 Orisons, +3 level 1 spells, +1 level 2 spell

Druids are a hybrid of Magic User and Cleric. They draw power from nature and ley lines, revering all the gods of OnceWas as well as elemental forces. Druids serve the natural order in a more direct way by working actively to restore balance. Often a Druid uses mistletoe as a holy symbol.

Druids advance at the same rate as Clerics but use the same combat and saving throw tables as Magic Users. Druids have the power of Animal Affinity working much like the Cleric ability to Turn Undead. They can identify any natural animal or plant and can identify clean water.

The Prime Requisite for Druid is Wisdom; a character must have a Wisdom score of 9 or higher. Druids may not utilize metal armor of any type, and they are likewise limited to wooden shields. Druids may utilize any one-handed melee weapons, as well as staff, sling, and shortbow.

 

Druid Saving Throws

Level Death Ray or Poison

Magic

Wands

Paralysis

or Petrify

Dragon

Breath

Spells
1 13 14 13 16 15
2-3 13 14 13 15 14
4-5 12 13 12 15 13
6-7 12 12 11 14 13
8-9 11 11 10 14 12
10-11 11 10 9 13 11
12-13 10 10 9 13 11
14-15 10 9 8 12 10
16-17 9 8 7 12 9
18-19 9 7 6 11 9
20 8 6 5 11 8

 

 

Druid Animal Affinity Table

Druid Level Animal HD 1 2 3 4 5 6 7 8 9 10
1 9 13 17 19 No No No No No No No
2 7 11 15 18 20 No No No No No No
3 5 9 13 17 19 No No No No No No
4 3 7 11 15 18 20 No No No No No
5 2 5 9 13 17 19 No No No No No
6 C 3 7 11 15 18 20 No No No No
7 C 2 5 9 13 17 19 No No No No
8 C C 3 7 11 15 18 20 No No No
9 B C 2 5 9 13 17 19 No No No
10 B C C 3 7 11 15 18 20 No No
11 B B C 2 5 9 13 17 19 No No
12 B B C C 3 7 11 15 18 20 No
13 B B B C 2 5 9 13 17 19 No
14 B B B C C 3 7 11 15 18 20
15 B B B B C 2 5 9 13 17 19
16 B B B B C C 3 7 11 15 18
17 B B B B B C 2 5 9 13 17
18 B B B B B C C 3 7 11 15
19 B B B B B B C 2 5 9 13
20 B B B B B B C C 3 7 11

Druids can calm or befriend animals. The Druid rolls a d20 and adds Wisdom Bonus. Cross-reference the Druid's level with the animal's hit dice on the Druids Animal Affinity Table. The number shown is the minimum needed to Calm that sort of animal. 

Tame, Domesticated, or Normal Beasts of Burden are treated as half their actual Hit Dice, reflecting their relatively easy manageability.

Monstrous animals such as griffins, owlbears, pegasi, or other such “near-natural” creatures are treated as they are 1 HD more than listed to reflect their unique natures. 

If the table indicates “No” then it is not possible for the Druid to affect that type of animal. If the table says “C” for that combination, that type of animal is automatically calmed. If the result shown is a “B” for that combination, that type of animal is automatically befriended.

If the roll is a success, 2d6 HD of animals is affected. Surplus hit dice are lost, but at least one animal is always affected if the first roll is a success. 

If a mixed group of animals is to be affected, the druid rolls just once. The result is checked against the weakest sort first and if they are successfully Calmed or Befriended, the same result is checked against the next higher type of animal.

If a Druid succeeds at Calming or Befriending some of the animals, but not all are affected, they may try again in the next round to affect those which remain. If any roll to Calm or Befriend the Animals fails, that Druid may not attempt to use their Animal Affinity ability again for one full turn. A partial failure (possible against a mixed group) counts as a failure for this purpose.

Calm animals will not interact with the Druid in any manner, unless approached by the Druid. The Druid can calmly get them to leave an area, or the Druid can try to befriend the animals. In this case, the GM should roll a reaction roll with any result below favorable meaning the animals flee.

If the result on the table results in automatically befriending the animals, the GM should treat the animals as if a “Very Favorable” result was rolled on the Reaction Roll Table. A Befriended animal will follow the Druid, guarding and assisting within its capabilities so long as the Druid remains in the general vicinity of its normal lair or range.

However, it will not fight to the death or sacrifice itself indiscriminately. When substantially wounded, an animal will flee the area immediately. The GM may check morale as necessary when the situation seems appropriate.

 

5.0.2.1 Druid Spells

           Druids will their magic into being by tapping into the innate magic of the natural world, the Elemental Planes and the gods of OnceWas. Each day, generally in the morning, a druid must focus for at least three turns in order to prepare spells. 

            Because they gain their spells through meditation, a Druid may prepare any spell of any level they are able to cast. 

0 Level Druid Spell (Orisons)

0 level spells are called orisons. Orisons have a range of 10 feet and duration of instantaneous. As with standard spells, some 0 level spells may be reversible, signified by an asterisk following the name.

