D&D 3.5 Living Death Campaign Sourcebook PDF

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Living Death Campaign Sourcebook

rules based on D&D version 3.5


A d20 Adaptation of the Masque of the Red Death

by Claire Hoffman

D&D Design Advisor: Jonathan Tweet


RPGA Living Campaigns Manager: Stephen R. MacFarland
Editor, Research Assistant and Science Advisor: Keith Hoffman
Original RPGA Advisor: Robert Wiese
Thanks to the following people for their assistance in both play-testing, providing feedback and/or
historical research; Ed Gibson, Jeff Richards, Alex Lombardi, Wayne Melnick, Patrick Connolly, Sean
Flaherty, Bruce Finch, Wayne Straiton, John Grierson, Joanne Fisher, Brooks Banks, Craig Walker and
Mike Davis.

The material presented here has been converted to work with the D&D 3.5 rules and is based on the following material:
Masque of the Red Death boxed set by William W. Connors
Domains of Dread by William Connors & Steve Miller
Ravenloft boxed set by Bruce Nesmith with Andria Hayday
Donning a New Masque by William W. Connors; Dragon Magazine #215
Mystics, Miracles, and Meditations by James Wyatt; Dragon Magazine # 236
Masque of the Red Death- Victorian Knights: Heroes of Gothic Earth by Andrew Hauptmann; Polyhedron
Magazine #124
Archeologist Kit developed by Peter Parker
Animal Breeder Kit and Politician Kit developed by Keith Hoffman
Criminal Kit developed by Jeff Richards
The Players Guide to Living Death by Claire Hoffman

DUNGEONS AND DRAGONS, D&D, d20, RAVENLOFT, and RPGA are registered trademarks of WotC, Inc.
LIVING DEATH is a trademark of WotC, Inc., WotC Inc. is a subsidiary of Hasbro Inc. ALL RIGHTS RESERVED.
This booklet is intended for Campaign use only and may not be reproduced without the approval of RPGA Network.

Table of Contents
Introduction . Page 2
Chapter One: Abilities, Races, and Alignment Page 2
Chapter Two: Classes.. Page 4
Chapter Three: Prestige Classes . Page 25
Chapter Four: Skills. Page 35
Chapter Five: Feats ..... Page 53
Chapter Six: Equipment ....... Page 58
Chapter Seven: Firearms...... Page 70
Chapter Eight: Adventuring in Gothic Earth Page 83
Chapter Nine: Magic ... Page 95
Gothic Earth is a place where the fight of Good
vs. Evil is very real. It is also a place were Evil
Introduction frequently is in a position of power or strength
such that Evil can warp the very nature of the
The goal of this book is to present to the player land.
and judge the world of Gothic Earth in terms
of the new D&D game system. In creating this A creature of Evil has corrupted and weakened
d20 system, there were two goals that guided the magic drastically on Gothic Earth. This creature,
process. One goal was retaining the flavor of the known as the Red Death, may reach out to tempt
Masque of the Red Death (MotRD) setting. The a character into corruption and evil deeds with
other goal was accommodating the constraints promises of power.
and history of the Living Death Campaign. With
the advent of 3.5 D&D additional adjustments The detailed history and geography of the world
needed to be made. This update addresses 3.5 of Gothic Earth and the entrance and effect of the
D&D, corrects some errors, and clarifies some Red Death on that world was originally
rules. presented in the Masque of the Red Death .
The official Living Death Campaign web site <
The Living Death Campaign, is an RPGA http://www.livingdeath.org > also has a section
member-run tournament campaign. This where this material is posted. The MotRD
campaign was already underway before the campaign is set in the 1890's in a world very
introduction of the new D&D. That fact similar to, but not exactly like, ours in the 1890's.
influenced some of the choices made during the This is a world filled with intrigue and scientific
design process. If you wish to use these rules for inventions, great wealth and great poverty. A
a home campaign, you may wish to make world rushing forward to the end of the Century
adjustments. and perhaps to the end of other things as well.

In general most aspects remain fairly similar to In the Living Death Campaign, the term hero is
the original MotRD. Magic is still slow, used instead of the term Player Character. Many
unreliable and occasionally dangerous to use. players create more than one hero for the Living
Gothic Earth is still set in the late 19th Century Death Campaign.
and the Classes, Skills and Feats have been
adjusted to reflect that time period. The rules for creating Heroes for the Living
Death Campaign are included in this work.
This document is not a stand-alone work. Players
will need the D&D v3.5 Player's Handbook
(PHB) and to understand certain aspects of the
Prestige Classes they may need access to the
Chapter One: Abilities,
DMG v3.5. Judges will need the D&D v3.5
Dungeon Master's Guide (DMG) as well as the
Races, and Alignment
Living Death Judge Guidelines. The guidelines
are available from HQ and will accompany each
scenario when RPGA HQ sends them to the
Abilities
Abilities in this setting serve the same function
Convention, or Gameday, Coordinator. The
as in D&D but there are some differences you
guidelines are also available as a download from
should be aware of when creating a hero for the
the official campaign web site <
Living Death Campaign. Table 1-1 in the PHB
http://www.livingdeath.org >. Only those aspects
lists the modifiers for ability scores.
of the game mechanics and spells that are
different from that in the PHB or the DMG are
presented here. Assigning Ability Points
All Living Death heroes start with 72 ability
The campaign will convert to these rules October points. At character creation, ability scores can
1st 2003. range between 3 and 18; however, the only
scores that can be duplicates, at character
creation, are 10 and 11. A hero can have as
The World of Gothic Earth many abilities as you choose with either of those
scores, so long as you do not exceed 72 points.

Chapter Two: Classes 2


No other numbers may be repeated. For does in D&D. The exception being that spell
example, you can have a hero with abilities of casters do not gain additional spells due to high
16, 14, 12, 10, 10 and 10 (in any desired order), Intelligence. The Intelligence modifier does
but not 16, 16, 10, 10, 10 and 10, the two 16's are affect the success of the attempt to cast and learn
duplicates. arcane spells. (See Chapter Nine: Magic in
Gothic Earth.)
As in regular D&D a hero gains ability points as
she gains levels. There may be events that
remove ability points. If subsequent ability point Wisdom
gains or losses cause a hero to have a duplicate In all matters except one this ability works in the
number, that is allowed. It is only during same manner in Gothic Earth as it does in D&D.
character creation that the prohibition exists. The exception being that spell casters do not gain
additional spells due to high Wisdom. The
Wisdom modifier does affect the success of the
Strength attempt to cast mystic spells. (See Chapter Nine:
Strength works exactly as in D&D. However, Magic in Gothic Earth.)
technology available on Gothic Earth makes the
physical demands on characters quite different
from traditional D&D. Because of the prominent Charisma
use of firearms and the obscurity of large melee As in D&D core rules, Charisma is a measure of
weapons, the Strength ability plays a less personality and leadership ability. A high
important role than experienced D&D garners Charisma score is important for all characters
might expect. However, strength is a factor when that must deal regularly with strangers. Low
using large firearms. (See Chapter 7:Firearms charisma heroes may experience great difficulty
for details.) in interactions with NPCs. As investigation is
frequently an aspect of Living Death adventures,
this ability can play an important role.
Dexterity
This ability works exactly as in D&D. The AC
adjustment from Dexterity is often the only
improvement to AC a Living Death hero will Races
have. It also affects use of firearms and, of
Only the human race is available for heroes; see
course, Reflex Saves.
PHB for details on humans. A hero can be any
nationality and from any racial group. However,
Constitution Vistani heroes are not allowed. Heroes do get all
The medical sciences of Gothic Earth are far the benefits of the human race listed in the PHB
superior to those on other D&D game worlds. including extra Skill points and one additional
Still, the best way for a character to avoid death starting Feat.
is to be resistant to injuries and illnesses. The
Constitution score indicates this quality and Since heroes are human, they receive their native
functions as it does in D&D. A high constitution language free and get additional modern
is of value to arcane spell casters. languages in the same manner as presented in the
PHB. However, none have modern languages as
a class skill. Knowledge of a modern language
includes the ability to read and write it.
Intelligence
Intelligence is a measure of natural reasoning, Minimum age of a hero is 17. Players may
logic, and memory. It represents the ability for otherwise choose the age of their hero, as well as
concentrated, organized thought processes so height, weight, gender and similar physical
vital to both science and spell casting. On Gothic features. (See PHB for normal ranges.) However,
Earth, wizardry is all but unknown. On the other the Campaign does not use the age adjustment to
hand, the magic that dominates other D&D game ability points in Chapter 6 of the PHB.
worlds is replaced by an 1890's equivalent:
science. In all matters except one, this ability
works in the same manner in Gothic Earth as it Alignment
The premise of the Living Death Campaign is

Chapter Two: Classes 3


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

Judges should warn players if proposed actions


will endanger character alignment, as permanent

Class Skills:
Alchemy, Arithmology, Concentration,
Chapter Two: Classes Forbidden Lore, Language: Ancient,
Mesmerism, Prognostication, Psychometry,
While most D&D worlds settings resemble our Religion: Ancient, Religion: Modern and Sixth
Medieval or Renaissance period, the Masque of Sense.
the Red Death is set in a world that resembles the
latter years of our 19th Century. The number of Skill points at 1st level: (5+ Int. modifier) x4
professions, trades, crafts, arts, and fields of Skill points at additional levels 5 + Int. modifier
academic study have proliferated greatly. The
class skills for each class are denoted in table 4:1 Class Features
in Chapter Four. This setting as well as the Weapons: All adepts are proficient with the
general lack of divine intervention in the world following: dagger, any pistol, baton, sword cane,
has caused major reshaping of Character Classes. knife or club. They may become proficient in
other weapons with the use of the proper feat
(See PHB).
Adept
The Adept is the wizard of Gothic Earth.
Class Ability:
However, her road is much different that that of
This class has a special ability called Spellcraft.
the wizard in most D&D worlds. Magic is all but
It is this ability that allows them to learn and to
unknown on Gothic Earth. Still, a few
cast spells. It is an Intelligence based ability. The
individuals have secretly kept alive the ancient
Adepts cast Arcane spells through the use of this
knowledge of spell casting and magical lore.
Spellcraft ability. See Chapter Nine for the game
While many frauds might claim knowledge of
mechanics involved in casting and learning
the arcane arts, truly talented people are few and
spells.
far between. Because of the differences in how
the knowledge of magic is taught, Adepts on
All Adept characters begin the game with
Gothic Earth can not automatically memorize the
knowledge of the Detect Magic and Read
spell Read Magic without their spellbook.
Magic spells.
Adepts do not get bonus spells from high
Intelligence.
In addition, a character knows 4 other spells
for a total of six. The spells are limited to
Adept Hit Die is a d4. In the Living Death
two 0 level and two 1st level. One spell of
Campaign the Adept has 4 hit points at first level
(+any Con bonus), and gains 2 hp (+ Con bonus) each level must be a defensive enchantment
each additional level of adept. while the other two may be offensive spells.
The players may select the spells their hero
knows from a list presented in Chapter 9.
Adepts use Table 3-20 in the PHB for attack
Chapter 9 includes information on magic
bonuses, saves, bonus feats, and spells per day;
and spells.
however, they do not get Scribe Scroll or Find
Familiar. They do get a bonus Metamagic feat at
first level and one additional bonus Metamagic Wealth: First level Adepts start with 2d6 x
Feat every five levels (as Wizards do in D&D). $10.00 for starting cash. See Chapter 6 for
information on hero's income.

Chapter Two: Classes 4


Weapon Focus Feat: for a specific thrown
weapon.
Athlete OR
Athletes run the gamut of Gothic Earth's social Players best known for their batting gain one
classes. Some, like baseball's Christy Mathewson Bonus Weapon Focus Feat: for club, sap or
or Honus Wagner, are simple, unassuming folk Brass Knuckles.
at heart. Others, like tennis's Lottie Dod or
Joshua Pim, are more sophisticated members of Golfer
the upper class. The nature of a given sport At 1st level gain a +2 bonus to Physics
dictates the dress and mannerisms of its athletes. At 3rd level gain Endurance Feat
Athletes are fierce competitors. They feel a
constant need to push themselves farther than Hockey
ever before each time they begin play. While Whether the traditional game of field hockey or
there are those allow their fame (such as it is) to its recently introduced winter cousin, this game
go to their head, most pursue their chosen career demands much from its players.
simply out of a love for the game they play. The hero can only have one of these benefits:
They spend a great deal of their time training and Goaltenders are rugged folk who gain the
as such are not well versed in the use of weapons Toughness Feat as a bonus Feat at 3rd level
as a soldier. Each game has a different benefit. OR
See sections on each sport. Note: Of the sports Other hockey players must be quick and agile
listed only Golf, Tennis and Field Hockey is and so gain the Lightening Reflexes Feat as a
available to female heroes. Bonus Feat at 3rd level.

See Table 3-1 in the PHB. Use the rogue column Soccer
for attack bonuses and saves. Table 3-2in the Few sports are as demanding as this one.
PHB lists level-dependent bonuses Therefore they get a +2 bonus on all Dexterity
based checks at first level and +2 on Endurance
Athlete Hit Die is a d8. In the Living Death Checks at 3rd level.
Campaign, Athletes get 8 hit points at first level
(+any Con bonus) and gain 5 hp (+ Con bonus) Tennis
each additional level of this class. Quick reflexes and agility dominate this sport,
however this is also a sport favored by the
Class Skills middle and upper-classes.
Athletics, Climb, Dancing, Equestrian, Handle Tennis players gain the Feat: Lightening
Animal, Hunting, Jump, Mountaineering, Move Reflexes as a Bonus Feat at 3rd level
Silently, Rope Use, Seamanship, Survival,
Swim, Tightrope Walking and Tumble Wrestler (Greco-Roman)
At 1st level gain a +2 bonus to attempts to escape
Skill points at 1st level: (6+ Int. modifier) x4 from Grapples
Skill points at additional levels 6 + Int. modifier At 3rd level gain a +2 Bonus to Grapple attempts.

Class Features FOR ALL ATHLETES:


Weapons: Sap, club, brass knuckles, knife, and At the start of each game session, all athletes
baton. Heroes may also choose to be proficient in must make an Athletics skill check (DC 15).
either all pistols or all rifles. They may become Failure indicates that the athlete has some minor,
proficient in other weapons with the use of the nagging injury received during a recent game.
proper feat. (See PHB.) The exact nature of the injury is up to the player
(subject to the judge's approval.) As a general
Special Bonuses by Sport rule, an injured athlete suffers a -2 penalty to all
Only one sport can be chosen as the Athlete's Fortitude and Reflex saving throws made during
primary sport. They gain one of the following the game. If the roll was an unmodified 1;
bonuses connected to that sport. however, the injury is more severe. In this case,
the penalty is a -4.
Baseball/Cricket:
The hero can only have one of these benefits: Wealth: First level Athletes start with 2d6 x
If the player is a pitcher, he receives one Bonus $10.00 for starting cash. See Chapter 6 for

Chapter Two: Classes 5


information on hero's income. become proficient in other weapons with the use
of the proper feat. (See PHB.)

Charlatan Class Ability: Spellcraft


Gothic Earth is filled with stage magicians, This class has a special ability called Spellcraft.
prestidigitators and illusionists. For the most It is this ability that allows them to learn and to
part, these people know nothing of the Red cast spells. It is an Intelligence based ability. The
Death or art of magic. Every now and then, Adepts cast Arcane spells through the use of this
however, a charlatan stumbles upon the truth. If Spellcraft ability. See Chapter Nine for the game
that unfortunate soul survives the discovery of mechanics involved in casting and learning
real magic, he quickly learns a new respect for spells.
the supernatural and gradually begins to master
the hidden energies that he has tapped. The All Charlatan characters begin the game
Charlatan casts Arcane spells. with knowledge of the Detect Magic,
Prestidigitation and Read Magic spells.
Unlike other types of arcane spell casters, the
Charlatan is still learning the nature of his In addition, a character knows 4 other spells
powers. More often than not, these characters are for a total of seven. The spells are limited to
haunted by a doubt in their abilities or eaten a two 0 level and two 1st level. One spell of
belief that they are somehow tainted by them. It each level must be a defensive enchantment
is not unusual for Charlatans to become while the other two may be offensive spells.
consumed by the Red Death before they perfect The players may select the spells their hero
their magical abilities. However, the Charlatan is knows from a list presented in Chapter 9.
a skilled stage magician and an expert in sleight Chapter 9 includes information on magic
of hand. and spells.
The Charlatan's Hit Die is a d4. In the Living Dexterity Bonus The natural manual dexterity of
Death Campaign the Charlatans have 4 hit points the Charlatan gives him an advantage in learning
at first level (+any Con bonus) , and gains 2 hp spells that have somatic components. Whenever the
(+ Con bonus) each additional level of this class. character tries to learn such a spell, or cast such a
spell, he adds any bonus (or penalty) he gets from
Charlatans use the Wizard column Table 3-1 in high Dexterity to his Spellcraft Check when
the PHB for attack bonuses & saves and Table 3- learning and casting spells (but does not alter the
2 for level-dependent bonuses. They use table 3- DC of resisting the spell). See Chapter 9 for more
20 for number of spells per day. They do not get information on casting and learning spells.
bonus Metamagic Feats shown in table 3-20.
Constitution: Magic is extraordinarily dangerous
If they have at least one rank of the Sleight of for the Charlatan. She is not yet sure of the limits of
Hand skill, they receive the Skill Focus Feat: her powers and does not fully understand the
Sleight of Hand at first level. repercussions of her actions. Therefore she makes
a Fortitude check DC 10 + level of the spell or is
Class Skills Dazed for 1d4 rounds after spell casting.
Alchemy, Arithmology, Bluff, Concentration,
Disguise, Etiquette, Forbidden Lore, Gaming, Wealth: First level Charlatans start with 2d6 x
Language: Ancient, Mesmerism, Move Silently, $10.00 for starting cash. See Chapter 6 for
Sleight of Hand, Open Locks, Prognostication, information on hero's income.
Psychometry, Religion: Ancient, Sixth Sense,
Thespian, Ventriloquism
Cowboy
st Cowboys are known by many names throughout
Skill points at 1 level: (6+ Int. modifier) x4
the world; on the ranch they are called wranglers,
Skill points at additional levels 6 + Int. modifier
in Mexico vaqueros, in South America
gauchos-but all are easily identified by their
Class Features
Weapons: This class is generally proficient with working clothes and equipment. Standard dress
the following weapon types: all pistols, sword includes tight denim trousers and chaps, high
cane, Knife, club, dagger & baton. They may leather boots, a kerchief or bandanna, and a
broad brimmed hat or sombrero. A cowboy's

Chapter Two: Classes 6


most important asset is his horse, which is his information on hero's income.
only reliable form of transportation on the range.
A horse is so highly valued that a cowboy who is
low on water will give it to his horse instead of Criminal
drinking it himself. Standard equipment includes Some criminals are driven to their crimes by the
a lasso (called a lariat in the southwest United desire for wealth; others do it just for the thrill of
States), knife, and army revolver. The glamour the danger involved in breaking the law. Others
and fame cowboys once enjoyed has mostly feel that they have no choice but to turn to a life
faded into memory and the stuff of old stories of crime because their background and
and dime novels. Most cowboys are now upbringing did not give them the chance for
ranchers, and the rest have found new roads to success that others in society may have had. All
travel, and new adventures to seek. criminals feel that members of the law
enforcement community are the "enemy".
See Table 3-1 in the PHB. Use the Fighter
column for attack bonuses and saves. Table 3-2 The criminal class represents all manner of
lists level dependent bonuses. people who make their living through illegal
activities, from the low-life mugger skulking in
The Cowboy Hit Die is a d10. In the Living the dark alleys of New York City, to the high-
Death Campaign, Cowboys get 10 hit points at life/high-society professional jewel thief of Paris.
first level (+any Con bonus) and gain 7 hp (+ This class can serve any person who lives
Con bonus) each additional level of this class. outside the law, making their living by using
their skills to profit off of their fellow man.
Class Skills
Agriculture, Animal Empathy, Animal In the Living Death Campaign this class has
Husbandry, Athletics, Climb, Equestrian, Fire- some restrictions. A hero can not use the multi-
building, Gaming, Gunsmithing, Handle Animal, class option to gain this class. This class can only
Hunting, Rope Use, Search, Set Snares, Survival, be taken at first level. This does not apply to
and Swim. NPCs.