Zero Level Druid Spells

1 Cure Minor Wounds
2 Dowse
3 Guidance*
4 Hallow*
5 Mend
6 Predict Weather
7 Summon Vermin
8 Ward*

First Level Druid Spells 

1 Animal Friendship
2 Create Water
3 Cure Light Wounds*
4 Detect Magic
5 Detect Poison
6 Detect Snares and Pits
7 Entangle
8 Faerie Fire
9 Light*
10 Pass Without Trace
11 Purify Food and Water
12 Summon Swarm

Second Level Druid Spells 

1 Barkskin
2 Charm Animal
3 Heat Metal
4 Obscuring Mists
5 Produce Flame/Cold
6 Resist Cold
7 Resist Fire
8 Shield of Thorns
9 Silence 15' radius
10 Slow Poison
11 Speak With Animals
12 Warp Wood
 

Third Level Druid Spells

1 Assume Animal Form
2 Call Lightning
3 Cure Disease*
4 Entangling Thorns
5 Growth of Animals
6 Hold Animal
7 Neutralize Poison*
8 Speak with Dead Animal
9 Speak with Monsters
10 Plant Growth
11 Protection From Fire
12 Water Breathing

Fourth Level Druid Spells

1 Call Woodland Beings
2 Control Temperature, 10' Radius
3 Cure Serious Wounds*
4 Growth of Plants
5 Hallucinatory Terrain
6 Lower Water
7 Protection From Lightning
8 Speak With Plants
9 Sticks to Snakes
10 Stone Shape
11 Summon Animals I
12 Tree Sanctuary
13 Zephyr Cage

Fifth Level Druid Spells

1 Commune with Nature
2 Dig
3 Flame Strike
4 Gust of Wind
5 Insect Plague
5 Rock to Mud*
6 Summon Animals II
7 Ring of Lesser Healing
8 True Seeing
9 Wall of Fire
10 Wall of Stone

Sixth Level Druid Spells

1 Animate Natural Objects
2 Find the Path
3 Part Water
4 Pass Tree
5 Heal*
6 Move Earth
7 Reincarnate
8 Summon Animals III
9 Weather Summoning
10 Word of Recall

Seventh Level Druid Spells

1 Anti-Magic Shell
2 Control Weather
3 Earthquake
4 Faerie Ring
5 Fire Storm
6 Greater Dig
7 Regenerate
8 Restoration
9 Ring of Greater Healing*
10 Wind Walk

Fighter

Level Exp. Points Hit Dice Attack Bonus Attack per round Weapon Specialization Skill points Feats Weapon Proficiency
1 0 1d10 +1 1/1 +1/+0 3 4
2 2,000 2d10 +2 1/1 +1/+0 1 1
3 4,000 3 d10 +2 1/1 +1/+0 1 1
4 8,000 4d10 +3 1/1 +1/+1 1 1
5 16,000 5d10 +4 1/1 +1/+1 1 1
6 32,000 6d10 +4 1/1 +1/+1 1 1
7 64,000 7d10 +5 3/2 +2/+1 1 1
8 120,000 8d10 +6 3/2 +2/+2 1 1
9 240,000 9d10 +6 3/2 +2/+2 1 1
10 360,000 9d10+2 +6 3/2 +2/+2 1 1
11 480,000 9d10+4 +7 3/2 +2/+2 1 1
12 600,000 9d10+6 +7 3/2 +2/+2 1 1
13 720,000 9d10+8 +8 2/1 +3/+2 1 1
14 840,000 9d10+10 +8 2/1 +3/+2 1 1
15 960,000 9d10+12 +8 2/1 +3/+2 1 1
16 1,080,000 9d10+14 +9 2/1 +3/+3 1 1
17 1,200,000 9d10+16 +9 2/1 +3/+3 1 1
18 1,320,000 9d10+18 +10 3/1 +3/+3 1 1
19 1,440,000 9d10+20 +10 3/1 +3/+3 1 1
20 1,560,000 9d10+22 +10 3/1 +3/+3 1 1

 

 

Strength

Fighting Bonus

9-12

+ 0 to hit, + 0 damage

13-15

+ 1 to hit, + 1 damage

16-17

+ 2 to hit, + 2 damage

18

+ 3 to hit, + 3 damage

Fighters include soldiers, town guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head on, weapon drawn. Not surprisingly, Fighters are the best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. 

The Prime Requisite for Fighters is Strength; a character must have a Strength score of 9 or higher to become a Fighter. Members of this class may wear any armor and use any weapon.

 

 Weapon Specialization

A Fighter chooses one weapon in which the character is especially skilled. This choice must be specific; for instance, a specialization in the longsword will give no bonuses when using a shortsword. The weapon specialization confers additional to hit and damage bonuses as the fighter progresses in rank.

Rangers and Paladins cannot specialize.