Starting Skill points (6+ Int. modifier) x 4 All Criminal Class Heroes must meet the
Skill points per level advancement 6+ Int. campaign requirement of having a "Good"
modifier alignment. Thus all criminals should be of the
type that have some sense of morals and honor
Class Features (even if somewhat twisted to suit their own
Weapons: This class is generally proficient with ends). Perhaps only stealing from those who can
the following weapon types: all rifles, all pistols, afford to lose it (the Robin Hood approach), or
dagger, Bowie knife, lasso, club, baton bolo and only taking what they believe they rightfully
one of the following: (hand axe, machete), (sap, deserve (justified in their own minds of course).
brass knuckles), or (short bow, long bow). They The characters background and method of
may become proficient in other weapons with the criminal activities should account for the conflict
use of the proper feat. (See PHB.) between his good alignment and pattern of illegal
activities. (It is generally not considered "good"
Bonus Toughness Feat at 1st level by most societies to harm or steal from others.)
Bonus Weapon Focus Feat: Lasso, bolo or bow Illegal activity does result in a Dark Power
(pick one) at 2nd level Check. (See Chart 8:1 in Chapter 8.) Because of
Bonus Skill Focus Feat: Survival at 4th level their habit of illegal activity, Dark Power's
Wild Empathy Ability (as per the Ranger ability checks are made at double the normal percentage
in PGB pg. 47) at 7th level. chance for that act.

When dealing with city folk (people in Criminals must take extreme care to cover up
metropolitan/civilized areas) the Cowboy is at -2 their illegal activities and not leave incriminating
for the following skill checks: Bluff, Diplomacy, evidence that could convict them of their crimes.
Disguise, Etiquette and Gather Information. Should a criminal be blatant about criminal
activities, they could be arrested, convicted, and
Wealth: First level Cowboys start with 2d6 x incarcerated for extended periods of time
$10.00 for starting cash. See Chapter 6 for

Chapter Two: Classes 7


Alignment: This class requires the character be often, they are little more than spoiled children
any non-lawful alignment. The campaign with bottomless bank accounts and unending
requires a hero to be of Good Alignment. narcissistic desires.

See Table 3-1 in the PHB. Use the Rogue Characters of this class are best portrayed as vain
column for attack bonuses and saves. Table 3-2 and perhaps foppish. They will devote their
lists level dependent bonuses. energies to enjoying themselves and
experiencing the many pleasures that the world
The Criminal Hit Die is a d6. In the Living has to offer. Serious work, especially of a
Death Campaign, Criminals get 6 hit points at physical nature, should be avoided at all costs.
first level (+any Con bonus) and gain 4 hp (+ These characters might be portrayed as harmless
Con bonus) each additional level of this class. eccentrics, parasitic leeches, or socially
worthless sloth.
Class Skills
Appraise, Bluff, Climb, Diplomacy, Disable See Table 3-1 in the PHB. Use the Wizard
Device, Disguise, Etiquette, Forgery, Gather column for attack bonuses and saves. Table 3-2
Information, Hide, Listen, Move Silently, Open lists level dependent bonuses.
Lock, Sleight of Hand, Read Lips, Search, Sense
Motive, Spot, Thespian, Tightrope walking, and The Dandy Hit Die is a d4. In the Living Death
Toxicology Campaign, they get 4 hit points at first level
(+any Con bonus) and gain 3 hp (+ Con bonus)
Skill points at 1st level: (8+ Int. modifier) x4 each additional level of this class.
Skill points at additional levels 8 + Int. modifier
Class Skills
Class Features Appraise, Bluff, Connoisseur, Dancing,
Weapons: all pistols, all rifles, dagger, Bowie Diplomacy, Disable Device, Disguise,
knife, sap, club, brass knuckles, knife, baton, and Equestrian, Etiquette, Fishing, Forgery, Gaming,
sword cane. They may become proficient in Gather Information, Handle Animal, Heraldry,
other weapons with the use of the proper feat. Hide, Hunting, Listen, Move Silently, Musician,
(See PHB.) Needlework, Open Lock, Sleight of Hand, Read
Lips, Search, Sense Motive, Singing, Spot,
Search allows Criminals to find traps (not Thespian, Tightrope Walking, and Toxicology
limited by the DC of the trap. It does not allow
Criminals to find Magical Traps. Skill points at 1st level: (10+ Int. modifier) x4
Skill points at additional levels 10 + Int. modifier
At 2nd level the Criminal gains the Sneak Attack
ability This works and advances in the same Class Features
manner (every two levels; 4th, 6th etc.) as the Weapons: This class is generally proficient with
Sneak Attack ability does for Rogues in D&D. the following weapon types: all pistols, all rifles,
(PHB pg. 48.) sword cane, knife, club, dagger, baton, whip and
one of the following: (foil, rapier), (shotgun), or
At 3rd level the Criminal gain the same Evasion (short bow, long bow). They may become
ability that D&D Rogues gain at 2nd level. (PHB proficient in other weapons with the use of the
pg. 50.) proper feat. (See PHB.)

Wealth: First level Criminals start with 3d6 x Influence: The dandy's family is almost certainly
$10.00 for starting cash. See Chapter 6 for well connected and respected. Once per month,
information on hero's income. (once per adventure in the LD campaign) the
dandy can use this influence to acquire some
favor or exert some influence in official matters.
Dandy The DM should carefully consider the request
The upper crust of society has more than its and, if it seems reasonable, allow the player to
share of people who have no experience with make a Charisma check. A successful check
everyday life in the real world. These pampered indicates that the favor will be granted.
folk have spent their days in the lap of luxury,
never knowing work, want, or suffering. All too At first level the Dandy has the bonus Skill

Chapter Two: Classes 8


Focus Feat: Etiquette. all carbines, sword cane, knife, club, baton, sap,
dagger, and brass knuckles. They may become
Wealth: The First level Dandy starts with 6d6 x proficient in other weapons with the use of the
$10.00 for starting cash. See Chapter 6 for proper feat. (See PHB.)
information on hero's income. The dandy is
assumed to come from a wealthy family, and as Concealed weapons: The detective class gains a
such, to draw a regular income from a trust fund +2 circumstance bonus to Spot checks for
or similar source. concealed or hidden weapons.

Influence: Heroes with this class are assumed to


Detective have close ties to local law enforcement
The detective class represents all manner of law agencies. As such, they will have some level of
enforcement agents, from the constable strolling access to police files and similar sources of
the foggy banks of the Thames to the sheriff on information. Once per month (once per module
the dusty streets of Dodge City. This class in the LD campaign), the player may make a
includes official police officers as well as their Charisma check to obtain some special favor
unofficial counterparts, like the much-renowned from the police. The DM may limit the specifics
Sherlock Holmes. of this contact. The DM may also require the
detective to pay back such favors, possibly at
The actions of a detective are dictated by the inopportune times.
desire to end the careers of criminals and
lawbreakers. Some detectives are intense and Wealth: First level Detectives start with 2d6 x
dedicated, perhaps seeking vengeance for a $10.00 for starting cash. See Chapter 6 for
wrong committed in the past. Others pursue information on hero's income.
criminals as an intellectual matter, matching their
wits against those of their enemies. Still others
maintain a vigilante approach. Dilettante
When the spiritualist movement spread through
All power checks for criminal or violent acts by Gothic Earth in the late 1800s, a few wealthy,
the detective (see chart in Adventuring in Gothic upper crust curiosity-seekers turned this idle
Earth) are doubled. fascination into a full-fledged lifestyle. Unlike
most, these amateur dabblers into magic
Alignment: Lawful only. The Campaign requires occasionally found something more than a fake
it be a Lawful Good Alignment. fortune telling. They discovered the powers of
mysticism and the Spiritworld. These well-to-do
See Table 3-1 in the PHB. Use the Rogue dabblers, called dilettantes, achieved what takes
column for attack bonuses and saves. Table 3-2 most mystics a lifetime to learn.
lists level dependent bonuses.
Dilettantes are thrill seekers who look for new
The Detective Hit Die is a d8. In the Living sensations and experiences through magical
Death Campaign, Detectives get 8 hit points at rituals and events. They visit any place or event
first level (+any Con bonus) and gain 5 hp (+ that proclaims itself to be magical in nature,
Con bonus) every additional level of this class. including pagan rituals, seances, for-
tune-readings, haunted sites, and anything else
Class Skills possibly related to the Spiritworld and
Bluff, Criminology, Disable Device, Disguise, mysticism. While their approach is eclectic,
Etiquette, Forgery, Gather Information, Hide, unprofessional, and haphazard, dilettantes
Listen, Law; Move Silently, Open Lock, Read sometimes manage to find true magic amidst the
Lips, Search, Sense Motive, and Spot. fakery and stage magic, and to enjoy the
experience regardless of its authenticity.
Skill points at 1st level: (10+ Int. modifier) x4
Skill points at additional levels 10 + Int. modifier The Dilettante's Hit Die is a d8. In the Living
Death Campaign, they get 8 hit points at first
Class Features level (+any Con bonus) and gain 5 hp (+ Con
Weapons: This class is generally proficient with bonus) each additional level of this class.
the following weapon types: all pistols, all rifles,

Chapter Two: Classes 9


See Table 3-1 in the PHB. Use the Cleric column
for attack bonuses and saves. Table 3-2 lists level Awareness: Because of their study and
dependent bonuses. For the number of spells per awareness of the Spiritworld Dilettantes become
day see table 3-6 in the PHB but omit the extra disconnected to the real world. Therefore, they
domain spells. have a -2 penalty to all Spot, Search, and
Initiative rolls. This penalty increases to -4 at 5th
Class Skills level, -6 at 10th level, -8 at 15th level, and -10 at
Alchemy, Appraise, Arithmology, Bluff, 20th level.
Concentration, Connoisseur, Dancing,
Diplomacy, Equestrian, Etiquette, Forbidden At first level they can attempt to turn Undead as
Lore, Gaming, Heraldry, Hierarchy Contact, a D&D cleric with the penalty discussed in
Language: Ancient, Mesmerism, Musician, Chapter Eight.
Needlework, Presence, Prognostication,
Psychometry, Religion: Ancient, Singing, Sixth Wealth: The first level Dilettante starts with 6d6
Sense, Thespian x $10.00 for starting cash. See Chapter 6 for
information on hero's income. The Dilettante is
Skill points at first level: (10 + Int modifier) x 4 assumed to come from a wealthy family, and as
Skill points at additional levels 10 + Int modifier such, to draw a regular income from a trust fund
or similar source.
Class Features
Weapons: this class is proficient in the use of Explorer/Scout
pistols, rifles, whip, sword cane, club, dagger,
The waning years of the 19th century are a time
knife, baton and one of the following
of exploration and adventure. Large sections of
(rapier/foil), (shotgun), (short bow/long bow)
Africa, Australia, and the Americas are savage
Dilettantes may become proficient in other
and untamed, the polar regions are all but
weapons with the use of the proper feat. (See
unexplored, and the mysterious Orient holds
PHB.)
unlimited wonders for individuals brave enough
to seek them out.
At third level Dilettantes gain Savior-Fair as a
bonus feat.
Explorers take many appearances and roles.
Some are professional scouts who serve as
Class Ability: Spiritcraft
guides for hire. Others pursue their own
All Dilettantes cast Mystic type spells through
explorations, seeking the fame and prestige of
use of the Spiritcraft class ability. Access to
being the first human to set foot in a remote,
spells is determined by study of domains, not by
dangerous place. Despite any differences,
worship of a deity. The rituals and knowledge of
however, these heroes have a love of the
Spiritworld are the basis of these spells. See
wilderness and the sense of wonder that comes
Chapter Nine for complete information on how
with the discovery of nature's hidden secrets.
this ability functions.
Explorers are self-reliant. They do not seek the
Dilettantes start out with Minor access to the company of others, but recognize the necessity
All Domain. (See Chapter Nine: Magic for of companions at times.
details on the domains.)
The Explorer/Scout Hit Die is a d10. In the
Exposure to a broad base of mystic practices Living Death Campaign, they get 10hit points at
has its advantages. Every other experience first level (+any Con bonus) and gain 7 hp (+
level starting with 1st, a dilettante can Con bonus) each additional level of this class.
choose to research two domains instead of
one. When reaching the next level of See Table 3-1 in the PHB. Use the Fighter
experience, the dilettante gains minor access column for attack bonuses and saves. Table 3-2
to both domains. So at 2nd level they gain lists level dependent bonuses.
minor access to 2 domains, at third level
they gain access to another domain. Class Skills
However this also has it's down side as well. Animal Empathy, Athletics, Climb, Equestrian,
A Dilettante can not keep her minds focused Fire building, Fishing, Gunsmithing, Handle
on the study of any domain long enough to Animal, Hide, Hunting, Jump, Mountaineering,
gain major access to it.

Chapter Two: Classes 10


Move Silently, Navigation, Rope Use, unrecognized, despite their importance to the
Seamanship, Search, Set Snares, Spot, Survival, operation and growth of any city or village. The
and Swim same is often true in an adventuring party. For
the good-hearted, hard-working laborer,
Starting Skill points (6+ Int. modifier) x 4 however, the lack of attention means little. His
Skill points per level advancement 6+ Int. reward is the test of his mettle against a task and
modifier the ability to complete it. No satisfaction is
greater than the sense of accomplishment.
Class Features
Weapons: This class is generally proficient with Laborer Hit Die is a d10. In the Living Death
the following weapon types: all rifles, all pistols, Campaign, they get 10 hit points at first level
dagger, Bowie knife, club, knife, baton, and one (+any Con bonus) and gain 7 hp (+ Con bonus)
of the following groups: (hand axe, machete), each additional level of this class.
(short bow, long bow) or (lasso and bolo). They
may become proficient in other weapons with the See Table 3-1 in the PHB. Use the Rogue
use of the proper feat. (See PHB.) column for attack bonuses and saves. Table 3-2
lists level dependent bonuses.
Track: Like the D&D Ranger, Explorer/Scouts
get the Track Feat as a bonus. Class Skills
Athletics, Blacksmith, Brewing, Carpentry,
At 4th level they can also Find Traps with the Climb, Cooking, Fishing, Handle Animal, Jump,
Search Skill. (This does not include magical Listen, Masonry, Mining, Mountaineering, Rope
traps but is not limited to DC 20 traps.) Use, Seamanship, Survival, Swim, Teamster, and
Weaving.
Bonus Toughness Feat at 2nd level
Starting Skill points (3+ Int. modifier) x 4
Bonus Skill Focus Feat: Survival At 3rd level Skill points per level advancement 3+ Int.
modifier
Wild Empathy: At 6th level the Explorer/Scout
gains the Ranger Wild Empathy ability (PHB pg. The Laborer Class is excluded from ever gaining
47). Knowledge type skills. If the hero multi-classes
away from Laborer, and gains any knowledge
When dealing with city folk (people in skills, he cannot return to the Laborer class. The
metropolitan/civilized areas) the Explorer/ Scout only exception to this rule is through the use of
is at -4 for the following skill checks: Bluff, the Learning Feat. See Chapter Five for details of
Diplomacy, Disguise, Etiquette and Gather this Feat.
Information.
Class Features
Wealth: First level Explorer/Scouts start with Weapons: This class is generally proficient with
2d6 x $10.00 for starting cash. See Chapter 6 for the following weapon types: all pistols, all
information on hero's income. shotguns, scatterguns, Bowie knife, club, dagger,
baton, and one of the following; (sap, brass
knuckles), or (hand axe, machete). They may
Laborer become proficient in other weapons with the use
The laborer is the common individual of the of the proper feat. (See PHB.)
world; therefore heroes can not acquire this as a
second class using the multi-class option. Bonus Great Fortitude Feat at 1st level
Bonus Endurance Feat at 4th level
Whether he works the land as a farmer, hammers Bonus Iron Will Feat at 7th level
iron into horseshoes, or lays the bricks that build
cities, he is strong of will and body. A Wealth: First level Laborer starts with 1d6 x
determined worker, he is proud of his craft and $10.00 for starting cash. See Chapter 6 for
strives to see that his efforts are unequaled. information on hero's income.

The rest of society often overlooks the laborer.


Far too often, his humble contributions go

Chapter Two: Classes 11


details on the domains and casting spells.)

Medium Because of his natural reception for magic,


The medium is rather an unfortunate soul. This the medium is able to cast additional spells.
individual might have no desire to possess or Each day, he may memorize and cast one
employ magical powers, but is blessed (or additional spell per level available to him
cursed) with them regardless. While other above 0 level spells. Thus a 3rd level mystic
mystics might spend years mastering their craft, can cast three 1st level and two 2nd 1evel
the medium's powers to cast Mystic spells spells per day. This extra spell per level
develop spontaneously. must be from either the All Domain or the
Divination Domain. The Medium can
The medium is a tortured soul, for the burden of therefore use Table 3-6 for the number of
his powers is great. In some cases, the medium spells per day as it appears in the PHB.
has accepted his lot in life and uses his powers
willingly. Others are reluctant to use their magic The primary sign of a medium's gift is the
out of fear that they are tapping into something ability for divination. For that reason, the
beyond their control. In either case, the medium medium must purchase at least 4 ranks of
takes the practice of magic as a very serious either the Psychometry or Sixth Sense skill.
responsibility.
The medium's first studies (after abandoning
The Medium's Hit Die is a d8. In the Living or completing study of the All Domain)
Death Campaign, they get 8 hit points at first must be the Divination Domain. The
level (+any Con bonus) and gain 5 hp (+ Con medium can begin to study other domains
bonus) each additional level of that class. only after he has acquired major access to
the Divination Domain.
The Medium uses the Cleric column on table 3-1
in the PHB for base attack bonuses and saves. If the Spell Focus Feat is taken, it must be
They use table 3-2 for Level dependent bonuses. for the Divination Domain before it is taken
From Table 3-6 in the PHB, they get the number for any other Domain.
of spells per day.
Because of their study and awareness of the
Class Skills spirit world, Mediums become disconnected
Alchemy, Arithmology, Concentration, to the real world. Therefore, Mediums have
Forbidden Lore, Hierarchy Contact, Language: a -2 penalty equal to all Spot, Search, and
Ancient, Mesmerism, Presence, Prognostication, Initiative rolls. This penalty increases to -4
Psychometry, Religion,: Ancient, and Sixth at 5th level, -6 at 10th level, -8 at 15th level,
Sense. and -10 at 20th level.
Skill points at first level: (5 + Int modifier) x 4 At first level they can attempt to turn Undead as
Skill points at additional levels 5 + Int modifier a D&D cleric with the penalty discussed in
Chapter Eight.
Class Features
Weapons: this class is proficient in: dagger, all
Wealth: First level Mediums starts with 2d6 x
pistols, baton, knife and club. They may become
$10.00 for starting cash. See Chapter 6 for
proficient in other weapons with the use of the
information on hero's income.
proper feat. (See PHB.)

Class Ability: Spiritcraft. Metaphysician


All Mediums cast Mystic spells through use of The metaphysician is an expert in the occult,
the Spiritcraft ability, which they need to cast who can cast Arcane spells. He views the
spells. See Chapter Nine for the game mechanics practice of magic and the study of all that is
involved Spiritcraft in casting and learning supernatural as an scientific endeavor. His hope
spells. is that application of scientific method to the
macabre will result in a complete understanding
Mediums start out with Minor access to the of that which seems to defy explanation.
All Domain. (See Chapter 9 on Magic for

Chapter Two: Classes 12


In all dealings with the supernatural, the enchantment, while the other two may be
metaphysician remains cool and calm. He tries to offensive spells. The players may select the
examine every encounter with the dispassionate spells their hero knows from a list presented
eye of the scientist. To his mind, no mystery is in Chapter 9. Chapter 9 includes information
so dark and no creature is so fantastic that it on magic and spells.
cannot be mastered through application of the
scientific method. Observe, hypothesize, and The Metaphysician is well versed in the
test; that is the motto of the metaphysician. theory and practice of magic. His knowledge
of the supernatural is practical and well
The Metaphysician Hit Die is a d4. In the Living reasoned. This methodical approach to spell
Death Campaign the metaphysician have 4 hit casting permits the character to memorize
points at first level (+any Con bonus) , and gains additional spells; each day, he can memorize
2 hp (+ Con bonus) each additional level of this one additional spell of each level that he can
class. cast above 0 level. Thus, a 5th-level
metaphysician can cast five 1st level, three
Metaphysician use Table 3-1 in the PHB in the 2nd level, and two 3rd level spells per day.
Wizard column for attack bonuses & saves and
Table 3-2 for level dependent bonuses. They use With all his efforts toward analytical
Table 3-20 in the PHB for spells per day. Unlike thought, the metaphysician has a difficult
the Adept, Metaphysicians do not get bonus time accepting that which he cannot explain.
Metamagic Feats. The powers of the Red Death, so far beyond
those of mortal man, defy explanation in his
Class Skills mind. Because of this, the metaphysician is
Academician, Alchemy, Arithmology, unusually vulnerable to mind-affecting
Concentration, Forbidden Lore, Language: magic. Therefore all checks vs. Mind-
Ancient, Mathematics, Mesmerism, Physics, Affecting Magic are made with a negative
Prognostication, Psychometry, Religion: 2 modifier.
Ancient, Spot, Search, and Sixth Sense.
Wealth: First level Metaphysician starts with 2d6
Skill points at 1st level: (5+ Int. modifier) x4 x $10.00 for starting cash. See Chapter 6 for
Skill points at additional levels 5 + Int. modifier. information on hero's income.