 

Fighter Saving Throws

Level Death Ray or Poison

Magic

Wands

Paralysis

or Petrify

Dragon

Breath

Spells
NM 13 14 15 16 18
1 12 13 14 15 17
2-3 11 12 14 15 16
4-5 11 11 13 14 15
6-7 10 11 12 14 15
8-9 9 10 12 13 14
10-11 9 9 11 12 13
12-13 8 9 10 12 13
14-15 7 8 10 11 12
16-17 7 7 9 10 11
18-19 6 7 8 10 11
20 5 6 8 9 10

 

 

--------------------------------------------------------------------------------------------------------------

5.0.3 Rangers

Level Exp. Points Hit Dice Attack Bonus

Arrows

Fired/Rd

Skill points Feats Weapon Proficiency
1 0 1d10 +1 (+3 bow) 1/1 3 4
2 2,200 2d10 +2 (+4 bow) 1/1 1 1
3 4,400 3 d10 +2 (+5 bow) 1/1 1 1
4 8,800 4d10 +3 (+6 bow) 1/1 1 1
5 17,600 5d10 +4 (+7 bow) 3/2 1 1
6 35,200 6d10 +4 (+7 bow) 3/2 1 1
7 70,400 7d10 +5 (+8 bow) 3/2 1 1
8 132,000 8d10 +6 (+9 bow) 3/2 1 1
9 264,000 9d10 +6 (+9 bow) 2/1 1 1
10 396,000 9d10+2 +6 (+9 bow) 2/1 1 1
11 528,000 9d10+4 +7 (+10 bow) 2/1 1 1
12 660,000 9d10+6 +7 (+10 bow) 2/1 1 1
13 792,000 9d10+8 +8 (+11 bow) 2/1 1 1
14 924,000 9d10+10 +8 (+11 bow) 2/1 1 1
15 1,056,000 9d10+12 +8 (+11 bow) 2/1 1 1
16 1,188,000 9d10+14 +9 (+12 bow) 2/1 1 1
17 1,320,000 9d10+16 +9 (+12 bow) 2/1 1 1
18 1,452,000 9d10+18 +10 (+13 bow) 2/1 1 1
19 1,584,000 9d10+20 +10 (+13 bow) 2/1 1 1
20 1,716,000 9d10+22 +10(+13 bow) 2/1 1 1

Rangers roam the borderlands, where their mission is to keep the beasts and monsters of the untamed lands at bay. They generally operate alone or in small groups and rely on stealth and surprise to meet their objectives.

Humans, Elves, Half-Elves and Halflings may become Rangers. To become a Ranger, a character must have a Strength score of 9 or higher, Wisdom of 11 or higher, and a Dexterity of 11 or higher. They may use any weapon and may wear any armor but some of the Ranger’s special talents and abilities are unavailable when wearing armor heavier than leather armor.

 

 Chosen Enemy: A Ranger must declare a chosen enemy. Against this chosen enemy, the Ranger gets a bonus of +3 to damage. This enemy must be specific such as giants, orcs, or dragons. It could also include rival organizations, nations, or similar agencies.

 

Expert Bowmen: Rangers are expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Ranger adds +2 to their Attack Bonus. At 5th level, a Ranger may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round and two attacks on every even round. At 9th level, the Ranger may fire two arrows every round, with the second attack coming at the end of the round.

 

Special Abilities: Rangers can Move Silently, Hide, and Track when in wilderness areas, at percentages given in the table below. Apply a -2 penalty when attempting these abilities in urban areas. Move Silently and Hide may not be used in armor heavier than leather.

 

Ranger Special Abilities DC

Ranger Level

Move Silently

(+Dex Bonus)

Hide

(+Int Bonus)

Tracking

(+Wis Bonus)

1 16 18 14
2 15 17 13
3 14 16 12
4 13 15 11
5 12 14 10
6 11 13 9
7 10 12 8
8 9 11 7
9 8 10 6
10 8 8 5
11 7 7 5
12 6 6 4
13 5 5 3
14 5 5 3
15 4 5 2
16 4 4 2
17 3 4 2
18 3 4 2
19 2 3 1
20 2 3 1

 

Ranger Saving Throws

Level Death Ray or Poison

Magic

Wands

Paralysis

or Petrify

Dragon

Breath

Spells
NM 13 14 15 16 18
1 12 13 14 15 17
2-3 11 12 14 15 16
4-5 11 11 13 14 15
6-7 10 11 12 14 15
8-9 9 10 12 13 14
10-11 9 9 11 12 13
12-13 8 9 10 12 13
14-15 7 8 10 11 12
16-17 7 7 9 10 11
18-19 6 7 8 10 11
20 5 6 8 9 10

 

 

--------------------------------------------------------------------------------------------------------------

 