Class Features
Weapons: This class is generally proficient with Mystic
the following weapon types: all pistols, sword In MotRD the Mystic class is somewhat like the
cane, dagger, knife, club, & baton They may D&D Cleric but there are major differences. In
become proficient in other weapons with the use the world of Gothic Earth Mystics get their
of the proper feat. (See PHB.) abilities from the study of the Spiritworld and
they learn how it can be woven to interact with
Class Ability: Spellcraft the real world. Some Mystics may also be clergy
The Metaphysician have the ability to cast members of one of the various religions. There is
Arcane spells through the use of the Spellcraft no actual connection between religion and
ability. The characters Metaphysician level and mystics. There is no divine guidance or power
his intelligence determine the level of spell he involved in any mystic spell or power.
can cast. See Chapter Nine for the game
mechanics involved in casting and learning The Mystics Hit Die is a d8. In the Living Death
spells. Campaign, Mystics get 8 hit points at first level
(+any Con bonus) and gain 5 hp (+ Con bonus)
All Metaphysician characters begin the each additional level of this class.
game with knowledge of the Detect Magic
and Read Magic spells. Mystics use Table 3-6 for attack bonus, saves
and spells per day, with the exception that they
In addition, a character is assumed to know do not gain the extra domain spells.
4 other spells, for a total of six. The spells
are limited to two 0 level and two 1st level. Class Skills
One spell of each level must be a defensive Alchemy, Arithmology, Concentration,

Chapter Two: Classes 13


Forbidden Lore, Herbalism, Hierarchy Contact, Parson
Language: Ancient, Mesmerism, Presence, In this context, the term parson is used to refer to
Prognostication, and Psychometry. Religion: any devoutly religious man or woman. Whether
Ancient, and Sixth Sense. such a character is a Christian or Jew, a Moslem
or Buddhist, his devotion to the church is
Skill points at first level: (5 + Int modifier) x 4 unshakable. While such characters lack spell
Skill points at additional levels 5 + Int modifier casting ability, they can do much to raise the
morale of any adventuring party. Parsons are
Class Features
among the greatest enemies of the Red Deaths
Weapons: Mystics are proficient in the following
for they feel a deep compulsion to rid the world
Weapons: dagger, all pistols, baton knife, and
of its dark and sinister agents.
club. They may become proficient in other
weapons with the use of the proper feat. (See
Parsons range from soft spoken, fatherly
PHB.)
gentlemen to adamant believers gripped with a
missionary fervor. In any case, they are assumed
Class Ability: Spiritcraft.
to be knowledgeable about their faith and the
All Mystics cast Mystic spells through use of the
teachings of their church. The parson is just as
Spiritcraft ability. The access to spells is
quick to pray for divine favor before undertaking
determined by study of domains, not by worship
a hazardous task as he is to offer thanks for its
of a deity. The rituals and knowledge of
successful completion.
Spiritworld are the basis of their spells. See
Chapter Nine for the game mechanics involved
See Table 3-1 in the PHB. Use the Adept column
using Spiritcraft in casting and learning spells.
for attack bonuses and saves. Table 3-2 lists level
dependent bonuses.
Mystics start out with Minor access to the
All Domain. (See chapter on Magic for
The Parson's Hit Die is a d6. In the Living Death
details on the domains.)
Campaign, they get 6 hit points at first level
(+any Con bonus) and gain 4 hp (+ Con bonus)
Mystics get a bonus Metamagic Feat at first
each additional level of this class.
level, fifth and tenth level (levels of Mystic
only count toward this and other mystic
Class Skills
spell casting class do not get these bonus
Academician, Accounting, Astronomy, Bluff,
Metamagic feats.)
Botany, Chemistry, Diplomacy, Etiquette,
Forbidden Lore, Gather Information, Hierarchy
At first level Mystics have the knowledge of Contact, History, Listen, Musician, Move
the rituals needed to Turn Undead. At first Silently, Presence, Religion: Ancient, Religion:
level they can attempt to turn Undead as a Modern, Sense Motive, Singing, Thespian, and
D&D cleric with the penalty discussed in Zoology
Chapter Eight.
Skill points at 1st level: (6+ Int. modifier) x4
At second level Mystics get the Extra Skill points at additional levels 6 + Int. modifier
Turning Feat as a bonus Feat.
Class Features
Because of their study and awareness of the Weapons: This class is generally proficient with
sprit world mystics become increasing the following weapon types: all pistols, sword
disconnected to the real world. Therefore, cane, dagger, knife, club, and baton They may
Mystics have a -2 penalty to all Spot, become proficient in other weapons with the use
Search, and Initiative rolls. This penalty of the proper feat. (See PHB.)
increases to -4 at 5th level, -6 at 10th level, -8
at 15th level, and -10 at 20th level. Bonus Skill Focus Feat: Religion: Modern at 1st
level
Wealth: First level Mystic starts with 2d6 x
$10.00 for starting cash. See Chapter 6 for Bonus Feat: Iron Will at 1st level
information on hero's income.
At 5th level the Parson gains the knowledge of

Chapter Two: Classes 14


the rituals involved in Turning Undead as a
D&D cleric with the penalty discussed in Class Skills
Chapter Eight. They turn undead as a mystic Animal Empathy, Artist, Athletics, Bluff, Climb,
four levels lower than their Parson level. If they Clown, Connoisseur, Dancing, Disguise,
multi-class to a mystic spell casting class that Equestrian, Etiquette, Gather Information,
can Turn Undead the Parsons ability to Turn Handle Animal, Mesmerism, Move Silently,
Undead will stack. Musician, Needlework, Read Lips, Sense
Motive, Singing, Thespian, Tightrope Walking,
At 10th level the Parson gains a Bonus Skill Tumble, and Ventriloquism.
Focus feat for one Ancient Religion of their
choosing. Class skills at 1st level (8+ Int. modifier) x4
Skill points at additional levels 8+Int. modifier
These characters devote much of their time and each level.
energy to the study of their faith and in silent
prayer. Further, they are peacemakers who will Class Features
do everything in their power to avoid violence. Weapons: This class is proficient in: dagger, all
As such, parsons can not learn any weapon- pistols, baton, knife, and club. They may become
related heroic feats at any time. The Combat proficient in other weapons with the use of the
Feats that they are barred from taking include: proper feat. (See PHB.)
Blind-Fight, Combat Reflexes, Mobility, Spring
Attack, Exotic Weapon Proficiency, Expertise, Bonus Skill Focus Feat (for one Performance
Improve Disarm, Whirlwind Attack, Improved skill in which they have at least 2 ranks) at 1st
Critical, Mounted Archery/Marksmanship, level, 5th level, and 10th level.
Mounted Combat, Trample, Ride-By Attack,
Mounted Combat, Spirited Charge, Mounted Performers have a natural flair for the dramatic
Combat, Ride-By Attack, Point Blank Shot, that, although essential to their success in the
Disarming Shot, Far Shot, Precise Shot, Rapid theater, cannot help but spill over into the other
Shot, Shot on the Run, Power Attack, Improved aspects of their lives. In game terms, this results
Bull Rush, Quick Draw. in a natural -1 initiative penalty. The time lost by
this handicap is assumed to be filled with banter,
Wealth: First level Parsons start with 2d6 x posturing, and similar dramatic elements.
$10.00 for starting cash. See Chapter 6 for
information on hero's income. Wealth: First level Performer starts with 2d6 x
$10.00 for starting cash. See Chapter 6 for
information on hero's income.
Performer
This class includes the stage actor, the opera
singer and even the circus acrobat. They all live Professional:
and die by their reviews and popularity. Those This class includes those involved in careers that
who are well known get top billing, higher pay, require specialized Education, to provide a
better roles and better accommodations. Because service for income. Professional Class includes
of this, less well known performers tend to be the Accountant, Archeologist, Physician,
flamboyant people. They often dress very Journalist, Lawyer, Politician, Animal Breeder
conspicuously and act in a pompous or otherwise and others. This class also represents those who
singular fashion. While there can be no doubt as licensed to practice in such fields as Medicine
to the talent of these people, some do tend to be and law.
full of themselves.
The Professional's Hit Die is a d6. In the Living
The Performers Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first
Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con
level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class.
bonus) each additional level of this class.
See Table 3-1 in the PHB. Use the Rogue
See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2
column for attack bonuses and saves. Table 3-2 lists level dependent bonuses.
lists level dependent bonuses.

Chapter Two: Classes 15


Class Skills do not involve animals.
Skills marked as "s" in the Chart in Chapter Four
denote those skills that only go with a specific Wealth: First level Animal Breeder starts with
type of Professional class. (See below.) 3d6 x $10.00 for starting cash. See Chapter 6 for
information on hero's income.
Class skills at 1st level (10+ Int. modifier) x4
Skill points at additional levels 10+Int. modifier Archaeologist
each level.
He probably calls himself an archaeologist, or an
acquirer of rare antiquities, but some others use
Class Features
quite different names, names like grave robber,
Weapons: This class is proficient with the
tomb raider, and ghoul. He may or may not have
following weapons: dagger, all pistols, baton,
a degree, but regardless, he is more at home in a
knife, and club They may become proficient in
ruined temple or an ancient tomb than a
other weapons with the use of the proper feat or
classroom. He is an adventurer devoted more to
if listed in description. (See PHB.)
the search for and preservation of antiquities and
mysteries of the past. Whether he is motivated
Bonus Skill Focus Feat: at first level each type
by excitement, the quest for knowledge, material
of Professional receives a free Skill Focus Feat.
gain, or a combination of the three, he is a true
See below for which feat. They must have at
and classic gothic adventurer, constantly seeking
least 2 ranks in that skill. If they do not, they
new antiquities to uncover. His original training
forfeit the bonus feat.
(or talent) may equally have been engineering or
ancient religion, but his focus soon centered on
Class Specialties archaeology.
The Professional Class can only have one class
Specialty. Class Skills: Academician, Appraise,
Archeology, Astronomy, Biology, Botany,
Animal Breeder Chemistry, Connoisseur, Diplomacy, Electricity,
Engineering, Gather Information, Geology,
Animal breeders have an extensive knowledge
History, Language: Ancient, Navigation,
about care, handling, and attributes for the
Photography, Physics, Religion: Ancient, Search,
species in which they specialize. They can
Spot, Survival, Toxicology, Zoology
discern the general health of the animal from its
appearance and in time (at 5th level) may be able
Bonus Skill Focus Feat: Archeology at first level
to guess the identity of likely breeders if in their
(They must have at least 2 ranks in this skill.)
part of the world. Breeders will be able to
control and usually calm excited animals of their
Wealth: First level Archeologist starts with 3d6 x
selected species if they make an Animal
$10.00 for starting cash. See Chapter 6 for
Empathy skill check. They can always recognize
information on heroes' income.
the tracks, fur, feathers, etc. of the species they
raise.
Journalist
Class Skills: Agriculture, Accounting, Animal The popular press is a rapidly blooming industry
Empathy, Animal Husbandry, Handle Animal, in the 1890's. Every major city has at least one
Appraise, Biology, Blacksmith, Connoisseur, newspaper; monthly magazines bring stories of
Healing, Listen, Spot, Survival, and Zoology. global events to an eager public; and the works
of popular novelists are purchased as quickly as
Bonus Skill Focus Feat: Animal Husbandry at they can be printed. The world's authors whether
first level (They must have at least 2 ranks in this they be newspaper reporters, fiction writers or
skill). poets, document all that happens on Gothic
Earth. Journalist characters are constantly on the
These individuals tend to be very focused watch for events that can be documented and
towards their animals and suffer a penalty of -2 reported. Most recognize their place as
to charisma and Etiquette checks in dealing with historians, recording every incident so that others
the general public who is not particularly can vicariously expand their knowledge and
interested in those animals. They also suffer a -2 experience. A good journalist is dogged and
penalty on any knowledge checks on topics that relentless in the quest for a story. A journalist

Chapter Two: Classes 16


might be motivated by a desire for personal Accountant, the Mortician, the Pharmacist, and
fame, the noble belief that he is serving his Entrepreneurs are also possible Professional
fellow man, or the simple joy of revealing that class type heroes. Besides the skill most directly
which others would prefer to keep secret. related to the "profession" of this class, the class
skills are limited to the general class skills listed
Class Skills: Academician, Appraise, Bluff, below.
Diplomacy, Etiquette, Gather Information,
History, Journalism, Listen, Photography, Class Skills: Accounting, Astronomy, Appraise,
Search, Sense Motive, and Spot. Biology, Botany, Chemistry, Connoisseur,
Electricity, Engineering, Etiquette, Geology,
Bonus Skill Focus Feat: Journalism at first level. Mathematics, Medicine, Navigation,
(They must have at least 2 ranks in this skill.) Photography, Physics, Toxicology, and Zoology.

Journalists are expected to learn every detail of a This class also gets a free Skill Focus Feat that
story. When covering a story, you can become directly relates to their type (such as
obsessed in the pursuit (-2 to all Wisdom Mathematics for the accountant). They must
Checks, and Diplomacy checks) and may even have at least 2 ranks in this skill.
ignore facts that contradict what you wish to
believe. Chinese Pharmacists have an additional class
skill of Herbalism.
Wealth: First level Journalist starts with 3d6 x
$10.00 for starting cash. See Chapter 6 for Wealth: First level Professional starts with 4d6 x
information on hero's income. $10.00 for starting cash. See Chapter 6 for
information on hero's income.
Lawyer
From the Solicitors with their through Physician
understanding of business and financial law, to All Medical Doctors MUST be Professional,
the Barristers who argue cases before the Physician Class. Healers have a long and
criminal courts, Gothic Earth is rife with lawyers notorious history in the world. Working with the
and attorneys. Whether they prosecute the guilty, most current scientific methods and the highest
defend the innocent, or litigate trade disputes, of ideals, physicians seek to bring comfort and
their importance in the western world cannot be health to the suffering and dying. He is a familiar
belittled. Lawyers tend to be methodical, careful figure, trusted and beloved, who must do his best
people. They pay constant attention to the words to remain in touch with the latest news from the
and actions of others, while guarding their own medical community.
to avoid giving away any secrets. Whenever
possible, they take time to formulate a plan and Most physicians have sworn an oath to ease the
make sure nothing is left to chance. they are also pains of man at every opportunity, and further, to
frequently trained in diction and debating skills. cause no harm to a patient. Players of physician
characters should keep this in mind as the
Class Skills: Academician, Bluff, Concentration, character's constant motivation. This is
Connoisseur, Diplomacy, Etiquette, Gather especially important in combat. The physician is
Information, History, Law, Listen, Search, Sense a healer, not a killer, and will be reluctant to use
Motive, and Thespian force where cleverness and logic will suffice. He
will not hesitate to take measures to protect his
Bonus Skill Focus Feat: Law at first level (They allies from harm, and will tend the wounded
must have at least 2 ranks in this skill.) (even injured enemiesof a non-supernatural
nature, at least) as soon as gunplay is over.
Wealth: First level Lawyer starts with 4d6 x
$10.00 for starting cash. See Chapter 6 for Physician characters may write prescriptions.
information on hero's income. They generally have access to medicines and
chemicals not normally available to adventuring
Other parties. The DM determines which chemicals
and medicines may or may not be available.
The list here is not all-inclusive. Obviously there
are other Professionals in this era. The

Chapter Two: Classes 17


Class Skills: Academician, Astronomy, Biology, populism - The Grange movement;
Botany, Chemistry, Connoisseur Diplomacy, conservatism - Edmund Burke; anarchism -
Etiquette, Electricity, Healing, Listen Medicine, Pierre Joseph Proudhon; absolutism; democracy;
Physics, Psychology, Spot, Toxicology, Zoology and so forth).
(For Chinese Physicians only, Herbalism is also
a class skill.) A politician will enjoy being the center of
attention (unless it is unfavorable) and play up to
Bonus Skill Focus Feat: Medicine at 1st level the crowds. Some politicians may have a serious
demeanor and will stick to logic while others go
Medicine Skill: At first level a Physician must for emotions. The role of politician is a center of
take no less than 3 ranks in the Medicine Skill. power and status symbol in a society (although
In order to keep abreast of the latest scientific meaningless in the wilderness or where no law
discoveries in the field of Medicine, the holds). The politician will tend to call for law
Physician is required to have at least the same enforcement over physically defending himself.
number of ranks in Medicine as they have
Physician class levels+1. Influence The politician tends to get good
reception from both government and business
The physician character operates under a strict leadership in any community, assuming he can
code of conduct. He must give aid to all that communicate with them. When dealing with
need it, regardless of personal risk. A physician them he gets a +2 to Diplomacy, Etiquette, and
who ignores this duty may be investigated by a Bluff skill checks. He will be more likely to
governing medical body and stripped of the obtain favors and exert influence within these
license to practice medicine. Such characters lose officials and businessmen. (Judges are not
all access to prescription medicines, and are included unless the politician is able to appoint
unable to place patients in hospitals or similar judges.)
facilities. Because of this they would be at -4 to
all attempts to use their Medicine Skill to heal Politicians must be careful not to ever damage
anyone, as they do not have the proper supplies. their image in public. If they bring disgrace
upon their office, their reputation will cause a -4
Wealth: First level Physician starts with 4d6 x reaction from the public and no favors will be
$10.00 for starting cash. See Chapter 6 for obtained from officials or business leaders. A
information on hero's income. Dark Powers check is doubled if the hero breaks
a law or an oath.
Politician
Class Skills: Accounting, Astronomy, Appraise,
During the 1890s, politicians increasing come
Biology, Bluff, Botany, Chemistry, Connoisseur,
from the professional class rather than upper
Electricity, Engineering, Etiquette, Diplomacy,
class of society. Many politicians are self-
Geology, Law, Listen, Mathematics, Medicine,
made men who had a first career as physician,
Navigation, Photography, Physics, Sense
lawyer, scholar, soldier, diplomat, banker,
Motive, Spot, Toxicology, and Zoology.
publisher, or parson. Also, during the 1890s, the
consideration of politics as a science was just
Bonus Skill Focus Feat: Etiquette at first level
coming into vogue. While in some parts of the
(They must have at least 2 ranks in this skill)
world, politics is still seen as a public service of
high calling; in the United States, the image of
Wealth: First level Politician starts with 6d6 x
the politician is suffering from various public
$10.00 for starting cash. See Chapter 6 for
scandals. Regardless of private opinions,
information on hero's income.
politicians are usually treated as honored leaders
and become the center of attention. All
politicians have high people skills (charisma) Scholar/Scientist
and are extroverts. Some politicians will be well- The scholar is an academic who has devoted his
read on political theory around the world and life to the pursuit of knowledge and education.
able to discuss various proponents and political As a rule, such characters are almost always
systems of the day (Karl Marx and Friedrich affiliated with a college, museum, or similar
Engels - communism; socialism - Karl Kautsky, institution devoted to research and learning.
Rosa Luxemburg, and Eduard Bernstein; Scholars tend to be bookish individuals who