5.0.4 Paladin

Level

Exp. Points

Hit Dice

Attack

 Bonus

Lay Hands

Skill points

Feats

Spells

Weapon Proficiency

1

0

1d10

+1

1/per day

3

-

4

2

2,200

2d10

+2

1/per day

1

1

-

3

4,400

3 d10

+2

2/per day

1

-

1

4

8,800

4d10

+3

2/per day

1

1

-

5

17,600

5d10

+4

3/per day

1

1 Orison

1

6

35,200

6d10

+4

3/per day

1

1

1 Orison,

1 first level

7

70,400

7d10

+5

4/per day

1

2 Orisons,

2 first level

1

8

132,000

8d10

+6

4/per day

1

1

2 Orisons,

2 first level,

1 second level

9

264,000

9d10

+6

5/per day

1

2 Orisons,

2 first level,

2 second level

1

10

396,000

9d10+2

+6

5/per day

1

1

3 Orisons,

3 first level,

2 second level

11

528,000

9d10+4

+7

6/per day or

Neutralize

Poison

1

3 Orisons,

3 first level,

3 second level

1

12

660,000

9d10+6

+7

6/per day or

Neutralize

Poison

1

3 Orisons,

4 first level,

3 second level

13

792,000

9d10+8

+8

7/per day or

Neutralize

Poison

1

4 Orisons,

4 first level,

4 second level

1

14

924,000

9d10+10

+8

7/per day or

Neutralize

Poison

1

4 Orisons,

5 first level,

4 second level

15

1,056,000

9d10+12

+8

8/per day or

Neutralize

Poison

1

5 Orisons,

5 first level,

5 second level

1

16

1,188,000

9d10+14

+9

8/per day or

Neutralize

Poison

1

5 Orisons,

 6 first level, 5 second level

17

1,320,000

9d10+16

+9

9/per day or

Neutralize

Poison

1

5 Orisons,

6 first level,

5 second level

1 third

1

18

1,452,000

9d10+18

+10

9/per day or

Neutralize

Poison

1

5 Orisons,

6 first level,

5 second level

2 third

19

1,584,000

9d10+20

+10

10/per day or

Neutralize

Poison

1

6 Orisons,

6 first level,

6 second level

2 third

1

20

1,716,000

9d10+22

+10

10/per day or

Neutralize

Poison

1

6 Orisons,

6 first level,

6 second level

3 third

A character must a minimum Strength score of 9, a Wisdom score of 11, and a Charisma score of 11 to be a Paladin. Paladins are always human. They may use any weapon and may wear any armor or shield.

Paladins have the same attack bonus and saving throws as Fighters of the same level. They should be treated as Fighters for all purposes except they may not specialize.

Special Abilities: Once per day, per level, Paladins emanate an aura of protection in a 10' radius. All within receive +2 bonus to AC and a +2 bonus on saves. The Paladin can also detect evil once per day.

Once per day, per level, a Paladin can make their non-magical melee weapon or attack form equivalent to a magic weapon +1. This effect lasts for a turn.

Once per day, the paladin can Lay on Hands to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to cure disease (as the spell) instead of providing healing as above. At 11th level, the Paladin may also neutralize poison.

Paladins gain the ability to cast appropriate Clerical spells at level 5.

A Paladin must tithe, giving a minimum of 10% of all treasures gained or other profits as an offering to their deity.

A Paladin must obey a code of honor and must try to perform duties assigned by their deity or religious hierarchy. If the Paladin breaks the code, all powers granted are taken away, and the character must atone for their actions as soon as possible. Until the Paladin successfully atones, they are considered an ordinary Fighter.

A Paladin can Turn Undead starting at 2nd level.

 

Paladin Turn Undead DC

Paladin

Level

Skeleton

1 HD

Zombie

2HD

Ghoul

3HD

Wight

4HD

Wraith

5HD

Mummy

6HD

Spectre

7 HD

Vampire

8 HD

Ghost

9+HD

1 - - - - - - - - -
2 14 18 20 No No No No No No
3 13 17 19 No No No No No No
4 11 15 18 20 No No No No No
5 9 13 17 19 No No No No No
6 7 11 15 18 20 No No No No
7 5 9 13 17 19 No No No No
8 3 7 11 15 18 20 No No No
9 2 5 9 13 17 19 No No No
10 T 3 7 11 15 18 20 20 No
11 T 2 5 9 13 17 19 No No
12 T T 3 7 11 15 18 20 No
13 D T 2 5 9 13 17 19 No
14 D T T 3 7 11 15 18 20
15 D D T 2 5 9 13 17 19
16 D D T T 3 7 11 15 18
17 D D D T 2 5 9 13 17
18 D D D T T 3 7 11 15
19 D D D D T 2 5 9 13
20 D D D D T T 3 7 11

 

5.0.5 Magic User

Level Exp. Points Hit Dice Attack Bonus Skill points Feats

Spells

0

1 2 3 4 5 6 7

Weapons

Proficiency

1 0 1d4 +1 3   1 1 - - - - - - 2
2 2,500 2d4 +1 1 1 2 2 - - - - - -
3 5,000 3d4 +1 1   3 2 1 - - - - -
4 10,000 4d4 +2 1 1 4 2 2 - - - - -
5 20,000 5d4 +2 1   5 2 2 1 - - - -
6 40,000 6d4 +3 1 1 6 3 2 2 - - - -
7 80,000 7d4 +3 1   7 3 2 2 1 - - -
8 150,000 8d4 +3 1 1 8 3 3 2 2 - - -
9 300,000 9d4 +4 1   9 3 3 2 2 1 - -
10 450,000 9d4+1 +4 1 1 9 4 3 3 2 2 - -
11 600,000 9d4+2 +4 1   9 4 4 3 2 2 1 -
12 750,000 9d4+3 +4 1 1 9 4 4 3 2 2 2 -
13 900,000 9d4+4 +5 1   9 4 4 4 3 2 2 1
14 1,050,000 9d4+5 +5 1 1 9 4 4 4 3 3 2 1
15 1,200,000 9d4+6 +5 1   9 5 4 4 3 3 2 1
16 1,350,000 9d4+7 +6 1 1 9 5 5 4 3 3 2 2
17 1,500,000 9d4+8 +6 1   9 5 5 4 4 3 3 2
18 1,650,000 9d4+9 +6 1 1 9 6 5 4 4 3 3 2
19 1,800,000 9d4+10 +7 1   9 6 5 5 4 3 3 2
20 1,950,000 9d4+11 +7 1 1 9 6 5 5 4 4 3 3