Chapter Two: Classes 18


prefer the comforts of the lab and library to the of the proper feat. (See PHB.)
rigors of field research.
Bonus Skill Focus Feat: Knowledge Skill at first
A Scientist is a man of learning, who pushes to level (They must have at least 2 ranks in this
discover new knowledge using precise skill.)
methodology, extremely dedicated to his
particular branch of study. At fifth level the Scholar/Scientist gains a bonus
Skill Focus Feat for any class skill.
Gothic Earth scientists are often considered to be
introverted and cold. To be sure, most would Just as the Scholar is assumed to be affiliated
rather be hard at work in their laboratories than with a college, museum, or similar institution
enjoying a night on the town. The latter devoted to research and learning, all scientists
criticism, however, is often untrue. Most are assumed to begin play with access to a
scientists pursue their work with the dream of laboratory sufficient to meet their research needs.
making everyone's life better. This facility is not theirs to do with as they
please, however, and presumably is part of a
Other bold souls may be suited to go into the school, museum, or similar institution. If a player
world and discover things; the scholar and the wishes to outfit a private laboratory for his
scientist prefers to remain in his study or Lab to character, the cost to do so is assumed to be
catalog, test and analyze the findings when they $500. Each Campaign year, an addition $100
return. Of course, from time to time, even these must be expended to keep the facility stocked
folk are forced to leave their comforts behind to and up to date.
examine something firsthand.
Circumstance: The Scholar and Scientist benefit
When you take this class for your hero you must from having the proper resources. If in a good
pick a field, be it Chemistry, History, Literature, Library or well-equipped Lab, they get a +2
Physics, Biology, etc. as your initial area of bonus to all non-arcane Knowledge skill checks.
expertise. That skill will be the one improved by Also the reverse is true, if they do not have such
the your first bonus Skill Focus Feat. facilities on hand they have a penalty of-2 to
these checks. They are not used t making due
The Scholar/Scientist Hit Die is a d4. In the with shoddy equipment or the lack of proper
Living Death Campaign, they get 4 hit points at reference material.
first level (+any Con bonus) and gain 3 hp (+Con
bonus) each additional level of this class. Wealth: First level Scholar/Scientist starts with
3d6 x $10.00 for starting cash. See Chapter 6 for
See Table 3-1 in the PHB. Use the Wizard information on hero's income.
column for attack bonuses and saves. Table 3-2
lists level dependent bonuses.
Servant
Class Skills The well-groomed butler, the attentive maid, the
Academician, Archeology, Astronomy, Biology, uniformed coachman, the matronly lady-in-wait-
Botany, Chemistry, Concentration, Cryptology, ing, the obedient foreign manservant all of these
Demolition, Electricity, Engineering, Geology, images and more come to mind when one thinks
History, Language: Ancient, Law, Mathematics, of those dedicated souls who find employment as
Medicine, Navigation, Physics, Psychology, personal servants to society's well-to-do elite.
Religion: Ancient, Religion: Modern, Whatever their official title or function, they all
Taxidermy, Toxicology, and Zoology. share the same purpose, to see to the needs and
comforts of their employer and his family.
Skill points at 1st level: (10+ Int. modifier) x4
Skill points at additional levels 10 + Int. modifier Cultured, genteel, prim and proper, all of these
describe the ideal servant. Manners and protocol
Class Features are the highest of virtues, prompt and quality
Weapons: This class is generally proficient with service the loftiest of goals. The needs of the
the following weapon types: all pistols, sword employer (and his guests) are of the highest
cane, dagger, knife, club, and baton. They may import, and the servant will see to those needs,
become proficient in other weapons with the use even if the employer himself does not recognize

Chapter Two: Classes 19


them! attitude is a natural aversion to objects, people,
and situations that might be considered
Servants in the Society of the White Rose: Most improper, rude, or vulgar. This gives the servant
employers will not look favorably on servants a -2 penalty on all Horror Checks.
who leave with little notice and who can not give
an estimate when they will return. Frequent Wealth: First level Servant starts with 1d6 x
absence is an inconvenience to the employer as $10.00 for starting cash. See Chapter 6 for
are long absences. The returning heroes may find information on hero's income.
themselves without a job. This class works best
when another hero is the servant's employer. Any
character of noble or wealthy breeding would do, Shaman
though the ideal hero companion would be a The shaman is a representative of a so-called
Dandy, Dilettante or Politician class hero. primitive people. The typical citizen of the
1890's, in branding the shaman as primitive, has
See Table 3-1 in the PHB. Use the Rogue no idea that the shaman's affinity for nature and
column for attack bonuses and saves. Table 3-2 the wild is a far greater talent than the
lists level dependent bonuses. supposedly civilized people of Gothic Earth
could ever guess. This affinity for wild things
The Servant's Hit Die is a d6. In the Living and the vibrant energies of life give the shaman
Death Campaign, they get 6 hit points at first his power to cast Mystic spells.
level (+any Con bonus) and gain 4 hp (+ Con
bonus) each additional level of this class. This class can not be taken as a second class. If
you have this class you may gain another class,
Class Skills but you can not become a Shaman later.
Appraise, Bluff, Cooking, Diplomacy, Etiquette,
Fire building, Gather Information, Healing, Whether a native American, an Australian
Heraldry, Listen, Move Silently, Needlework, aborigine, or an African tribesman, the shaman is
Search, Sense Motive, Spot, Teamster, and a force not to be underestimated. His outlook on
Thespian life is not tainted by the creature comforts
common to the inhabitants of Europe and the
Skill points at 1st level: (6+ Int. modifier) x4 United States. Indeed, he looks at these people
Skill points at additional levels 6 + Int. modifier with pity, for they have broken their ties with
nature. To live like they do would certainly kill
Class Features him, for theirs is a discordant culture.
Weapons: This class is generally proficient with
the following weapon types: all pistols, sword The Shamans use the Cleric column on Table 3-1
cane, knife, club, dagger, and baton and a choice for attack bonuses and saves. They use Table 3-2
of one of the following: (hand axe, machete), for level dependent bonuses. Spells per day are
(sap, brass knuckles), (rapier, foil), and (pots and on Table 3-6 with the exception that the bonus
pans). They may become proficient in other domain spell is dropped.
weapons with the use of the proper feat. (See
PHB.) Shaman Hit Die is a d8. In the Living Death
Campaign, they get 8 hit points at first level
A good servant attempts to maintain a calm and (+any Con bonus) and gain 5 hp (+ Con bonus)
proper demeanor no matter what happens around each additional level of this class.
him. This unflappable character gains a +2 bonus
on all Fear Checks, whether magical or Class Skills
non-magical in nature. Animal Empathy, Concentration, Equestrian,
Fire Building, Forbidden Lore, Handle Animal,
They are very good at what they do and get a Healing, Herbalism, Hunting, Jump, Language:
bonus Skill Focus Feat: Etiquette at second level. Ancient, Mesmerism, Mountaineering, Move
Silently, Presence, Prognostication,
At 5th level they gain another bonus Skill Focus Psychometry, Religion: Ancient, Religion:
Feat for one of their class skills. (Their choice.) Modern, Set Snares, Sixth Sense, Survival, and
Swim
An unfortunate side effect of the servant's

Chapter Two: Classes 20


Skill points at first level: (5 + Int modifier) x 4
Skill points at additional levels 5 + Int modifier Wealth: First level Shaman starts with 1d6 x
$10.00 for starting cash. See Chapter 6 for
Shamans tend to avoid or do not value western information on hero's income.
civilization and its education. Therefore
Shamans do not have access to those knowledge-
based skills that are tied to that type of Soldier
learning/knowledge. Use of the Learning Feat is This class is similar to the Fighter class of D&D.
required for access to those skills. See Chapter 5 However, during the time in between the
for more details regarding this feat. Renaissance and the 1890s, the soldier/fighter
has become more of a specialist. They generally
Class Features are good at a few weapons rather than
Weapons: Shamans are proficient with the knowledgeable with all weapons. In view of this
following: dagger, all rifles, Bowie knife, club, fact the Soldier has a more limited list of
baton and one of the following;.( machete and weapons with which they are proficient. Soldiers
hand ax), (short bow, & long bow) or (lasso and can make use some alternative weapons.
bolo). They may become proficient in other Additional weapons are gained up by taking the
weapons with the use of the proper feat. (See Feats for exotic or marital weapons. This class is
PHB. designed to reflect men who are enlisted in a
military force. Selections are offered for the
The shaman's ties to nature are strong enough to different branches of the military. The character
be sensed by man and animal alike. A must have one and only one branch chosen for
comforting aura permeates this character that class skills and feats (even if the character is no
strikes a chord in even the most hardened city longer in a military organization).
dweller. As such, a shaman has a bonus of +2 to
all Charisma based checks, except the Gaming See Table 3-9 in the PHB for attack bonuses,
skill. saves and bonus feats based on level.

Class Ability: Spiritcraft:. The Soldier's Hit Die is a d10. In the Living
All Shamans can cast Mystic spells because of Death Campaign, Soldiers get 10 hit points at
this ability. Access to spells is determined by first level (+any Con bonus) and gain 7 hp (+
study of domains, not by worship of a deity. The Con bonus) each additional level of soldier class.
rituals and knowledge of Spiritworld are the
basis of their spells. See Chapter Nine for the Class Skills
game mechanics involved in casting and learning In Chapter 4 there is a chart listing all class skill
spells. for the Soldier class. Some of these skills are
listed as "s" for special. There are 3 main types
Shamans start out with Minor access to the of Soldiers; Infantry, Cavalry and Sailors. While
All Domain. (See Chapter 9 on Magic for all 3 types of Soldiers share certain skills, the
details on the domains.) descriptions below list those skills that are "class
skills" for that type.
Because of their ties to nature Shamans have
a +3 bonus when casting spells from the Starting Skill points (4+ Int. modifier) x 4
Animal, Plant or Weather Domain. Skill points per level advancement 4+ Int.
modifier
Because of their study and awareness of the
sprit world Shamans become increasing Class Features
disconnected to the real world. Therefore, Antique Weapons: A majority of the weapons
Shamans have a -2 penalty to Initiative listed in the PHB are considered antiques and are
rolls. not in common use. Therefore the Exotic
Weapon Proficiency Feat is required if the player
Shamans do not have the ability/knowledge to wishes her character to know how to use such
Turn Undead. weapons as halberds, long swords or crossbows
(to name just a few).
Wild Empathy: At first level Shamans gain the
Ranger Wild Empathy ability (PHB 47). Bonus Feats: Like Fighters in D&D Soldiers get

Chapter Two: Classes 21


Bonus Combat Feats at 1st, 2nd, and every two Gunsmithing, Handle Animal, Heraldry,
levels thereafter (4th, 6th, 8th, etc). Soldiers are not Hunting, Jump, Rope Use, Search, Survival,
automatically proficient in the use of Shields. Teamster.

Weapon Specialization : This Feat is available Cavalry Class Features


only to soldiers who have already taken Weapon
Martial Weapons: All Cavalrymen are generally
Focus Feat and have reached 4th level. If the
proficient with the following weapon types: all
weapon is a firearm, the damage only applies to
rifles, all pistols, all carbines, all shotguns,
Aimed or Rapid Fire and only if the target is
scatterguns, saber, artillery weapons, dagger, and
within 30'.
Bowie knife. All Cavalrymen are also proficient
with the non-martial weapons: club, sword cane,
Wealth: First level Soldier starts with 3d6 x
baton, and knife. Lance, (Hand axe, machete),
$10.00 for starting cash. You must buy all of
(sap, brass knuckles), (rapier, foil), (short bow,
your equipment (even if your hero is currently
long bow) and (lasso and bolo) are not
the member of a military unit). See Chapter 6 for
considered standard weapons, but may be
information on heroes' income.
substituted instead of one or more of the above
listed weapons types to tailor the hero to the
Infantry Class Features character concept.
Martial Weapons: All Soldiers are generally
proficient with the following weapon types: all Bonus Feats: Like the D&D Fighter, Cavalrymen
rifles, all pistols, all carbines, all shotguns, gain bonus combat feats based upon class level
scatterguns, saber, artillery weapons, dagger, and (See Above). Their Combat feats in Gothic Earth
Bowie knife. All Soldiers are also proficient with are: Animal Affinity, Combat Reflexes, Dodge,
the non-martial weapons: club, sword cane, Mobility, Spring Attack, Exotic Weapon
baton, and knife. (Hand axe, machete), (sap, Proficiency, Expertise, Improve Disarm,
brass knuckles), (rapier, foil), (short bow, long Whirlwind Attack, Improved Critical, Improved
bow) and (lasso and bolo) are not considered Initiative, Improved Unarmed Strike, Martial
standard weapons, but may be substituted instead Weapon Proficiency, Mounted Combat,
of one or more of the above listed weapons types Mounted Archery/Firearm, Mounted Combat,
to tailor the hero to the character concept. Trample, Ride-By Attack, Mounted Combat,
Spirited Charge, Mounted Combat, Ride-By
For example: If a player wished to create a Attack, Point Blank Shot, Disarming Shot, Far
soldier hero who is an Native American then the Shot, Precise Shot, Rapid Shot, Shot on the Run,
player could substitute the short bow/long bow Power Attack, Quick Draw, and Shield
weapon group for the artillery weapon group. If a Proficiency.
player wish to create a cowboy type soldier, then
they could replace artillery weapons with lasso Class Skills: Animal Empathy (horses), Artillery,
and bolo. Athletics, Demolition, Equestrian, Gunsmithing,
Handle Animal, Heraldry, Hunting, Jump, Spot,
Bonus Feats: Like the D&D Fighter, Soldiers: Survival, Teamster.
Infantry gain bonus combat feats based upon
class level(see above). Their available Combat Navy Class Features
feats in Gothic Earth are: Blind-Fight, Combat
Martial Weapons: All Sailors are generally
Reflexes, Dodge, Mobility, Spring Attack,
proficient with the following weapon types: all
Exotic Weapon Proficiency, Expertise, Improved
rifles, all pistols, all carbines, all shotguns,
Disarm, Whirlwind Attack, Improved Critical,
scatterguns, saber, artillery weapons, dagger, and
Improved Initiative, Improved Unarmed Strike,
Bowie knife. All Sailors are also proficient with
Pugilism, Shield Proficiency, Stunning Fist,
the non-martial weapons: club, baton, and knife.
Martial Weapon Proficiency, Point Blank Shot,
The weapon groups (sap, brass knuckles),
Disarming Shot, Far Shot, Precise Shot, Rapid
(rapier, foil), and (short bow, long bow) are not
Shot, Shot on the Run, Power Attack, Improved
considered standard weapons, but may be
Bull Rush, and Quick Draw.
substituted instead of one or more of the above
listed weapons types to tailor the hero to the
Class Skills: Artillery, Athletics, Climb,
character concept.
Demolition, Equestrian, Fire-building,

Chapter Two: Classes 22


Bonus Feats: Like the D&D Fighters, Sailors Soldier, Officer: Calvary additional class skills:
gain bonus combat feats based upon class level Animal Affinity, Equestrian, and Handle
(see above). Their Combat feats in Gothic Earth Animal.
are: Blind-Fight, Combat Reflexes, Dodge, Soldier, Officer: Navy additional class skills:
Mobility, Spring Attack, Exotic Weapon Climb, Navigation, Seamanship and Use Rope.
Proficiency, Expertise, Improve Disarm,
Whirlwind Attack, Improved Critical, Improved Starting Skill points (6+ Int. modifier) x 4
Initiative, Improved Unarmed Strike, Pugilism, Skill points per level advancement 6+ Int.
Stunning Fist, Improved Unarmed Strike, modifier
Martial Weapon Proficiency, Point Blank Shot,
Disarming Shot, Far Shot, Precise Shot, Rapid Class Features
Shot, Power Attack, Improved Bull Rush, and Martial Weapons: All Military Officers are
Quick Draw. generally proficient with the following weapon
types: all rifles, all pistols, all carbines, all
Special Class Skills: Artillery, Athletics, Climb, shotguns, scatterguns, saber, artillery weapons,
Demolition, Gunsmithing, Heraldry, Fishing, dagger, Bowie knife and lance. All Military
Jump, Navigation, Seamanship, Swim, Rope Officers are also proficient with the non-martial
Use, Spot, and Survival. weapons: club, sword cane, baton, and knife. The
weapon groups (rapier, foil), (short bow, long
bow) and (lasso and bolo) are not considered
Soldier, Officer: Infantry, standard weapons, but may be substituted instead
Cavalry, or Navy of one or more of the above listed weapons types
Military Officers generally have some formal to tailor the hero to the character concept.
education and usually a college degree. Some
spend a portion of their time working the system Antique Weapons: A majority of the weapons
and using politics to insure continued promotions listed in the PHB are considered antiques and are
and good assignments. Others continue to study not in common use. Therefore the Exotic
military history and tactics, trying to devise ways Weapon Proficiency Feat is required if the player
to cause more harm or discourage an enemy wishes her character to know how to use such
while keeping their troops safe. While they must weapons as halberds, long swords or crossbows
be physically fit, their time spent behind a desk (to name just a few).
and at official functions is reflected in the
smaller hit die that is used for them. During Feats: Depending on which of the three branches
training their time is focused more on learning of service the Military Officer will have specific
and command. Bonus Feats, which they receive, at first level

See Table 3-1 in the PHB. Use the Fighter Infantry: Skill Focus: Artillery and Combat
column for attack bonuses and saves. Table 3-2 Reflexes (requires Int of 13+)
lists level dependent bonuses.
Cavalry: Mounted Combat and Mounted
The Officer's Hit Die is a d8. In the Living Firearm (requires one rank of Equestrian)
Death Campaign, they get 8 hit points at first
level (+any Con bonus) and gain 6 hp (+ Con Navy: Skill Focus: Artillery and Skill Focus-
bonus) each additional level of this class. Navigation (requires minimum of one rank of
Navigation)
Class Skills
The following skills are common to all Soldier Wealth: First level Officer starts with 4d6 x
Officers: Academician, Accounting, Artillery, $10.00 for starting cash. You must buy all of
Athletics, Biology, Bluff, Botany, Chemistry, your equipment (even if your hero is currently
Cryptology, Demolition, Diplomacy, the member of a military unit). See Chapter 6 for
Engineering, Etiquette, Geology, Gunsmithing, information on hero's income.
Heraldry, History, Hunting, Law, Mathematics,
Survival, Swim, Physics, Zoology.
Spiritualist
Soldier, Officer: Infantry additional class The spiritualist is a scientist devoted to the study
skills: Climb, & Jump of mystical powers. Like the metaphysician, he

Chapter Two: Classes 23


applies scientific method to every endeavor. To amount of time that he spends studying his
the spiritualist, magic is simply a field of science spells adds +1 to DC for saves against his
that has yet to be explored. The Spiritualist casts spells.
mystic spells.
The spiritualist's methods make him a
The spiritualist tends to be arrogant. His vision perfectionist. He takes his time when casting
of the spirit world makes him feel superior to the a spell and devotes every thought to making
blindness of the common man. Those scientists sure it is cast exactly right. The result of this
who do not recognize the supernatural as a valid dedication is that spells cast by a spiritualist
area for research he considers to be ignorant take longer to cast than those employed by
fools. mystics. Double all casting times. (If a spell
has a casting time of one action it then
The Spiritualist's Hit Die is a d8. In the Living becomes a one round spell.) However,
Death Campaign, they get 8 hit points at first because of the effort taken the Spiritualist
level (+any Con bonus) and gain 5 hp (+ Con also gains a +3 circumstance bonus to the
bonus) each additional level of this class. spell casting check.

Spiritualists use the Cleric column on PHB Table Because of their study and awareness of the
3:1 for attack bonuses and saves. They use table sprit world Spiritualists become
3-2 for level dependent bonuses and Table 3-6 disconnected to the real world. Therefore,
for spells per day with the exception that they do they have a -2 penalty equal to all Spot,
not gain the extra domain spell. Search, and Initiative rolls. This penalty
increases to -4 at 5th level, -6 at 10th level, -8
Class Skills at 15th level, and -10 at 20th level.
Academician, Alchemy, Arithmology,
Concentration, Forbidden Lore, Hierarchy The Spiritualist cannot Turn Undead.
Contact, Mesmerism, Presence, Prognostication,
Psychometry, Religion: Ancient, Sixth Sense Wealth: First level Spiritualists starts with 2d6 x
$10.00 for starting cash. See Chapter 6 for
Skill points at first level: (5 + Int modifier) x 4 information on hero's income.
Skill points at additional levels 5 + Int modifier

Class Features Tradesman


Weapons: They are proficient with the following Tradesmen make up the majority of the
weapons: dagger, all pistols, knife, baton and population in Gothic Earth. Tradesmen are the
club. They may become proficient in other artisans, the corner grocer, the tailor or the
weapons with the use of the proper feat. (See policeman on his beat, to name but a few of the
PHB.) possibilities.

Class Ability: Spiritcraft. The tradesman does not require any knowledge
All Spiritualists cast mystic spells through use of skill to practice his craft or trade. His work is
the Spiritcraft class ability. Access to spells is more "hands-on" and the stuff of ordinary life.
determined by study of domains, not by worship
of a deity. The rituals and knowledge of Tradesmen use the Rogue Column on Table 3-1
Spiritworld are the basis of their spells. See in the PHB for attack bonuses and saves. They
Chapter Nine for the game mechanics involved use Table 3-2 for level dependent bonuses.
spiritcraft in casting and learning spells.
The Tradesman's Hit Die is a d6. In the Living
Spiritualists start out with Minor access to Death Campaign, Tradesman get 6 hit points at
the All Domain. (See chapter 9 on Magic for first level (+any Con bonus) and gain 4 hp (+
details on the domains and casting spells.) Con bonus) each additional level of this class.

While he may appear to be a boastful fraud, Class Skills


the spiritualist is every bit the expert that he Agriculture, Animal Husbandry, Artist,
claims. As such, any spell cast by such a Blacksmith, Brewing, Carpentry, Clockwork,
character is especially effective. The great Cobbling, Cooking, Fishing, Gunsmithing,

Chapter Two: Classes 24


Jeweler, Masonry, Mining, Musician, All general D&D rules about multi-classing
Needlework, Photography, Seamanship, Swim, apply.
Tailor, Taxidermy, Teamster, Toxicology,
Weaving When determining level for playing an
event, all levels, no matter what the class,
Class skills at 1st level (10+ Int. modifier) x4 are counted as it is character level that
Skill points at additional levels 10+Int. modifier counts.
each level
If a hero multi-classes, he does not get the
Class Features starting (character creation) money or
Weapons: This class is proficient in: dagger, all starting skill points for the second class (as
pistols, baton, knife, and club. A tradesman who per PHB).
wishes to learn additional weapons must take the
Marital Weapon Proficiency Feat. For adventure starting cash (discussed in
Chapter 6 on Equipment), the multi-class
At first level Tradesman receive one bonus Skill hero gets the amount for the class they have
Focus Feat: this must be for a Craft or Profession the highest number of levels in. If both
type skill in which they have at least 2 ranks. classes have the same number of levels the
amounts are averaged.
Wealth: First level Tradesman starts with 4d6 x
$10.00 for starting cash. See Chapter 6 for In the Living Death Campaign, some classes
information on hero's income. can only be taken at the creation of the
character, you cannot decide to become that
class later. These classes are Criminal,
Multi-class Heroes Laborer and Shaman.
MotRD characters are limited to one
additional class. (This rule does not include Athlete, Professional, Soldier and the
Prestige classes). MotRD characters may Soldier Officer Classes all require you to
gain more than one Prestige class as long as select a specific type of that class. A
they qualify. character can only take one type of that
class; they cannot multi-class to another
Characters can not have two classes that cast type. For example; an 3rd level Athlete:
the same type of spells, arcane or mystic, Tennis can not multi-class to be an 3rd level
except for prestige classes. In other words Athlete: Tennis/ 1st level Athlete: Baseball.
the character can have levels in both Mystic
and Adept but they can not have class levels Be aware that certain combinations of
in both Mystic and Medium, or Adept and classes could be cause for your hero to
Charlatan. They can, however, have class receive negative reactions from NPCs.
levels in both Mystic and the Prestige Class
Exorcist.

Any given LD hero cannot gain a


combination of the prestige classes,
Minister, Shepherd and Qabalist.

do have spiritual powers (mystic spells) to help


them in their spiritual warfare against evil.
Chapter Three: Prestige Through elaborate rites the exorcist hopes to
Classes drive away the spiritual forces of the Red Death,
preventing them from causing harm to the bodies
and souls of humanity. Specific creatures that
Exorcist exorcists are particularly effective in combating
include ghosts, haunts, odems, carrionettes,
Exorcists are religious specialists who are trained
and empowered to banish evil spirits. Unlike ghostlights, even fiends, as well as other
most religious figures on Gothic Earth, exorcists monsters capable of dominating or possessing
their victims. They also have heightened powers

Chapter Two: Classes 25


against all forms of undead. REQUIREMENTS
Able to cast 3rd level Mystic Type Spells
Exorcists are serious about their work and very Lawful Good Alignment
devoted to their religion. Not all of them are dour Minor Access to Protection Domain
and grim, but most are. Generally, exorcists have Major Access to All Domain
completed many years of training to learn their 5 ranks in Modern Religion
skills and perfect their devotion. Most exorcists 5 ranks in Forbidden Lore
should be at least middle-aged.

Table 3:1 The Exorcist

Class Fortitude Reflex Will


Level BAB Save Save Save Special Spells
1st +0 +0 +0 +2 Extra Turning Feat +1 level of existing mystical class
2nd +1 +0 +0 +3 Resist Possession +1 level of existing mystical class
3rd +2 +1 +1 +3 Skill Focus Forbidden Lore
(one type) +1 level of existing mystical class
4th +3 +1 +1 +4 1/day Protective Ward +1 level of existing mystical class
5th +3 +1 +1 +4 1/day Dismissal +1 level of existing mystical class
6th +4 +2 +2 +5 Maximize Spell Feat +1 level of existing mystical class
7th +5 +2 +2 +5 Dispel Evil +1 level of existing mystical class
8th +6 +2 +2 +6 Extra Turning Feat +1 level of existing mystical class
9th +6 +3 +3 +6 2/day Protective Ward +1 level of existing mystical class
10th +7 +3 +3 +7 2/day Dismissal +1 level of existing mystical class

HIT DICE Resist Possession: Because of the nature of their


The Hit Dice for this prestige class is d8. In the studies Exorcists gain a +4 bonus to their Will
Living Death Campaign heroes with this prestige saves whenever a creature or person attempts to
class gain 6hp + Con Bonus/level. take over their mind either by spells, like Magic
Jar, or a Monster's natural ability.
CLASS SKILLS
The Exorcist's class skills are Religion (both Protective Ward (Sp): You can perform a ritual
Ancient & Modern), Ancient Languages, which uses some of your physical energy as well
Forbidden Lore, History, Concentration, as the energies of the Spiritworld which grants
Presence, and Sixth Sense. someone you touch a resistance bonus on her
next save equal to your Prestige Class Level.
Skill points at each level: 3+ Int modifier This protection fades after one hour. This ritual
takes 2 rounds and has a Spiritcraft check DC
CLASS FEATURES 14(to complete correctly). A 4th level Exorcist
Spells and Turning: As the exorcist continues can do this once per day. A 8th level Exorcist can
training in some areas of Spiritcraft, they gain do this twice a day.
add their Prestige Class level to their former
mystic caster level when determining both the Dismissal (Sp): Due to their study of the rituals
spells per day and Turning Undead. If the involved in exorcising spirits, a 5th level Exorcist
previous mystic spell caster class could not Turn can cast Dismissal once per day, even if they do
Undead, then only the Prestige Class levels count not have major access to the Summoning
when attempting to turn Undead. (See Turning Domain. This does not take up a spell slot nor
Undead in the Chapter Eight) They do not gain does it mean that they can also take this as one of
access to new domains, or bonus metamagic their normal spells (unless they have major
feats as they gain levels in this Prestige Class. access to the Summoning Domain). A 10th
Exorcist can cast this twice a day. A Spiritcraft
Extra Turning Feat: Bonus Feat (see PHB pg. check is still required when using this ability.
94 for details on this feat).
Maximize Spell: At 6th level the Exorcist gains

Chapter Three: Prestige Classes 26


the bonus Metamagic Feat: Maximize Spell. If in ancient Alexandria) knew. Their focus is on
they already have this feat, they gain no bonus. learning which paths of research the ancients
followed. (They are assuming that since the
Dispel Evil (Sp): Due to their study of rituals Great Enemy feared them so much that they had
and the casting out of evil spirits; the 7th level found important information.) They spend their
Exorcist can cast Dispel Evil once per day, even time looking for journals and diaries from times
if they do not have major access to the Good long past for clues as well as searching for
Domain. This does not take up a spell slot nor ancient texts and rituals. In their studies they are
does it mean that they can also take this as one of also searching for ways to cast more spells-
their normal spells (unless they have major Arcane or Mystic or how to cast spells more
access to the Good Domain). A Spiritcraft check effectively.
is still required when using this ability
REQUIREMENTS
Wealth: If the hero has more levels the prestige 8 ranks of Academician Skill
class she needs to adjust the wealth column she Has two different Ancient Languages Skills with
uses (chart in Chapter 6) to 2d6. 5 ranks each
5 ranks in one Ancient Religion
Skill Focus Forbidden Lore
Forbidden Loremaster Skill Focus Academician
These characters believe that knowledge is Can cast 1st level Arcane Spells or 1st level
power, especially knowledge of the past and of Mystic Spell
magic. They believe that they must find out
what secrets groups like The Defiance (destroyed

Table 3:2 The Forbidden Loremaster

Class Fortitude Reflex Will


Level BAB Save Save Save Special Spells
1st +0 +0 +0 +2 Instant Mastery Ancient Language +1 level of existing class
2nd +0 +0 +0 +3 Mythic Lore +1 level of existing class
3rd +1 +1 +1 +3 Instant Mastery Ancient History +1 level of existing class
4th +1 +1 +1 +4 Rediscovered Ritual +1 level of existing class
5th +2 +1 +1 +4 Mythic Lore +1 level of existing class
6th +2 +2 +2 +5 Instant Mastery Ancient Language +1 level of existing class
7th +3 +2 +2 +5 Second Rediscovered Ritual +1 level of existing class
8th +3 +2 +2 +6 Quicken Spell +1 level of existing class
9th +4 +3 +3 +6 Mythic Lore +1 level of existing class
10th +4 +3 +3 +7 Maximize Spell +1 level of existing class

HIT DICE do add their Prestige class levels to either the


The Hit Dice for this prestige class is d6. In the arcane Spellcasters class level or the mystic
Living Death Campaign heroes with this prestige Spellcasters class that they had previously (they
class gain 4hp + Con Bonus/level must chose which type). Those who previously
were mystical Spellcasters and who continue in
CLASS SKILLS the study of the Spirit world do gain access to
The class skills for the Forbidden Loremaster are Domains in the same manner as their previous
Academician, History, Ancient Languages, mystic Spellcasters class. They do not gain in
Forbidden Lore, Concentration, Cryptology, ability for Turning Undead or gain any Bonus
Alchemy and Archeology. metamagic feats.

Skill points at each level: 6+ Int modifier Instant Mastery Ancient Language: This skill
works much like the Loremaster Secret: Instant
CLASS FEATURES Mastery (DMG pg. 192). You gain 4 ranks in
Spells per day: As the Forbidden Loremaster one (heretofore unknown to you) Ancient
continues their study of the ways of magic, they Language. Each time you receive Instant

Chapter Three: Prestige Classes 27


Mastery, you must designate a different Because of the casting times, this feat can only
language. be used with 0 and 1st level spells.

Mythic Lore: Your intense research in to the Maximize Spell: At 10th level the Forbidden
facts behind the myths of a specific culture gives Lore Master gains the bonus Metamagic Feat:
you a +5 Bonus to skill checks on Forbidden Maximize Spell. If they already have this feat,
Lore checks associated with a cultural myth. The they gain no bonus. Dark Power checks for
culture must be designated each time you gain spells cast with this feat are at the level the spell
this benefit (and it must be taken for a different is cast at +2.
culture each time). Wealth: If the hero has more levels the prestige
class she needs to adjust the wealth column she
Instant Mastery Ancient History: This ability uses (chart in Chapter 6) to 2d6.
works much like the Loremaster Secret: Instant
Mastery (DMG pg.192). You gain 4 ranks in one
(heretofore unknown to you) Ancient History of Lycanthrope Hunter
a specific country or people. At some point in the career of these heroes, they
have been profoundly effected by an encounter
Rediscovered Ritual: You have discovered and with a werecreature of some type. In some cases
can utilize a mental exercise, which allows you it may have been the sight of a trusted friend
to memorize an additional 1st level spell per day. changing shape before them or seeing a relative
shredded by the claws and fangs of one of these
Second Rediscovered Ritual: You have dreaded beasts. Whatever the motivation, the
discovered and can utilize a mental exercise, Lycanthrope Hunter has become a deadly foe of
which allows you to memorize an additional 2nd these creatures. They focus and polish their skills
level spell per day. in order to improve their chances against these
deadly and cunning beasts.
Quicken Spell: Your study of the past has
allowed you to learn new methods for casting REQUIREMENTS
your spells. This works exactly like the Base Attack Bonus +5
Metamagic Feat: Quicken Spell. Only those who 5 Ranks in Forbidden Lore Lycanthrope
have dedicated their time in the quest of ancient 5 ranks of Sixth Sense
knowledge can comprehend how this works. Track Feat
Dark Power checks for spells cast with this feat
are at the level the spell is cast plus +2. Note:

Table 3:3 Lycanthrope Hunter

Class Fortitude Reflex Will


Level BAB Save Save Save Special
1st +1 +2 +0 +0 +1d6 Sneak Attack vs. Lycanthrope
2nd +2 +3 +0 +0 Favored enemy (1 type) Lycanthrope
3rd +3 +3 +1 +1 Bonus Combat Feat
4th +4 +4 +1 +1 +2d6 Sneak Attack vs. Lycanthrope
5th +5 +4 +1 +1 Favored enemy (2nd type) Lycanthrope
6th +6 +5 +2 +2 Sense Lycanthrope
7th +7 +5 +2 +2 +3d6 Sneak Attack vs. Lycanthrope
8th +8 +6 +2 +2 Favored enemy (3rd type) Lycanthrope
9th +9 +6 +3 +3 Bonus Combat Feat
10th +10 +7 +3 +3 Smite Werecreatures

HIT DICE
The Hit Dice for this prestige class is d10. In the CLASS SKILLS
Living Death Campaign heroes with this prestige The class skills for the Lycanthrope Hunter are:
class gain 7hp + Con Bonus/level Forbidden Lore: Lycanthrope, Hunting, Listen,

Chapter Three: Prestige Classes 28


Set Snares, Sixth Sense, Spot, Search and
Survival.
Minister
Skill points at each level: 4+ Int modifier Within the Society of the White Rose is the
Department of Ministers. The department
CLASS FEATURES provides splendid medical assistance, including a
Sneak Attack: This ability works in the same first-class sanitarium for mentally disturbed
manner as the D&D Rogues Sneak Attack except members, as well as spiritual healers. The latter
that it only applies to Lycanthrope. tend to our members who have become tainted
with the corrupting touch of the Red Death, but
Favored Enemy (Ex): This ability works in the are deemed to be still salvageable. This Prestige
same manner as the D&D Ranger's favored Class represents those individuals in the Society
enemy except that each time the Hunter gets it who work as Spiritual Healers.
(at 2nd, 5th and 8th) it is for a specific type of
Werecreature such as Werewolves, Werebear, Ministers spend their time honing their
Werejaguar or Weretigers. This also gives the knowledge of methods of redemption. This
Lycanthrope Hunter knowledge of the special includes increasing their knowledge of mystical
attacks, defense, immunities, and general spell casting.
vulnerabilities.
CAMPAIGN NOTE:
Sense Lycanthrope (Su): This ability grants the This Prestige Class is the only method that a
Hunter the ability to detect the presence of player who wishes their heroes to become a part
Lycanthrope within 60 feet but can not tell of this department in the Society may do so.
direction or pinpoint location. Using this ability Heroes who take this path would not be used
is a full round action. frequently, as that (Traveler) is no longer their
primary duty.
Use of this ability invokes a 2% Dark Powers'
check. Once a hero has taken a level of this Prestige
class, they are restricted to playing High Level
Bonus Combat Feat: At 3rd and 9th level the adventures. They are also barred from
Lycanthrope hunter gains a bonus Combat Feat. participating in "Any Level" adventures. Any
exceptions, such as the Inner Circle Series, to
Smite Werecreatures (Su): Much like the D&D this will be stated in the blurb of the module.
Paladin's ability to Smite Evil, the Lycanthrope
Hunter can Smite Werecreatures once per day NPC members of this department within the
(PHB pg44). They add their Charisma bonus, if Society may have this Prestige Class; however, it
any, to their attack roll and add 5 points to their is not a requirement for NPCs (some may not be
damage roll. that high a level as of yet, but are already in
service in that department). Players should not
Wealth: If the hero has more levels the prestige use the knowledge that this Prestige Class exists
class she needs to adjust the wealth column she in evaluation of the legitimacy of any NPC.
uses (chart in Chapter 6) to 2d6.
REQUIREMENTS
Can cast 5th level mystic spells
Major Access to All Domain
Major Access to Magic Domain
Major Access to Good Domain
Minor Access to Healing (may have major)
5 ranks in Sense Motive Skill
3 Favorable Inner Circle Notice Certs

Chapter Three: Prestige Classes 29


Table 3:4 Minister

Class Fortitude Reflex Will


Level BAB Save Save Save Special Spells per Day
Skill Focus: Forbidden Lore: the Tainted
1st +0 +2 +0 +2 and Redemption
Hierarchy Contact: The White Rose +1 level of existing class
2nd +0 +3 +0 +3 Skill Focus: Spot
Spiritcraft bonus +1 level of existing class
3rd +1 +3 +1 +3 Maximize Spell +1 level of existing class
4th +1 +4 +1 +4 Skill Focus: Sense Motive +1 level of existing class
Enhanced Spiritcraft bonus
5th +2 +4 +1 +4 Empower Spell +1 level of existing class

HIT DICE Spot. If the hero does not already have at least
The Hit Dice for this prestige class is d8. In the two ranks in this skill, then she must spend some
Living Death Campaign heroes with this prestige of this levels skill points to acquire at least 2
class gain 5hp + Con Bonus/level ranks of this skill. If they do not, they relinquish
this benefit.
CLASS SKILLS
The class skills for the Minister are: Diplomacy, Spiritcraft Bonus: Because of the focus of your
Forbidden Lore, Concentration, Healing, study of the Spiritworld, you have a +2 bonus for
Psychology, Sense Motive, Spot, Sixth Sense Spiritcraft check for casting spells from All,
and Etiquette. Magic, Healing, and Good Domains.