 

Intelligence

Spell Bonus

9-11

No bonus spells

12

+1 Cantrip

13-15

+1 Cantrips, +1 level 1 spell

16-17

+2 Cantrips, +2 level 1 spells

18

+3 Cantrips, +3 level 1 spells, + 1 level 2 spells

 

A Magic User with a high INT ability score gets a spell bonus. They may cast extra spells each day of a total spell level equal to that bonus. A character with an INT score of 17 gets a bonus of +2 Cantrips, +2 level 1 spells and can cast 2 extra entraps and 2 extra 1st level spells. The character's experience level must still qualify him for the bonus spells, in other words, a 2nd level character can't cast a third level spell, even with an 18 in the relevant ability score.

Magic Users seek and use knowledge of the arcane to cast spells. They prepare spells each day through study of their spellbooks. Every Magic User has a spellbook containing the magical formulae for each spell the Magic User has learned. Spellbooks are written in the Arcane Language. All Magic Users begin play knowing how to read, write and speak Arcane.

Magic Users are the worst of all the classes at fighting; hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons. They are the least hardy, equal to Thieves at lower levels but quickly falling behind.

The Prime Requisite for Magic Users is Intelligence; a character must have an Intelligence score of 9 or higher to become a Magic User. The only weapons they become proficient with are the dagger and the walking staff (or cudgel). Magic Users can cast spells normally while wearing leather or lighter armor.

 

Starting Spells

A first level Magic User begins play with inherent Detect Magic, Read Magic and Arcane Bolt. The player can also choose one 0 Level Spell and one 1 level Spell. The GM rolls any additional 0 and 1 spells randomly.

Inherent Detect Magic. Magic Users can detect magic in anything they touch. Magical items or creatures feel warm, cause a tingling sensation, or have some other unusual tactile effect.

 

Read Magic

Magic Users can read and write magic (Arcane) without a spell. The arcane language was discovered by Magic Users (not invented). Arcane language is the same no matter what the native language or culture of the spell caster.

 

Arcane Bolt

This is a bolt of raw magic. The target gets a save vs. spells to avoid all damage. The bolt has a range of 30 feet and does 1d4 damage. Since it is pure magic, it will affect creatures only affected by magical weapons. The Arcane Bolt does not affect inanimate objects.

 

Spell Preparation

A Magic User may only prepare spells after resting and needs one turn per each three spell levels to do so. Spells prepared but not used on a previous day are not lost. For example, a 3rd level Magic User preparing all three of their available spells (two 1st level and one 2nd level) is preparing a total of 4 levels of spells, and thus needs 2 turns (4 divided by 3 and rounded up).

Each day, usually in the morning, spellcasters prepare spells by studying their spellbooks to replace those they have used. Spells prepared but not used persist from day to day; only those cast must be replaced. A spellcaster may always choose to dismiss a prepared spell (without casting it) to prepare a different spell of that level.

 

Casting

Magic Users must have at least one hand free and be able to speak to cast spells. Binding and gagging a spellcaster is an effective means of preventing spell casting. In combat, casting a spell takes the same time as making an attack. 

 

Spell Disruption

If a Magic User is attacked (even if not hit), the character must make a saving throw vs. spells on the Initiative number on which they are casting a spell. On a failure, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if they have a better initiative and chooses to delay casting the spell until right before the other caster.

 

Learning New Spells

A Magic User may learn spells by being taught directly by another magic user, by studying, by transcribing from a spell scroll or another individual's spellbook, or through research.

If being taught, a spell can be learned in a single day, while referencing another individual's spellbook takes one day per spell level. It typically costs 300 gps per spell level.

To copy a spell, the character must spend 1d4 hours per Spell Level.

 

The chance of successfully mastering a spell is DC 12 -1 per level of the magic user, - INT bonus, +1 per level of the spell. Any failure requires another Magic User who knows the spell to teach it.

Spell mastery failure isn't black and white. Spells that aren't mastered may be cast but require a D20 check on the Potential Spell Failure Table.

 

 

Potential Spell Failure Table

1 Spell fails entirely. A demon or other hostile entity appropriate to

the setting appears and attacks the caster.

 

2-4 Spell fails entirely. Caster takes 1d6 points of injury.

 

5-7 Spell fails entirely. Caster temporarily forgets the spell. Make an DC10 Int

roll after a week, and again each following week, until he remembers.

 

8-10 Spell has the reverse of the intended effect.

 

11-12 Spell affects someone or something other than its intended target –

friend, foe, or random object.

 

13-14 Spell produces nothing but a loud noise, bright flash of light,

awful odor, etc.

 

15-17 Spell produces a weaker version of the intended effect.

 

18-20 Spell is cast normally.