Skill points at each level: 5+ Int modifier Maximize Spell: At 3rd level the Minister gains
the bonus Metamagic Feat: Maximize Spell. If
CLASS FEATURES they already have this feat, they gain no bonus.
Spells per day: As the Minister continues Dark Power checks for spells cast with this feat
training in some areas of Spiritcraft, their are at the level the spell is cast at+2.
Prestige Class level is added to their mystic spell
casting class level when determining the number Enhanced Spiritcraft Bonus: Because of the
of spells per day that they can cast. They do not, focus of your study of the Spiritworld and
however, gain access to new domains as they frequent use of spells in the All. Magic. Healing,
gain levels in this Prestige Class. Prestige class and Good Domains you have learned how to be
levels do not added to their previous class levels subtle and sparing in your use of power.
when making attempts to Turning Undead or for Therefore, all Dark Powers checks for spells
gaining bonus metamagic feats. from those four domains are at a -2 (Minimum of
1%).
Skill Focus: Forbidden Lore: The Tainted and
Redemption: A bonus Skill Focus Feat in Skill Focus: Sense Motive: At 4th level the
Forbidden Lore: the Tainted and Redemption. If Minister gains the Skill Focus Feat: Sense
the hero does not already have at least two ranks Motive. If they already have this feat, they gain
in this skill, they must now spend the skill points no bonus.
to acquire them. If they do not, they relinquish
this benefit. Empower Spell: At 5th level the Minister gains
the bonus Metamagic Feat: Empower Spell. If
Hierarchy Contact: White Rose; 4 free ranks they already have this feat, they gain no bonus.
in the Hierarchy Contact: White Rose Society.
This focused version of the Hierarchy Contact Wealth: If the hero has more levels the prestige
includes knowledge of how to contact specific class she needs to adjust the wealth column she
departments within the organization and can be uses (chart in Chapter 6) to 1d6.
generally used in the same manner the Hierarchy
Contact skill is used. Qabalist
Although the formal practice of magic has been
Skill Focus: Spot: A bonus Skill Focus Feat: dead on Gothic Earth for many centuries, tiny

Chapter Three: Prestige Classes 30


clusters of individuals still exist to study the learning how much another qabal knows about
secrets of this forbidden art. The qabalist is a the White Rose.
member of such a society (In Living Death the
society they belong to is The Society of the Because of their knowledge Qabalists may be
White Rose). more secretive than others and less trusting. The
qabalist's membership in this department of the
The Qabalist is a spy--a collector of information society is a secret that requires a great deal of
about Qabals--as well as an arcane spell caster. care on the part of the player. The character must
In the Living Death Campaign, the Qabalist PC always guard what he says and does. Other
is part of a secret arm of the Society of the White Travelers should not be allowed to learn
Rose--secret even from other members of the anything about this department. While the
White Rose (excepting those of the Inner Circle). Qabalist does have a separate set of drops to
convey messages regarding information
The Qabalist is a seeker of knowledge about regarding magic, they do not receive replies any
Qabals, both modern and ancient--their identity, faster than other Travelers do.
their symbol, typical membership, history, and in
the case of modern qabals, their suitability for REQUIREMENTS
working with the White Rose. The Qabalist is Can cast 3rd level Arcane spells
interested in discovering if another qabal might 5 ranks in Forbidden Lore (at least 1 rank in
be an ally (to participate in joint tasks), a neutral Forbidden Lore: Qabals)
(to be avoided), or an enemy (to be destroyed). Skill Focus in Forbidden Lore
The Qabalist is not charged with safeguarding 2 Spell Focus Feats
the individual White Rose member from the taint 1 Favorable Inner Circle Notice Certificates
of the Red Death; the Qabalist is charged with

Table 3: 5 Qabalist

Class Fortitude Reflex Will


Level BAB Save Save Save Special Spells per Day
Instant Mastery & Instant
Mastery: Hierarchy Contact:
1st +0 +0 +0 +1 White Rose +1 level of existing Arcane class
2nd +1 +0 +0 +2 Skill Focus Concentration +1 level of existing Arcane class
Skill Focus Disguise, Move
rd
3 +2 +1 +1 +3 Silently , Hide or Spot +1 level of existing Arcane class
4th +3 +1 +1 +4 Scrying Spell +1 level of existing Arcane class
5th +3 +1 +1 +5 Quicken Spell Learning +1 level of existing Arcane class
6th +4 +2 +2 +6 Spell Defense +1 level of existing Arcane class
7th +5 +2 +2 +7 Instant Mastery +1 level of existing Arcane class
8th +6 +2 +2 +8 Spell Defense +1 level of existing Arcane class
9th +6 +3 +3 +9 Spell Mastery +1 level of existing Arcane class
10th +7 +3 +3 +10 Greater Scrying Spell +1 level of existing Arcane class

HIT DICE
The Hit Dice for this prestige class is d4. In the A Qabalist has some general knowledge of other
Living Death Campaign heroes with this prestige modern qabals and can match name and symbol
class gain 3hp + Con Bonus/level of another qabal with a Forbidden Lore-Qabal
check (DC15).
CLASS SKILLS
The class skills for Qabalist are: Academician, CLASS FEATURES
Forbidden Lore, Open Locks, Disguise, Listen, Spells per day: As the Qabalist continues
Bluff, Sense Motive, Hide, Gather Information, training in some areas of Spellcraft, their
Concentration, Language: Ancient, Read Lips, Prestige Class level is added to their arcane spell
Psychometry and Sixth Sense. casting class level when determining the number
of spells per day that they can cast.
Skill points at each level: 6+ Int modifier

Chapter Three: Prestige Classes 31


Instant Mastery: Hierarchy Contact White
Rose: This ability works much like the Greater Scrying Spell: The Society teaches you
Loremaster Secret Instant Mastery (DMG 192) this spell. (Add to starting spellbook on character
You gain 4 ranks in this skill. The Qabalist have sheet-like starting spells the requirements for
knowledge about the organization and hierarchy Spellcraft checks and Con checks are waved.) If
within the Society of the White Rose. They do the hero already has the spell, then no spell is
not know names of any members outside of gained.
those they have personally encountered and their
immediate superior in their department. Wealth: If the hero has more levels the prestige
class she needs to adjust the wealth column she
Instant Mastery: This ability works much like uses (chart in Chapter 6) to 1d6.
the Loremaster Secret Instant Mastery (DMG
192) You gain 4 ranks any one class skill Shepherd
(heretofore unknown to you). Qabalist gain this The Shepherds have the charge of protecting the
at 1st and 7th levels. Society from the taint of the Red Death on the
inside. The Shepherds insure that no wolves in
Skill Focus: Concentration At 2nd level the sheeps skin hide in our flock. They also deal
Qabalist gains a bonus Skill Focus Feat for the with members who have gone rogue. The
Concentration Skill. If they already have this feat Prestige Class presented here represents those
they gain no benefit. Shepherds that deal with problem members and
those who have become irredeemably tainted.
Skill Focus Disguise, Move Silently, Hide or Shepherds are extremely dangerous people.
Spot: At 3rd level the Qabalist gains a bonus
Skill Focus Feat for one of the following skills CAMPAIGN NOTE:
(they must have 2 ranks in the skill chosen) This Prestige Class is the only method that a
Disguise, Move Silently, Hide or Spot. player who wishes their heroes to become a part
of this department in the Society may do so.
Spell Defense: At 6th and 8th level (each time) Heroes who take this path would not be used on
the Qabalist must pick one school of magic, for missions frequently, as that (acting as a Traveler)
which they already have the Spell Focus Feat. is no longer their primary duty. Once a hero has
They gain a +2 spell resistance bonus from spells taken a level of this Prestige class, they are
in that school. If they do not have a Spell Focus restricted to playing High Level adventures.
Feat they gain no benefit. They are also barred from participating in "Any
Level" adventures. Any exceptions to this, such
Quicken Spell Learning: Because of the fine as the Inner Circle Series, will be stated in the
tuning of the qabalist's skills in magical studies, blurb of the module.
it only takes them 8 hours per level to learn a
new spell. NPC members of this department within the
Society may have this Prestige Class, however it
In Campaign terms this means that at the end of is not a requirement for NPCs (some may not be
each adventure when the Qabalist is offered that high a level as of yet, but are already in
spells they can choose to learn two (others may service in that department). Players should not
only choose one) of the offered spells. use the knowledge that this Prestige Class exists
in evaluation of the legitimacy of any NPC.
Scrying Spell: The Society teaches you this
spell. (Add to starting spellbook on character
REQUIREMENTS
sheet-like starting spells the requirements for +10 Base Attack Bonus
Spellcraft checks and Con checks are waved.) If 3 Weapon Feats (Feats that improve use of a
the hero already has the spell, then no spell is weapon in combat)
gained. 4 ranks of Move Silently
4 ranks of Hide
Spell Mastery: At 9th level the Qabalist gains 3 Favorable Inner Circle Notice Certificates
the benefit of this Bonus Feat. See PHB pg. 100
for how this feat functions.

Chapter Three: Prestige Classes 32


Table 3:6 Shepherd

Class BA Fortitude Reflex Will


Level B Save Save Save Special
Sneak attack 1d6 & Skill Focus: Forbidden Lore: The Tainted
1st +1 +2 +2 +0 and Redemption
2nd +2 +3 +3 +0 Skill Focus: Open Locks & Poison Use
3rd +3 +3 +3 +1 Sneak Attack 2d6 & Skill Focus: Disguise
4th +4 +4 +4 +1 Death Attack & Evasion Feat
5th +5 +4 +4 +1 Sneak Attack 3d6 & Skill Focus: Spot

HIT DICE ranks of the Disguise Skill. If they do not, they


The Hit Dice for this prestige class is d10. In the relinquish this benefit
Living Death Campaign heroes with this prestige
class gain 8hp + Con Bonus/level Death Attack (Ex): If the Shepherd studies his
victim for 3 rounds and then makes a sneak
CLASS SKILLS attack that successfully deals damage, then the
The class skills for the Shepherds are: Forbidden target may become either paralyzed or die. See
Lore, Bluff, Gunsmithing, Hide, Hunting, Listen, DMG pg. 180 Death Attack for details on how
Move Silently, Open Locks, Rope Use, Search, this works. The only difference is that this can be
Spot, and Survival used with a firearm, however only when using
Skill points at each level: 4+ Int modifier aimed fire and within 30 feet.

CLASS FEATURES Evasion Feat (Ex): The Shepherd is becoming


Skill Focus: Forbidden Lore: The Tainted and more agile at avoiding magical and unusual
Redemption: A bonus Skill Focus Feat in attacks. He gains the Evasion ability (See pg. 50
Forbidden Lore: the Tainted and Redemption. If PHB).
the hero does not already have at least two ranks
in this skill, they must now spend skill points to Skill Focus: Spot A bonus Skill Focus Feat for
acquire two ranks of this specific Forbidden the Spot Skill. If the hero does not already have
Lore. If they do not they, relinquish this benefit. at least two ranks in this skill, they must now
spend skill points to acquire two ranks of the
Sneak Attack: If a Shepherd can catch a target Spot Skill. If they do not, they relinquish this
when she is unable to defend herself effectively benefit.
from his attack, he can strike a vital spot for
extra damage (PHB 50). The amount of this extra Wealth: If the hero has more levels the prestige
damage goes up as the Shepherd gains levels. class she needs to adjust the wealth column she
uses (chart in Chapter 6) to 1d6.
Skill Focus: Open Locks: A bonus Skill Focus
Feat in Open Locks. If the hero does not already
have at least two ranks in this skill, they must
Undead Hunter
At some point in the career of these heroes they
now spend the skill points to acquire two ranks have been profoundly effected by an encounter
of the Open Locks Skill. If they do not, they with undead of some type. They may have had a
relinquish this benefit. bad experience in a graveyard, or encountered
restless spirits of dead friends. Whatever the
Poison Use (Ex): Shepherds are trained in the motivation the Undead Hunter has become a
use of Poisons and never risk accidentally deadly foe of these creatures. They focus and
poisoning themselves when using them. They do polish their skills in order to improve their
not have Toxicology knowledge without taking chances against the seemingly endless hordes
that skill. that the forces of evil may send against them.
Skill Focus: Disguise A bonus Skill Focus Feat
REQUIREMENTS
for the Disguise Skill. If the hero does not Base Attack Bonus +5
already have at least two ranks in this skill, they 5 Ranks in Forbidden Lore Undead
now must spend the skill points to acquire two

Chapter Three: Prestige Classes 33


5 ranks of Sixth Sense Wraiths, Ghosts or Vampires. This ability also
Track Feat gives the Undead Hunter knowledge of the
special attacks, defense, immunities, and general
HIT DICE vulnerabilities.
The Hit Dice for this prestige class is d10. In the
Living Death Campaign heroes with this prestige Sense Undead (Su): This ability grants the
class gain 8hp + Con Bonus/level. Hunter the ability to detect the presence of
Undead within 60 feet but not to tell direction or
CLASS SKILLS pinpoint location. The use of this ability is a full
The class skills for the Undead Hunter are: round action.
Forbidden Lore: Undead, Hunting, Set Snares,
Sixth Sense, Search, Spot and Survival. Use of this ability invokes a 2% Dark Powers'
check.
Skill points at each level: 4+ Int modifier
Bonus Combat Feat: At 3rd and 9th level the
CLASS FEATURES Undead Hunter gains a bonus Combat Feat.
Sneak Attack: This ability works in the same
manner as the D&D Rogues Sneak Attack except Smite Undead (Su): Much like the D&D
that it only applies to the Undead (PHB 50). This Paladins ability to Smite Evil at 10th level, the
does not imply that Undead are vulnerable to Undead Hunter can Smite Undead once per day
critical hits. (PHB pg. 43) They add their Charisma bonus, if
any, to their attack roll and add 5 points to their
Favored Enemy (Ex): This ability works in the damage roll.
same manner as the D&D Ranger's favored
enemy except that each time the Hunter gets it Wealth: If the hero has more levels the prestige
(at 2nd, 5th and 8th), it is for a specific type of class she needs to adjust the wealth column she
Undead such as Zombies, Ghouls, Wights, uses (chart in Chapter 6) to 2d6.

Table 3:7 Undead Hunter

Class Fortitude Reflex Will


Level BAB Save Save Save Special
1st +1 +2 +0 +0 +1d6 Sneak Attack vs. Undead
2nd +2 +3 +0 +0 Favored enemy (1 type) Undead
3rd +3 +3 +1 +1 1 Combat Feat
4th +4 +4 +1 +1 +2d6 Sneak Attack vs. Undead
5th +5 +4 +1 +1 Favored enemy (2nd type) Undead
6th +6 +5 +2 +2 Sense Undead
7th +7 +5 +2 +2 +3d6 Sneak Attack vs. Undead
8th +8 +6 +2 +2 Favored enemy (3rd type) Undead
9th +9 +6 +3 +3 1 Combat Feat
10th +10 +7 +3 +3 Smite Undead

Chapter Three: Prestige Classes 34


chart.

Chapter Four: Skills Skill Synergy


This works the same way as in D&D. It is
possible for a character to have two skills that
Skills in D&D reflect the knowledge and society work well together. Your hero needs to have 5 or
of a time similar to the medieval or Renaissance. more ranks in the skills involved to gain the +2
MotRD is set in the late 1890s, which is a Synergy bonus on skill checks. For example;
distinctly different frame of reference. It is no Characters with 5 ranks in the Astronomy skill
longer possible for one man to know everything gain a bonus to the Navigation skill check as
there is to know. Just as the classes are more long as they also have 5 ranks in Navigation.
specialized in Masque of the Red Death so are Note: All heroes are human; therefore they also
the skills. Therefore there are some differences get 4 additional skill points at first level and 1
between the regular D&D skills and the ones skill point each additional level in addition to the
presented here. Only those Skills that are unique numbers below.
to MotRD or treated differently than in normal
D&D are fully described in the text following the

Skill Points per Level


Class 1st level Skill Points Higher-level Skill Points
Adept (5+Int modifier) x 4 5+ Int modifier
Athlete (6+Int modifier) x 4 6+ Int modifier
Charlatan (6+Int modifier) x 4 6+ Int modifier
Cowboy (6+Int modifier) x 4 6+ Int modifier
Criminal (8+Int modifier) x 4 8+ Int modifier
Dandy (10+Int modifier) x 4 10+ Int modifier
Detective (10+Int modifier) x 4 10+ Int modifier
Dilettante (10 + Int modifier) x 4 6+ Int modifier
Explorer/Scout (6+Int modifier) x 4 6+ Int modifier
Laborer (3+Int modifier) x 4 3+ Int modifier
Medium (5+Int modifier) x 4 5+ Int modifier
Metaphysician (5+Int modifier) x 4 5+ Int modifier
Mystic (5+Int modifier) x 4 5+ Int modifier
Parson (6+Int modifier) x 4 6+ Int modifier
Performer (8+Int modifier) x 4 8+ Int modifier
Professional (10+Int modifier) x 4 10+ Int modifier
Scholar/Scientist (10+Int modifier) x 4 10+ Int modifier
Servant (6+Int modifier) x 4 6+ Int modifier
Shaman (5+Int modifier) x 4 5+ Int modifier
Soldier (4+Int modifier) x 4 4+ Int modifier
Soldier, Officer (6+Int modifier) x 4 6+ Int modifier
Spiritualist (5+Int modifier) x 4 5+ Int modifier
Tradesman (10+Int modifier) x 4 10+ Int modifier

"n" not an allowed skill for this class


Skill Table "*" Use speak Language rules in PHB
"o" denotes class skills
"x" denotes cross class skills
s denotes special, see class description

Chapter Four: Skills 35


SKILL CHART

Scholar/Scientist

Soldier. Officer
Explorer/Scout

Metaphysician

Professional

Tradesman
Spiritualist
Performer
Dilettante
Charlatan

Detective
Criminal

Medium
Cowboy

Shaman
Laborer

Servant
Athlete

Soldier

Ability
Mystic
Parson
Dandy
Adept
Skill
Academician x x x x x x x x x n x o x o x s o x n x o o x Wis
Accounting x x x x x x x x x n x x x o x s x x n x o x x Wis
Agriculture x x x o x x x x x x x x x x x s x x x x x x o Int
Alchemy o x o x x x x o x n o o o x x x x x n x x o x Int
Animal Empathy x x x o x x x x o x x x x x o s x x o s o x x Cha
Animal
Husbandry x x x o x x x x x x x x x x x s x x x x x x o Wis
Appraise x x x x o o x o x x x x x x x s x o x x x x x Int
Archaeology x x x x x x x x x n x x x x x s o x n x x x x Int
Arithmology o x o x x x x o x n o o o x x x x x n x x o x Int
Artillery x x x x x x x x x x x x x x x x x x n o o x x Int
Artist x x x x x x x x x x x x x x o x x x x x x x o Int
Astronomy x x x x x x x x x n x x x o x s o x n x x x x Int
Athletics x o x o x x x x o o x x x x o x x x x o o x x varies

Biology x x x x x x x x x n x x x x x s o x n x o x x Int
Blacksmith x x x x x x x x x o x x x x x s x x x x x x o Int
Bluff x x o x o o o o x x x x x o o s x o x x x x x Cha
Botany x x x x x x x x x n x x x o x s o x n x o x x Int
Brewing x x x x x x x x x o x x x x x x x x x x x x o Int
Carpentry x x x x x x x x x o x x x x x x x x x x x x o Int
Chemistry x x x x x x x x x n x x x o x s o x n x o x x Int
Climb x o x o o x x x o o x x x x o x x x x s s x x Str
Clockwork x x x x x x x x x x x x x x x x x x x x x x o Int
Clown x x x x x x x x x x x x x x o x x x x x x x x Cha
Cobbling x x x x x x x x x x x x x x x x x x x x x x o Int
Concentration o x o x x x x o x x o o o x x x o x o x x o x Con
Connoisseur x x x x x o x o x x x x x x o s x x x x x x x Wis
Cooking x x x x x x x x x o x x x x x x x o x x x x o Wis
Criminology x x x x x x o x x n x x x x x x x x n x x x x Int
Cryptology x x x x x x x x x n x x x x x x o x n x o x x Int
Dancing x o x x x o x o x x x x x x o x x x x x x x x Cha
Demolition x x x x x x x x x x x x x x x s o x x o o x x Int
Diplomacy x x x x o o x o x x x x x o x s x o x x o x x Cha

Chapter Four: Skills 36


Soldier; Officer
Explorer/Scout

Metaphysician

Professional
Scholar/Sc.

Tradesman
Spiritualist
Performer
Dilettante
Charlatan

Detective
Criminal

Medium
Cowboy

Shaman

Ability
Laborer

Servant
Athlete

Soldier
Mystic
Parson
Dandy
Adept
Skill
Disable Device x x x x o o o x x x x x x x x x x x x x x x x Int
Disguise x x o x o o o x x x x x x x o x x x x x x x x Cha
Electricity x x x x x x x x x n x x x x x s o x n x x x x Int
Engineering x x x x x x x x x n x x x x x s o x n x o x x Int
Equestrian x o x o x o x o o x x x x x o x x x o s s x x Dex
Etiquette x x o x o o o o x x x x x o o o x o x x o x x Cha
Fire-building x x x o x x x x o x x x x x x x x o o x x x x Int
Fishing x x x x x o x x o o x x x x x x x x x x x x o Wis
Forbidden Lore o x o x x x x o x n o o o o x s x x o x x o x Int
Forgery x x x x o o o x x x x x x x x x x x x x x x x Int
Gaming x x o x o o o o x x x x x x x x x x x x x x x Int
Gather
Information x x x x o o o x x x x x x o o s x o x x x x x Cha
Geology x x x x x x x x x n x x x x x s o x n x o x x Int
Gunsmithing x x x o x x x x o x x x x x x x x x x o o x o Int
Handle Animal x o x o x o x x o o x x x x o s x x o o s x x Cha
Healing
(first aid) x x x x x x x x x x x x x x x s x o o x x x x Wis
Heraldry x x x x x o x o x x x x x x x x x o x o o x x Int
Herbalism x x x x x x x x x x x x o x x s x x o x x x x Int
Hide x x x x o o o x o x x x x x x x x x x x x x x Dex
Hierarchy
Contact x x x x x x x o x x o x o o x x x x x x x o x Cha
History x x x x x x x x x n x x x o x s o x n x o x x Int
Hunting x o x o x o x x o x x x x x x x x x o o o x x Wis
Jeweler x x x x x x x x x x x x x x x x x x x x x x o Int
Journalism x x x x x x x x x n x x x x x s x x n x x x x Int
Jump x o x x x x x x o o x x x x x x x x o o s x x Str
Language,
Ancient o x o x x x x o x x o o o x x s o x o x x x x Int.
Language,
Modern * * * * * * * * * * * * * * * * * * * * * * *
Law x x x x x x o x x n x x x x x s o x n x o x x Wis
Listen x x x x o o o x x o x x x o x s x o x x x x x Wis
Masonry x x x x x x x x x o x x x x x x x x x x x x o Int
Mathematics x x x x x x x x x n x o x x x s o x n x o x x Int
Medicine x x x x x x x x x n x x x x x s o x n x x x x Wis

Chapter Four: Skills 37


Soldier. Officer
Explorer/Scout

Metaphysician

Professional
Scholar/Sc.