 

A Magic User may reattempt to master a spell at each new level.

 

The Great School of Magic in Arcanum

The Great School of Magic in Arcanum City is a place of arcane learning and the heart of Arcanum society. While many magic users have been privately tutored, the best and brightest come from the Great School.

There are 4 two-month quarters at the school separated by month long breaks. One on one mentoring continues until the Magic User is 4th level at which point they are released to independent study. Routine testing is still administered until 6th level at which time the Magic User graduates and is formally declared a Magic User.

After that time, they may stay at the school to use the facilities and take Arcana courses, but this is usually frowned upon.

 

The Great School of Magic Costs and Expenses

The tuition for the Great School is 300 gp per spell level. One week is required per spell level to complete the research. Tuition covers access to the facilities, mentor, classes, and common needs such as ink and paper. Thrown in for free are a small room and three (poor) meals a day for those who want it.

 

Magic User Level 1 2 4 6 8 10 12 14
Rank/Title Apprentice Conjurer Magician Wizard Warlock Sorcerer Mage Arch Mage

 

 

Magic User Saving Throws

Level Death Ray or Poison

Magic

Wands

Paralysis

or Petrify

Dragon

Breath

Spells
1 13 14 13 16 15
2-3 13 14 13 15 14
4-5 12 13 12 15 13
6-7 12 12 11 14 13
8-9 11 11 10 14 12
10-11 11 10 9 13 11
12-13 10 10 9 13 11
14-15 10 9 8 12 10
16-17 9 8 7 12 9
18-19 9 7 6 11 9
20 8 6 5 11 8

 

5.0.5.1 Magic User Spells

0 Level Magic User Spells (Cantrips):

0 level Magic User spells are called cantrips. Cantrips have a range of 10 feet and duration of instantaneous. As with standard spells, some 0 level spells may be reversible, signified by an asterisk following the name.

Black Magic Spells

Black Magic User spells (or Necromancer spells) are indicated in Bold.

Zero Level Magic User Spells

1 Animate Tool
2 Clean*
3 Flare
4 Flavor
5 Inscribe
6 Irritate
7 Knot*
8 Open/Close
9 Summon Vermin*
10 Halfhag's Canned Laughter

First Level Magic User Spells

1 Alarm
2 Burning Hands
3 Charm Person
4 Chill
6 Corpse Garden
7 Corpse Servant
8 Decay Flesh*
9 Detect Magic 60’
10 Enlarge
11 Faerie Fire
12 Feather Fall
13 Floating Disc
14 Grease
15 Hold Portal
16 Jump
17 Light*
18 Locate Corpse
19 Mage Armor
20 Magic Missile
21 Magic Mouth
22 Mount
23 Protection from Evil*
24 Protection from Undead*
25 Read Languages
26 Shield
27 Sleep
28 Spider Climb
29 Staff
30 Stench
31 Unseen Servant
32 Ventriloquism

Second Level Magic User Spells

1 Alter Appearance
2 Analyze Magic
3 Boneskin
4 Call Poltergeist
5 Command Undead
6 Continual Light*
7 Dark Flame
8 Detect Evil*
9 Detect Invisible
10 ESP
11 Ether Bolt
12 Familiar
13 Fist of Stone
14 Forget
15 Forked Lightening
16 Ghoulish Hands
17 Invisibility
18 Isoma Ixal’s Mirror Image
19 Knock
20 Levitate
21 Locate Object
22 Maggot Spray
23 Message
24 Minor Warding
25 Obscuring Mists
26 Phantasmal Force
27 Shadow Staff
28 Summon Swarm
29 Tasseomancy
30 Warp Wood
31 Web
32 Wizard Lock
33 Yield

Third Level Magic User Spells

1 Barkskin
2 Clairaudience
3 Clairvoyance
4 Darkvision
5 Dispel Magic
6 Drainblade
7 Ethereal
8 Fireball
9 Fire Gate
10 Fly
11 Fossilize
12 Gaseous Form
13 Grave Sanctuary
14 Gust of Wind
15 Halt Undead
16 Haste*
17 Hold Person
18 Immunity to Normal Weapons
19 Invisibility 10' radius
20 Lightning Bolt
21 Meteor Shower
22 Misty Step
23 Protection from Normal Missiles
24 Protection from Undead, 10' Radius*
25 Ray of Exhaustion
26 Spirit Wrack
27 Summon Spirit
28 Vampiric Touch
29 Water Breathing
30 Wraithform

Fourth Level Magic User Spells

1 Baladir’s Interposing Hand
2 Black Tentacles
3 Blink
4 Charm Monster
5 Confusion
6 Corpse Feast
7 Detect Scrying
8 Dig
9 Dimension Door
10 Divination
11 Enervation
12 Extension
13 Greater Fear
14 Growth of Plants*
15 Hallucinatory Terrain
16 Hannelore’s Rope Trick
17 Ice Storm
18 Illusionary Wall
19 Improved Invisibility
20 Item
21 Magic Mirror
22 Massmorph
23 Monster Summoning
24 Polymorph Other
25 Polymorph Self
26 Re-Animation
27 Remove Curse*
28 Rot Flesh
29 Summon Guardian Demon
30 Summon Spectator
31 Wall of Bones
32 Wall of Fire
33 Wizard eye

Fifth Level Magic User Spells

1 Activate Portal
2 Animate Dead
3 Blight
4 Cloudkill
5 Conjure Elemental
6 Designor’s Wind Mastery
7 Flame Strike
8 Feeblemind
9 Hold Monster
10 Magic Jar
11 Mask of Life
12 Mummify
13 Passwall
14 Private Sanctum
15 Rock to Mud*
16 Stone Skin
17 Symbol of Pain
18 Telekinesis
19 Teleport
20 Wall of Stone
21 Waves of Fatigue

Sixth Level Magic User Spells

1 Anti-Magic Shell
2 Baladir’s Forceful Hand
3 Control Undead
4 Death Spell
5 Destroy Undead
6 Disintegrate
7 Eyebite
8 Flesh to Stone*
9 Gishigan’s Geas*
10 Invisible Stalker
11 Lower Water
12 Permanency
13 Projected Image
14 Reincarnate
15 Reveal Magic
16 Shadow Walk
17 Symbol of Fear
18 Tovenaar’s Faithful Hound
19 Wall of Iron
20 Weather Summoning

Seventh Level Magic User Spells

1 Astral Projection
2 Baladir’s grasping Hand
3 Delayed Blast Fireball
4 Drawmij’s Instant Summons
5 Finger of Death
6 Gate
7 Greater Teleport
8 Lyrathe 's Terrible Transmutation
9 Mass Invisibility
10 Meteor Storm
11 Phase Door
12 Power Word Stun
13 Projected Image
14 Reincarnate
15 Reverse Gravity
16 Spell Turning
17 Tovenaar’s Sword
18 Trap the Soul
19 Vanish
20 Wall of Force

5.0.6 Thief

Level Exp. Points Hit Dice Attack Bonus Skill points Feats Weapon Proficiency
1 0 1d6 +1 3   3
2 1,250 2d6 +1 1 1
3 2,500 3d6 +2 1  
4 5,000 4d6 +2 1 1 1
5 10,000 5d6 +3 1  
6 20,000 6d6 +3 1 1
7 40,000 7d6 +4 1   1
8 75,000 8d6 +4 1 1
9 150,000 9d6 +5 1  
10 225,000 9d6+2 +5 1 1 1
11 300,000 9d6+4 +5 1  
12 375,000 9d6+6 +6 1 1
13 450,000 9d6+8 +6 1   1
14 525,000 9d6+10 +6 1 1
15 600,000 9d6+12 +7 1  
16 675,000 9d6+14 +7 1 1 1
17 750,000 9d6+16 +7 1  
18 825,000 9d6+18 +8 1 1
19 900,000 9d6+20 +8 1   1
20 975,000 9d6+22 +8 1 1

 

Thieves are those who take what they want or need by stealth, disarming traps and picking locks. Thieves fight better than Magic Users but not as well as Fighters. Avoidance of honest work leads Thieves to be less hardy than the other classes, though they do pull ahead of the Magic Users at higher levels.

The Prime Requisite for Thieves is Dexterity; a character must have a Dexterity score of 9 or higher to become a Thief. They may use any weapon. Wearing certain metal armor or using shields impart a penalty (see below) as it interferes with stealthy activities. Leather armor may be worn without penalty.

Thieves have a few special abilities, described below.

Thief abilities are prone to situational adjustments (plus or minus points) depending on the situation. For instance, it's harder to climb a wall slick with slime than one that is dry, so the GM might apply a penalty of -1 for the slimy wall.

 

Thief Abilities DC

Thief Level

Open Locks

(+Dex)

Find/

Remove Traps

(+Int)

Pick Pockets

(+Dex)

Move Silently

(+Dex)

Climb Walls

(+Str)

Hide in

Shadow

(+Int)

Listen/

Hear Noise

(+Wis)

Decipher

Script

(+Int)

Use

Arcane

Scroll

(+Int)

1 16 17 15 16 5 18 15 19 No
2 15 16 14 15 5 17 14 7 No
3 14 15 13 14 5 16 13 6 No
4 13 14 12 13 4 15 13 6 10
5 12 13 11 12 4 14 12 6 9
6 11 12 10 11 4 13 11 6 8
7 10 11 9 10 4 12 10 6 7
8 9 10 8 9 4 11 9 6 6
9 8 9 7 8 3 10 9 5 5
10 8 8 6 8 3 8 8 5 4
11 7 7 6 7 3 7 8 5 4
12 7 7 5 6 3 6 7 5 4
13 6 7 4 5 3 5 6 4 4
14 5 6 3 5 3 5 6 4 4
15 4 5 3 4 3 5 5 4 4
16 4 5 2 4 2 4 5 4 4
17 4 5 2 3 2 4 4 4 3
18 3 5 2 3 2 4 3 4 3
19 3 5 2 2 1 3 3 4 2
20 3 4 2 2 1 3 2 4 2

 

Ability Bonus or Penalty Adjustments

Each Thief ability is governed by an ability score and affected by the ability score modifier. Abilities are further adjusted by race and armor.