Tradesman
Spiritualist
Performer
Dilettante
Charlatan

Detective
Criminal

Medium
Cowboy

Shaman
Laborer

Servant
Athlete

Soldier

Ability
Mystic
Parson
Dandy
Adept
Skill
Mesmerism o x o x x x x o x x o o o x o x x x o x x o x Cha
Mining x x x x x x x x x o x x x x x x x x x x x x o Wis
Mountaineering x o x x x x x x o o x x x x x x x x o x x x x Wis
Move Silently x o o x o o o x o x x x x o o x x o o x x x x Dex
Musician x x x x x o x o x x x x x o o x x x x x x x o Cha
Navigation x x x x x x x x o n x x x x x s o x n s s x x Int
Needlework x x x x x o x o x x x x x x o x x o x x x x o Int
Open lock x x o x o o o x x x x x x x x x x x x x x x x Dex
Photography x x x x x x x x x x x x x x x s x x x x x x o Int
Physics x x x x x x x x x n x o x x x s o x n x x x x Int
Presence x x x x x x x o x x o x o o x x x x o x x o x Cha
Prognostication o x o x x x x o x x o o o x x x x x o x x o x Int
Psychology x x x x x x x x x n x x x x x s o x n x x x x Wis
Psychometry o x o x x x x o x x o o o x x x x x o x x o x Wis
Read Lips x x x x o o o x x x x x x x o x x x x x x x x Int
Religion,
Ancient o x o x x x x o x n o o o o x s o x o x x o x Int
Religion,
Modern o x x x x x x x x x x x x o x x o x o x x x x Int
Seamanship x o x x x x x x o o x x x x x x x x x s s x o Wis
Search x x x o o o o x o x x o x x x s x o x x x x x Int
Sense Motive x x x x o o o x x x x x x o o x x o x x x x x Wis

Set Snares x x x o x x x x o x x x x x x x x x o x x x x Wis


Singing x x x x x o x o x x x x x o o x x x x x x x x Cha
Sixth Sense o x o x x x x o x x o o o x x x x x o x x o x Int
Sleight of Hand x x o x o o x x x x x x x x x x x x x x x x x Dex
Spot x x x x o o o x o x x o x x x s x o x x x x x Wis
Survival x o x o x x x x o o x x x x x s x x o o o x x Int
Swim x o x o x x x x o o x x x x x s x x o s o x o Str
Tailor x x x x x x x x x x x x x x x x x x x x x x o Int
Taxidermy x x x x x x x x x x x x x x x x o x x x x x o Int
Teamster x x x x x x x x x o x x x x x x x o n x x x o Wis
Thespian x x o x o o x o x x x x x o o s x o n x x x x Cha
Tightrope
Walking x o x x o o x x x x x x x x o x x x x x x x x Dex
Toxicology x x x x o o x x x n x x x x x s o x x x x x o Int

Chapter Four: Skills 38


Scholar/Scientist

Soldier. Officer
Explorer/Scout

Metaphysician

Professional

Tradesman
Spiritualist
Performer
Dilettante
Charlatan

Detective
Criminal

Medium

Shaman
Laborer

Servant
Athlete

Soldier
Mystic
Parson
Cowboy

Dandy

Ability
Adept
Skill
Tumble x o x x x x x x x x x x x x o x x x x x x x x Dex
Use Rope x o x o x x x x o o x x x x x x x x x s s x x Dex
Ventriloquism x x o x x x x x x x x x x x o x x x x x x x x Cha
Weaving x x x x x x x x x o x x x x x x x x x x x x o Int
Zoology x x x x x x x x x n x x x o x s o x n x o x x Int

failed, the hero is unable to identify the potion. The


Skill Descriptions DM can simply inform the player that the attempt
failed. If the die roll is an unmodified 1, however,
Academician (Wis; trained only) the hero misjudges the potion and has identified it
This skill reflects the character's ability to find incorrectly. This skill is limited to identifying
information as well as the knowledge of the magical potions and can not be used to identify
methodology used in researching a subject. Often natural or chemical toxins.
this is a character who is a trained educator and
who is familiar with the scholastic environment. Animal Empathy (was Animal Affinity) (Cha,
The Academician skill can be used as a general trained only)
check whenever an institution of learning must be This skill allows you to modify the reaction of a
used by the heroes to obtain information, or particular category of animal (dogs, wolves,
places such as newspaper morgues. domestic cats, great cats, horses, etc.). The DC of
the skill check depends on the current state of the
Accounting (Int; trained only) animal. (Hostile DC 25, Unfriendly DC 20
(This skill works in the same manner as Cautious DC 15, Indifferent DC 10) A successful
Profession Skill in PHB, pg. 80.) This skill skill check results in the animal making a Will Save
identifies the hero as a skilled keeper of monetary (same DC as the skill check). If the animal fails the
records, be they of a business, private estate, or a save, then the hero can move the animal's reaction
government. two categories (from hostile to cautious or from
cautious to friendly). Even if the saving throw
Agriculture (Int; trained only) succeeds, as long as the hero succeeded at their
(This skill works in the same manner as skill check, the animal will prefer to attack others
Profession Skill in PHB, pg. 80.) This skill first. Failure of the skill check means that the
identifies a hero as a skilled farmer. This skill animal's reaction does not change unless the hero
also bestows knowledge of growing cycles, crop rolled a 1. On a skill check roll of 1 the animal's
pests, and diseases, harvest techniques, and the reaction to the hero will worsen by 2 categories
like. (from cautious to hostile).
Alchemy (Int, trained only) Animal Husbandry (Wis, trained only)
This skill is the supernatural equivalent of the (This skill works in the same manner as Profession
chemistry skill. Alchemy provides a hero with a Skill in PHB, pg. 80). This skill indicates that the
chance to identify the effect of magical potions character is conversant with both the training,
that may be encountered in the course of handling and breeding of domesticated animals.
adventuring. Whenever such an unknown potion Attempts to train mature wild animals should suffer
is found, the hero can spend one turn (10 minutes) a -2 penalty per Hit Die of the creature.
examining the elixir. The DM then makes a skill
check. If the check is successful, the hero learns Appraise (Int)
the general nature of the potion. As LD is a As skill in PHB, pg. 67. Heroes who have at least 5
tournament campaign, there may be times when ranks of Jeweler gain a +2 synergy bonus when
the judge will not know the exact nature of the making Appraise checks on gems, jewelry and
liquid (if it is a unique item). If the check is

Chapter Four: Skills 39


precious metals. If the object is an artifact and the
hero also has 5 ranks in one of the History, In any event, its user must be free from distractions,
Religion or Forbidden Lore skills for the specific making Arithmology impossible to use in combat.
culture/country from which the object comes they Practitioners should discover necessary names and
may get a synergy bonus as well. equations before confronting an enemy. Because
Arithmology taps into the magical energies of the
Archaeology (Int, trained only) world, any use of this skill requires a Powers
This skill indicates that a character is familiar not Check. This check is made at the end of the
only with the study of the past, but also the required calculation time. In most cases this check
techniques by which such information is acquired. has a base of 1% per hour spent to complete the
process. If the subject opponent is of a magical
Arithmology1 (Int, trained only) nature or a spell caster, then the Dark Powers check
This skill is the practice of finding the numerical DC is the number of Hit Dice of the opponent plus
values of letters, words, and names, and using the number of hours spent to complete the
those values in magical equations to discover calculation.
truths about an opponent you expect to face.
Names, even assumed names, carry power, and Artillery (Int, trained only)
knowing the values of these names grants power With this skill a hero may direct the fire of heavy
over the named individual. In game terms, using weapons against enemy positions. If the
Arithmology to find the value of a subject's name commander of an artillery unit is not proficient in
(real or given) gives you a bonus of +2 to the DC this skill, all artillery fire from that unit is at a -4 to
of their saving through for spells that you cast and hit. The Commander of the unit makes a check
they have to save against. If the true name of an (DC15) at the start of combat; this reflect the
outerplanes creature is known and calculated, this Commander's calculation of range and angle of fire.
bonus becomes +4. Heroes who make a A check is also made when a Commander is
successful Arithmology also gain a +2 bonus evaluating targets and deciding such things as the
when attempting to use the subject opponent as number of guns needed as well as the best
the object of a Prognostication. placement of the guns.

Arithmology has two requirements aside from Artist (Int )


knowledge of the craft: materials and time. (This skill works in the same manner as Craft Skill
Materials are easily acquired: paper and writing in PHB, pg. 70.) When this skill is selected, the
utensils, and perhaps a book of tables and an player must choose a specific form of artistic
abacus. The time factor can be more prohibitive. expression for the hero. Art forms might include
When using the Arithmology skill, the player painting, drawing, sculpting, needlecraft, poetry
must add the numerological value of the subject's writing, or other media of the player's choice.
name (where A= 1, B=2, etc.). The sum of the
letters is the total number of minutes the When attempting to make an artwork the DC
calculation will take. achieved determines the quality of the piece. DC 15
=Good, DC 20= Excellent, DC 25= Superior, and
For instance, BENJAMIN HARRISON (U.S. DC 30 = Masterpiece. This skill may give a
President from 1889-1893) has a numerical value synergy bonus to Appraise checks for items that
of 170. This translates to 2 hours, 50 minutes for would be considered within the artist specialty. For
skill use. example: an artist who is a painter, and had both 5
ranks in her art as well as 5 ranks in Appraise
Only part of a name, or an alias, provides would get a synergy bonus when attempting to
increases the DC of the check. If the full name is appraise another artist's paintings.
known and the subject is a human NPC, the DC
of the skill check is 15. If only part of the name is Astronomy (Int, trained only)
known the DC increases to 20. If you only have (This skill works in the same manner as Knowledge
an alias (for example; Elder Doctor is an alias), Skill in PHB, pg. 78.) This skill indicates a solid
then the DC is 30. If the subject is not human, knowledge of the rapidly growing science of stellar
additional modifiers are added. observation. This skill allows a character to identify
celestial bodies and to predict upcoming stellar
1
This skill was first published in Polyhedron events such as eclipses and meteor showers. Heroes
and is edited here for the Living Death Campaign. with 5 ranks in this skill and 5 ranks in the

Chapter Four: Skills 40


Navigation skill get a + 2 synergy bonus to a hybridization, and diseases. A character who has an
Navigation skill check. understanding of botany may attempt a skill check
to identify any species of plant encountered.
Athletics (Str, Dex or Con)
This skill requires that the character select a If the hero has 5 ranks in this skill and in
specific sport as the basis of the skill. The exact Toxicology they gain a + 2 bonus to any attempt to
benefits of the selected sport, as well as the ability create a poison (see Toxicology) that is derived
score upon which checks will be made, is up to from a plant. Synergy with Agriculture is also
the DM. It should be kept in mind that many possible.
sports considered common on modern-day earth
have not yet been invented in the 1890's, and Brewing (Int, trained only)
others (such as baseball) are just starting to (This skill works in the same manner as Craft Skill
become popular on a national scale. To make a in PHB, pg. 70.) The hero is trained in the art of
living as an athlete, the Athlete class is required. brewing beers and other strong drink. The hero can
prepare brewing formulas, select quality
Special: Athletics: Wrestling (Str) may be used in ingredients, set up and manage a brewery, control
the same manner as the D&D Escape Artist Skill fermentation, and age the finished product
(PHB 73) to get out of a grapple or pinned
position. Heroes with ranks in this skill may also Carpentry (Int)
choose to use the Wrestling skill check rather (This skill works in the same manner as Craft Skill
than an opposed Grapple check. in PHB, pg. 70.) The carpentry skill enables the
hero to do woodworking jobs: building houses,
Biology (Int, trained only) cabinetry, joinery, etc. Tools and materials must be
(This skill works in the same manner as available. The hero can build basic items from
Knowledge Skill in PHB, pg. 78.) Biology experience, without the need for plans. Unusual and
involves the study of all living things, including more complicated items (a catapult, for example)
humans. A character with the biology skill will require plans prepared by an engineer. Truly
have a general knowledge of plants and creatures unusual or highly complex items (wooden
and the interactions between them. Such a clockwork mechanisms, for example) require a
character will have a working knowledge of the proficiency check.
human body, and may be able to diagnose simple
common diseases. A character with the Biology Chemistry (Int, trained only)
skill gains a + 2 bonus to attempts to stabilize (This skill works in the same manner as Knowledge
dying companions. Skill in PHB, pg. 78.) The Chemistry skill enables
heroes to attempt to identify and create chemical
Blacksmith (Int) compounds. This skill includes the ability to run
(This skill works in the same manner as Craft tests that will identify the composition of a
Skill in PHB, pg. 70.) The hero is capable of substance, so that a blood spot might be identified
making tools and implements from iron. Use of as something other than dark red paint. In addition,
the skill requires a forge with a coal-fed fire and chemical compounds such as explosives can be
bellows, as well as a hammer and anvil. The manufactured (assuming that the character has
character cannot make armor or most weapons, sufficient materials, lab equipment, and time to
but can craft crowbars, grappling hooks, work). If a hero also has 5 ranks in Toxicology, she
horseshoes, nails, hinges, plows, and most other can attempt to make poisons with Chemistry skill
iron objects. checks. The skill check s DC 10 for success, but the
amount the skill check exceeds 10 sets the DC for
Bluff (Cha) the Fortitude Save for the poison. If the poison is
As skill in PHB, pg. 67. Use of the Bluff skill used in such a manner as to invoke a Dark Powers
combined with good role-playing can also be used check, then that check is increased by 2%.
to intimidate a target person or group.
Climb (Str; Armor Check Penalty)
Botany (Int, trained only) As skill in PHB, pg. 69. Five ranks of Climb Walls
(This skill works in the same manner as can result in a +2 Synergy bonus to Mountaineering
Knowledge Skill in PHB, pg. 78.) Heroes with checks.
this skill have extensive knowledge of plant
anatomy, varieties, byproducts, propagation, Clockwork (Int, trained only)

Chapter Four: Skills 41


(This skill works in the same manner as Craft an adventurer on Gothic Earth. While the first use
Skill in PHB, pg. 70.) This skill reflects the of fingerprinting in law enforcement has not yet
ability to work with the small mechanisms similar occurred, anyone can learn much from a careful
to those used in clocks and music boxes. With the study of criminals and their techniques. At a crime
right tools, the hero can use this talent to scene, a character with this talent will be able to
construct clocks, watches, or similar timing realize the importance of something that has been
mechanisms. In a case in which a trap is found. If the hero has the Spot skill and at least 5
fashioned from such components, the DM may ranks of Criminology, she gets a +2 on her Spot
allow a character with this skill an attempt to checks when looking for clues or evidence. Such a
disarm it (possibly with a negative modifier to character may also have an advantage in working
success). with local law enforcement agencies.

Clown (Cha) Cryptography (Int, trained only)


This works in the same manner as Perform Skill (This skill works in the same manner as Knowledge
in PHB, pg. 71. Skill in PHB, pg. 78.) The hero with this skill has
some training and skill in deciphering hidden
Cobbling (Int) messages and codes. The character has some
(This skill works in the same manner as Craft knowledge of how ciphers and codes are designed.
Skill in PHB, pg. 70.) The hero can fashion and In its basic form, the character is allowed to make a
repair shoes, boots, and sandals. skill check when confronted with a coded message.
If successful, the DM can reveal a general overview
Concentration (Con) of the secret missive.
As skill in PHB, pg. 69.
Dancing (Cha)
Connoisseur (Wis, trained only) (This skill works in the same manner as Perform
Heroes with this skill have not only knowledge of Skill in PHB, pg. 79) The hero knows many styles
a subject but an exquisite appreciation for the art and varieties of dance, from folk dances to formal
of his field. It is especially useful in determining court balls.
between an authentic work and an imitation.
Demolition (Int, trained only)
This skill is take it is for a specific subject such Explosives are far more common in the Masque of
as; the cuisine of a nation, wine making, painting, the Red Death setting than they are in a traditional
sculpting, music and like subjects. If you D&D. This skill means that the character is
subcategorize further (Tucson cooking, not just knowledgeable about the use of various types of
Italian), the DC of the check could be lowered for explosives, and how to set charges for the best
that specialty. effect. She also has knowledge about the storage
requirements of various types of explosives and
Selection of a subject that is related to a skill you detonators. It is possible that she may be able to
already have 5 ranks in (such as cooking) also look at a something that has been exploded and tell
becoming a Connoisseur gives you a Synergy what type of explosive was used, but this is
bonus of + 2. It also offers a synergy bonus for difficult. Explanation regarding how explosives
appraise of the same subject. work is found in the Equipment Chapter. While it is
possible for explosives to be used by characters
Cooking (Wis) without this skill, doing so can be very dangerous
(This skill works in the same manner as for that character and those in that characters
Profession Skill in PHB, pg. 80.) Although all immediate vicinity. Consult Chapter 6 for more
heroes may have rudimentary cooking skills, the details about how this skill and checks for this skill.
hero with this skill is an accomplished cook. A
skill check is required only when attempting to Diplomacy (Cha)
prepare a truly magnificent meal worthy of a As per PHB, pg. 71.
master chef.
Disable Device (Int, trained only)
Criminology (Int, trained only) As per PHB, pg. 72. In MotRD this skill may not be
(This skill works in the same manner as used to disable magical traps.
Knowledge Skill in PHB, pg. 78). The study of
crime and its history can be of great importance to Disguise (Cha)

Chapter Four: Skills 42


As per PHB, pg. 72. Etiquette checks are adjusted based on the hero's
background.
Electricity (Int; trained only)
(This skill works in the same manner as Fire-building (Int)
Knowledge Skill in PHB, pg. 78.) With this skill, (This skill works in the same manner as Craft Skill
a character can understand and design various in PHB, pg. 70.) A Hero with fire-building skill
machines that depend upon electricity for their does not normally need matches to start a fire
operation. This skill allows the character to (although it is fast and easy with matches.). Given
understand and attempt to make or repair such some dry wood and small pieces of tinder, he can
machines that use electricity. The DC for this start a fire in 2d20 minutes. Matches are not
depends on the complexity of the Machine. required. Wet wood, high winds, or other adverse
(Highly Complex DC 35, Moderately Complex conditions increase the time to 3d20, and a
DC 30, Complex DC 25, Simple DC 10, Very successful skill check (DC 15 with Flint & Steel;
Simple DC 5) Designing and building innovative DC 25 without) must be rolled to start a fire.
or new electrical devices is a much more difficult
task requiring knowledge of Engineering, Fishing (Wis; Trained Only)
Chemistry or Physics depending on the type of (This skill works in the same manner as Profession
device. Skill in PHB, pg. 80.) The character is skilled in the
art of fishing, be it with hook and line, net, or spear.
Engineering (Int; trained only) Each hour the character spends fishing, make a skill
(This skill works in the same manner as check. If the roll is failed, no fish are caught that
Knowledge Skill in PHB, pg. 78) This skill deals hour. Otherwise, a hook and line or a spear will
mostly with the knowledge of mechanical land fish equal to the difference between the die roll
engineering. Those characters with this skill can and the DC. A net will catch three times this
attempt to figure out how a complex piece of amount.
machinery works, the purpose of the machine and
how to repair or duplicate it. The DC for this Of course, no fish can be caught where no fish are
depends on the complexity of the Machine found. On the other hand, some areas teem with
(Highly Complex DC 35, Moderately Complex fish, such as a river or pool during spawning
DC 30, Complex DC 25 Simple DC 10 Very season. The DM may modify the results according
Simple DC 5) For the most part, steam engines or to the situation.
similar mechanisms such as water wheels or
windmills will power these devices. If the Forbidden Lore (Int, trained only)
character is to undertake design of new or (This skill works in the same manner as Knowledge
innovative machines, a higher DC is assigned. Skill in PHB, pg. 78.) This skill indicates
knowledge of events long past that are of the
Equestrian (Dex) sinister or macabre variety. If a particular area of
This skill is basically the same as the Ride Skill study/knowledge, such as is not picked; then her
(PHB pg. 80). However it only includes the knowledge is limited to Forbidden Lore of the most
ability to ride horses, ponies, mules or donkeys. general type. For example, the noted metaphysician
Camels and Elephants are different enough that Van Helsing is well versed in battling the
attempting to ride them may be difficult. supernatural evils of Gothic Earth, but is especially
devoted to (and knowledgeable about) vampires.
Etiquette (Int; trained only) Someone with only general Forbidden Lore would
(This skill works in the same manner as know perhaps that vampires are real and not just a
Knowledge Skill in PHB, pg. 78.) This skill gives tale out of folklore. They would perhaps know that
the hero an understanding of the proper forms of a wooden stake is generally thought necessary to
behavior and address required in many different kill a vampire but would not be able to identify all
situations, including those involving nobility and the allergens or weakness of a particular type of
persons of rank. The Diplomacy skill can give a vampire. If the Forbidden Lore in question deals
Synergy bonus to Etiquette. If the hero has with a culture that from their background and skills
Savoir-faire, they can quickly learn the proper and there is no obvious reason for the character to
etiquette for a culture that they have not have knowledge of that culture, the DC is greatly
encountered before. In this case the hero gains a increased. Characters with the Forbidden Lore skill
+2 bonus on Etiquette checks when dealing with a have a greater understanding of the dark and
previously unknown (by the hero) culture. DC for macabre side of the universe. As such, they make