 

Race Modifier

Race

 

Open Locks

(+Dex)

Find/

Remove Traps

(+Int)

Pick Pockets

(+Dex)

Move Silently

(+Dex)

Climb Walls

(+Str)

Hide in

Shadow

(+Int)

Listen/

Hear Noise

(+Wis)

Read

Language

(+Int)

Use

Magic

Scroll

(+Int)

Human - - - - - - - - -
Dwarf +1 +1 - - -2 - +1 - -2
Half-Elf - - - +1 - - +1 - -
Halfling - - +1 +1 -3 +1 - - -
Elf -1 -1 - +1 - +1 +1 +1 +1

 

Effects of Armor

• Wearing plate imparts a -8 penalty

• Wearing chain imparts a -4 penalty

• Using a shield imparts -2 penalty

• Wearing no armor imparts +2 bonus

 

Open Locks

Open Locks allows the Thief to open a lock without a proper key. It may only be tried once per lock. If the attempt fails, the Thief must wait until they have gained another level of experience before trying again.

 

Find/Remove Traps

Remove Traps is generally rolled twice: first to detect the trap, and second to disarm it. The GM will make these rolls as the player won't know for sure if the character is successful or not until someone tests the trapped (or suspected) area.

 

Pick Pockets

Pick Pockets allows the Thief to lift the wallet, cut the purse, etc. of a victim without the victim noticing. Obviously, if the roll is failed, the Thief didn't get what they wanted. Roll again to see if the intended victim (or an onlooker) has noticed the attempt. Another fail indicates that the pick pocket attempt was noticed.

 

Move Silently

Move Silently like Remove Traps, is always rolled by the DM. The Thief will usually believe they are moving silently regardless of the die roll, but those they are trying to avoid will hear the Thief if the roll is failed.

 

Climb Walls

Climb Walls permits the Thief to climb sheer surfaces with few or no visible handholds. The player should normally roll this ability. If the roll fails, the Thief falls from about halfway up the wall or other vertical surface. The GM may require multiple rolls if the distance climbed is more than 100 feet.

 

Hide

Hide permits the Thief to hide in any shadowed area large enough to contain their body. Like Move Silently, the Thief always believes they are successful, so the GM makes the roll. A Thief hiding in shadows must remain still for this ability to work.

 

Listen

Listen is generally used to listen at a door, or to try to listen for distant sounds in a dungeon. The GM must decide what noises the Thief might hear; a successful roll means only that a noise could have been heard. The GM should always make this roll for the player. Note that the Thief and their party must try to be quiet for the Thief to use this ability.

 

Read Language

Starting at 2nd level, thieves have the special ability to decipher written text in a language that they do not speak. They can decipher writing in an unfamiliar language, or a message written in an incomplete or archaic form. This includes intricate, exotic, or very old writing.

If the check succeeds, the character understands the general content of a piece of writing about one page long (or the equivalent). If the check fails, another check should be made to see if the character avoids drawing a false conclusion about the text (success means that the character does not draw a false conclusion; failure means that the character does).

 

Use Magic Scroll

Starting at 4th level, thieves have a chance to decipher magical writings and utilize arcane scrolls.

 

Sneak Attack.

Thieves can perform a Sneak Attack any time they are behind an opponent in melee, and it is reasonably likely the opponent doesn't know the Thief is there. The GM may require a Move Silently or Hide roll to determine this. T

The Sneak Attack is made with a +4 attack bonus and does double damage if it is successful. A Thief usually can't make a Sneak Attack on the same opponent twice in any given combat.

The Sneak Attack can be performed with any melee (but not missile) weapon or may be performed bare-handed (in which case subduing damage is done). Also, the Sneak Attack can be performed with the “flat of the blade;” the bonuses and penalties cancel out, so the attack has a +0 attack bonus and does normal damage; the damage done in this case is subduing damage.

At 7th level, Thieves get triple Sneak Attack damage.

 

 

Thief Saving Throws

Level Death Ray or Poison

Magic

Wands

Paralysis

or Petrify

Dragon

Breath

Spells
1 13 14 13 16 15
2-3 12 14 12 15 14
4-5 11 13 12 14 13
6-7 11 13 11 13 13
8-9 10 12 11 12 12
10-11 9 12 10 11 11
12-13 9 10 10 10 11
14-15 8 10 9 9 10
16-17 7 9 9 8 9
18-19 7 9 8 7 9
20 6 8 8 6 8

 

Thief Level 1 2 4 6 8 10 14
Rank/Title Footpad Initiate Rogue Journeyman Thief Burglar Magsman Veteran Thief Master Thief

-------------------------------------------------------------------------------------------------------------

5.0.7 Combination Classes

Only Elves and Half Elves are eligible to be combination classes and they must meet the ability requirements of both classes. Combination class characters use the best attack bonus and the best saving throw values of their original two classes but must gain experience equal to the combined requirements of both base classes to advance levels in both classes.

 

Fighter/Magic User: These characters may both fight and cast magic spells; further, they are allowed to cast magic spells while wearing armor. These characters roll d6 for hit points.

 

Magic User/Thief: This combination class may cast spells while wearing leather armor and may use any weapon. These characters roll four-sided dice d4 for hit points.