Chapter Four: Skills 43


all fear and horror checks with a +2 competency determine the likely source of a rock or soil sample
bonus. If the check is directly related to some area (provided that the sample is significantly
in which the character is an expert, that bonus uncommon).
increases to +4. Note: You can only apply this
bonus once no matter how many different This skill includes a working knowledge of
specializations of the Forbidden Lore skill the mineralogy and topography. A hero who has both
character has. this skill and the Mining skill gains a +2 bonus to
any checks in which the two areas overlap.
Like Knowledge skill in D&D, Forbidden Lore
has many possible specializations. A hero can Gunsmithing (Int; trained only)
choose to concentration on one area or to gain (This skill works in the same manner as Craft Skill
some knowledge of many areas and hope for in PHB, pg. 70.) The availability of inexpensive
Synergy bonuses. and reliable firearms on Gothic Earth has greatly
changed the nature of combat. Heroes with this skill
Special: are able to clean, maintain, and repair such
Forbidden Lore: Arcane Magic: This skill is weapons.
used to identify Arcane spell schools when using
Detect Magic. Also 5 ranks in this skill gives a +2 The DC class for repairing a firearm will vary on
synergy bonus when an arcane spell caster the based on the extent of damage the weapon has
attempts to identify and learn a new spell. sustained. Repairing a firearm is DC 15 assuming
you have the proper tools and material and the
Forbidden Lore: Mysticism This skill is used to damage is not extensive.
identify Mystic spell domains when using Detect
Magic. The DC to design and build new or unique
firearms will vary based on the availability of the
Forgery (Int) material at hand and what the character wishes the
As per PHB, pg. 74. weapon to do when it is completed. The base DC
for making a new type of firearm is 25.
Gaming (Int, trained only)
(This skill works in the same manner as Perhaps the most valuable aspect of the
Knowledge Skill in PHB, pg. 78.) The hero Gunsmithing skill, other than gun repair, is that it
knows most common games of chance and skill, gives its owner the ability to manufacture
including cards, dice, bones, draughts, and chess. ammunition (if materials are available) and to arm
When playing a game, the character may either weapons with special loads (silver bullets, for
play out the actual game (which may take too example). The DC for making bullets is discussed
much time for some) or make a skill check, with in the Equipment Chapter of this book.
success indicating victory. If two proficient
characters play each other, the one with the Handle Animal (Cha, trained only)
highest successful die roll wins. A character with As PHB, pg. 74
gaming proficiency can also attempt to cheat, thus
gaining a +1 bonus to his ability score. If the skill Healing (First Aid) (Wis)
check for the attempt is 1 to 3, however, the hero This skill reflects a familiarity with first aid, natural
has been caught cheating. remedies, and the like. As such, it functions as in
the D&D game rules for aiding efforts for
Gather Information (Cha) stabilizing dying companions.
As per PHB, pg. 74
Heraldry (Int)
Geology (Int; trained only) (This skill works in the same manner as Knowledge
(This skill works in the same manner as Skill in PHB, pg. 78.). While this skill functions in
Knowledge Skill in PHB, pg. 78). A hero who is a manner similar to its use in D&D games, players
proficient in Geology has a good working and DMs should understand that it reflects the
knowledge of the processes by which the features modern flags of the world, military insignia,
of the earth's surface are formed and has a good military medals, and various important icons of the
recognition of various rocks and minerals. Such a 1890's.
character may be able to estimate the relative
safety of travel in a subterranean environment or Herbalism (Int)

Chapter Four: Skills 44


(This skill works in the same manner as of Europe would not be appropriate; the history of a
Knowledge Skill in PHB, pg. 78.). This skill single vineyard in the Burgundy region would also
includes the ability to use and identify herbs for be inappropriate. It is important to make a
cooking, medicine, and other normal usage. distinction between this skill and the Forbidden
Lore skill. The History skill differs from Forbidden
Hide (Dex; Armor Check Penalty) Lore in that History deals with mundane facts about
As per PHB, pg. 76. Gothic Earth that anyone with time and research
skill can obtain, while Forbidden Lore deals
Hierarchy Contact** (Cha) specifically with the dark, macabre, and
Heroes who are members of a organized religion supernatural side of the universe
which have an established church hierarchy may
have access to resources unavailable to other Hunting (Wis; trained only)
heroes. This skill reflects such resources and (This skill works in the same manner as Profession
indicates that the hero knows how to work within Skill in PHB, pg. 80.) When in wilderness settings,
his or her hierarchy to get information and other the character can attempt to stalk and bring down
supplies an adventuring group may need. This game. A skill check must be made with a -1 penalty
skill maybe used to gather information about a to the ability score for every non-proficient hunter
specific place, person or object but only one that in the party. If the die roll is successful, the hunter
has some relationship to the organization to which (and those with him) has come within 101 to 200
the petitioner belongs. Monetary resources are not yards (100+1d100) of an animal. The group can
required to obtain information but access to a attempt to close the range, but a skill check must be
modern means of communication such as a made for each 20 yards closed. If the stalking is
telegraph or mail system is necessary. The system successful, the hunter automatically surprises the
used to communicate the request will effect the game. The type of animal stalked depends on the
length of time it takes to receive an answer. This nature of the terrain and the whim of the DM.
is up to the DMs discretion as is the scope of
information available. Jeweler (Int; trained only)
(This skill works in the same manner as Craft Skill
However, the other aspect of this skill does in PHB, pg. 70.) Includes the knowledge of how to
require a check. If the hero wants access to fashion jewelry from precious metals and other
consecrated or otherwise special items that maybe valuable substances. This includes the working of
helpful in fighting the supernatural, they must fine metals and gem cutting. A hero who has at
make a successful skill check. Such items may least 5 ranks of jeweler would receive a +2 synergy
include holy (blessed) water or wafers or other bonus when using the Appraise skill to value gems,
such items. The availability is up to the DM. This jewelry and precious metals.
check has a base DC 20 and increases if the hero
is in a place where the religious organization she Journalism (Int; trained only)
is has few resources in the hero's current location. (This skill works in the same manner as Craft Skill
in PHB, pg. 70). This skill reflects a talent for
If the attempt to acquire such items succeeds by writing and a familiarity with the business of
5, the cost is 10% less than book price. If the publishing. It might indicate one of a number of
attempt succeeds by 10 or more the cost is halved. occupations. a character employed as a writer or
The campaign requires the hero be at least fourth editor by a newspaper or magazine; a character
level before using this skill. working as a freelance writer or photographer; or a
character who writes fictional stories or novels.
History (Int; trained only)
(This skill works in the same manner as Attempts by a character to sell written work will be
Knowledge Skill in PHB, pg. 78). When the skill governed by skill checks and the DM's estimate of
is chosen, the player must select a specific area or the quality and interest of the work. In any case, an
period of history to be the heros area of unmodified roll of 20 indicates that critics hail a
expertise. For example, the history of work as masterful, while an unmodified roll of 1
winemaking in Europe might be an appropriate indicates that a work will be scorned and ridiculed.
choice as would the history of France. The history
Jump (Str; Armor Check Penalty)
This skill first appeared in Dragon Magazine As PHB, pg. 77.
#215.

Chapter Four: Skills 45


Language, Ancient (Int trained only) Masonry (Int)
When a player selects this skill for a hero, a (This skill works in the same manner as Craft Skill
specific language must be chosen. Languages that in PHB, pg. 70.) A character with this skill is
qualify as ancient include ancient Egyptian skilled in all manners of construction involving
(demotic or hieroglyphic), Babylonian, Greek, stone, brick, cement, and similar building materials.
and Sumerian. Latin may be selected as a modern Her knowledge goes from building simple retaining
language. walls, building fireplaces, foundation work as well
as building actual structures. She also knows how
This skill bestows knowledge of both written and to make bricks.
spoken elements of a language, if both exist
(which except for Greek is relatively rare). For Mathematics (Int; Trained only)
example, a skill in Egyptian hieroglyphics does (This skill works in the same manner as Knowledge
not allow a character to "speak" hieroglyphics. Skill in PHB, pg. 78.) The study of abstract or
The translation of ancient languages is not always theoretical mathematics dates back thousands of
an easy thing and a skill check is required. The years in our own world; the ancient Greeks laid the
DM is free to disallow any language that seems groundwork for geometry, while algebra was a
inappropriate. pastime of Islamic scholars and nobles before the
European Renaissance. Possession of at least 2
Language, Modern (trained only) ranks in Mathematics will give a +2 synergy bonus
Like the Ancient Language skill, a character is to Arithmology.
required to select a specific language. This skill
allows the character to both speak and write the Medicine (Wis; trained only)
selected language. As noted in the Ancient When used with the Class Professional: Physician
Language description, Latin is considered modern this skill works in the same manner as Profession
language on Gothic Earth because it is so Skill in PHB (pg. 80.) When a hero without this
commonly used in church services, medicine, and class takes this skill, they are considered to have
science, and is taught almost routinely in "book knowledge" but no practical experience. A
grammar schools. Skill checks are not necessary. Professional: Physician class hero with this skill has
You do not buy ranks. It takes 2 skill points for attended a medical school or has studied closely
each language your hero learns (beyond the free under a skilled physician. Such heroes are versed in
ones that heroes gain from high intelligence) no the scientific healing methods of the 1890's.
matter what class the hero is.
Professional: Physicians are able to tend the
Law (Wis; trained only) wounded. A successful skill check (DC 15 unless
(This skill works in the same manner as otherwise stated) by a physician, restores 1d4 hit
Profession Skill in PHB, pg. 80.) Heroes with this points for every 5 levels of physician class for new
skill have a good understanding of the law court wounds or injuries. The practice of Medicine
system and related subjects. A hero must at least requires a licensee, the Professional: Physician
5 ranks of Law skill and the Profession class to be class has a licensee for either their country of origin
considered to have been admitted to the bar and and/or the county they are currently reside in. A
certified to practice Law in one country. They hero who does not have at least one level of
must denote what country (or state) they are Professional: Physician only has "book" knowledge
practicing in, as the court systems are not always and cannot use it to restore hit points.
similar from country to country. A player
selecting this skill may decide that they have Long term care: As per Heal in the PHB except
studied a specific type of law. If such is a case, that such characters recover an 2 hit point per day
then they receive a +2 bonus to skill checks per level and 2 temporary ability points damage per
within his area of expertise but suffers a 2 on all day if engaging in normal activity (with 8 hours of
other law skill checks. rest); 4 hit points per level per day and 3 temporary
damage ability points per day of complete bed rest;
Listen (Wis) and 5 hit points per level per day and 4 temporary
As PHB, pg. 78. damage ability points per day if placed in a hospital
or similar medical facility.

This skill first appeared in Dragon Magazine Treating Poison victims: As per Heal except that
#215. the physician attempting to help a poisoned hero

Chapter Four: Skills 46


grants the hero a +2 bonus to saving throws check. A cumulative -1 penalty is applied to all
versus poison (regardless of how the poison questions after the first. Failure indicates that the
entered the system). If the physician has access to trance has faltered and the subject has awakened.
a reasonably equipped store of medical supplies The questions asked must be fairly simple and
(such as a ship's infirmary or doctor's office), this straightforward. It is impossible for the mesmerized
modifier increases to +3. If care is given in a subject to lie or deceive the character in any way,
hospital or similar facility, the bonus increases to although the emotions or beliefs of the subject may
+4. taint the answers given.

Physicians are able to diagnose and treat diseases. A mesmerized hero has almost total recall, so this
Treatment does not always indicate an immediate skill is useful for recovering information that may
cure (or any cure). It may constitute the easing of have been lost to the conscious mind. For example,
symptoms through herbs, drugs, poultices, or a subject who witnessed a werewolf attack in the
other therapy. Treatment may shorten the duration foggy alleys of London might well have been so
of an illness depending on the severity of the shocked and horrified by the sight that he blocked
disease. To administer successful treatment, the out nearly all memory of the event. Under the
physician must make a skill check. If the influence of a skilled mesmerist, the subject could
physician has access to reasonable medical be made to recall many of the specifics of the
supplies, this check is made with a +2 bonus. If scene, which he was unable to recall consciously.
care is given in a hospital or similar facility, the
bonus increases to +4. Note: Someone under the affect of a Mind-
affecting spell is not considered a "willing subject".
The average physician has no knowledge of
magically created or transmitted diseases. Some Mining (Wis; Trained Only)
magically created or transmitted disease requires (This skill works in the same manner as Profession
the knowledge of a mystic to cure. Skill in PHB, pg. 80.) A hero with mining skill is
needed to site and supervise the operations of any
Mesmerism (Cha: trained only) mine. First, the character can attempt to determine
(This skill works in the same manner as Perform what types of ores or gems can be found in a given
Skill in PHB, pg. 79.) The powers of the mind are area. To do this, he must spend at least a week
only beginning to be understood in the 1890's. searching a four-square-mile area. The DM may
The mysteries of hypnosis are still beyond the rule that more area must be searched to find
comprehension of science. anything of value and may thus increase the amount
of time required. At the end of the search, the
A hero with this skill is able to place a willing character can say what is likely to be found in this
subject into a trance. The mesmerist to explore area. After this, the character can site the mine.
the inner reaches of the mind with carefully
phrased questions. Unwilling characters or those On a successful skill check (made secretly by the
who are unaware of the attempt are impossible to DM), the hero has found a good site to begin
entrance. An individual may be mesmerized only mining for any minerals that may be in the area.
once per day. The check does not guarantee a successful mine,
only that a particular site is the best choice in a
Establishing the trance requires 1d4 minutes (DC given area. The DM must determine what minerals,
15 skill check). During this time, the mesmerist if any, are to be found in the region of the mine. On
and subject must be in a quiet place with no a failed check, the character only thinks he has
obvious distractions. The mesmerist must supply found a good site. Much effort is spent before the
some object upon which the subject can focus his character is proved wrong, of course.
concentration, such as a burning candle, gleaming
ring, or polished pocket watch. The combination A hero who has both this skill and the Geology skill
of the focused attention and the soothing words of gains a +2 bonus to any checks in which the two
the mesmerist lull the subject into a sleeplike areas overlap.
trance.
Mountaineering (Wis, Trained only)
Once the subject has been mesmerized, the (This skill works in the same manner as Profession
character can begin to ask questions. With each Skill in PHB, pg. 80.) A hero with this skill can
question asked, the hero must succeed a skill make difficult and dangerous climbs up steep

Chapter Four: Skills 47


slopes and cliffs with the aid of spikes, ropes, etc. they wish to make a living as a Photographer they
If a character with mountaineering skill leads a must be either Professional or Tradesman class.
party, placing the pitons (spikes) and guiding the
others, all in the party can gain the benefit of his Physics (Int; trained only)
knowledge. A mountaineer can guide a party up a (This skill works in the same manner as Knowledge
cliff face it could not otherwise climb. A Skill in PHB, pg. 78.) A character with this skill is
character with this skill gains a +2 competency familiar with the forces of nature and the physical
bonus per skill rank when making mountaineering laws and structure of the universe. Physics in the
checks to climb a surface. Note that 1890's was radically different from the physics of
mountaineering is not the same as the Climb our modern Earth. Concepts of quantum mechanics,
Walls skill, since the latter does not require aids molecular bonding and even electrons were
of any sort. unknown.

Move Silently (Dex, Armor Check Penalty) This skill includes knowledge of forces and motion,
As per PHB, pg. 79. gravity, heat, light, optics, magnetism, and
properties of matter and energy. The Physics skill
Musician (Cha -) provides a good understanding of electricity and
(This skill works in the same manner as Perform may provide a +2 bonus on attempts to use the
Skill in PHB, pg. 80.) The player must select a Electricity or Engineering talent if the DM deems
musical instrument when this skill is chosen. The this appropriate. Like other skills dealing with the
hero knows how to play it but does not make a sciences, additional ranks indicate the level of
living by being a musician. If they wish to make a learning and the ability to postulate new theories.
living at they should have at least one level of
Performer class. Presence*(Cha Trained Only)
Some heroes have such spiritual power that their
Navigation (Wis; Trained only) auras are almost tangible, especially to supernatural
(This skill works in the same manner as creatures. On a successful skill check the hero can
Profession Skill in PHB, pg. 80.) Navigation is shift the reaction of a supernatural creature. The DC
much more exact on Gothic Earth than it is in of the skill check is 10+ the # HD of the creature.
most fantasy campaign worlds. A skilled Also any Charisma-based skill checks gain a +2
navigator with the proper equipment (maps and a bonus when dealing with that creature. If the
compass, at the very least) can find his way Presence skill check fails, then all Charisma-based
across any stretch of land or sea with relative ease checks gain a -2 penalty. Any attempt by characters
(DC 10). If a sextant and a clock are used, then with this skill to use the Hide skill against Undead
the character gets a +2 on her check. is at a -2 for every 5 ranks of Presence that she has.
Aid another can not be used with this skill.
Needlework (Int)
(This skill works in the same manner as Craft Prognostication (Int; trained only)
Skill in PHB, pg. 65.) The hero is skilled in the With this skill, a hero is able to catch fleeting
use of a needle for the purposes of sewing or glimpses of the future. When this skill is selected,
embroidery. the player must select a method by which the
character attempts to read the future. Possible
Open Locks (Dex; Trained Only) techniques include astrology, palm reading, tealeaf
As per PHB, pg. 71. reading, and numerology. This skill does not show
solutions (directly) the way a divination spell
Photography (Int; Trained only) might.
(This skill works in the same manner as Craft
Skill in PHB, pg. 65.) A hero with this skill is can For the most part, individuals who practice
use and repair camera equipment. In addition this prognostication on Gothic Earth are frauds or fools.
talent allows a character to develop photographic They learn nothing from their efforts and know
plates and print pictures if the proper equipment nothing of the true magic associated with fortune
is available. If combined with the Artist skill, the telling. Heroes who take this skill are assumed to
character can produce photographs that are have an understanding of the true mystical nature of
considered artistic rather than merely competent.
The hero is skilled in photography but this is only *
This skill was first published in Dragon
a hobby and not what they make a living at. If Magazine #236.

Chapter Four: Skills 48


their craft, however and can use this talent to The acquisition of a Psychology skill indicates that
accurately predict the future (although to a limited a character is trained in the care and handling of
degree). persons suffering from varying types of mental
illness. This includes the effects of failed horror or
The DC is based on how far in the future and how madness checks. This skill has no effect on failed
detailed is the information sought. The more fear checks. More information on the use of this
general the information, the lower the DC. Very skill is found in section dealing with Madness
general DC 10, moderately specific DC 15 very Checks in the chapter on Adventuring in Gothic
specific DC 25 exact detailed knowledge DC 35. Earth.
How far into the future you wish to look also
effects the DC. Within 24 hours there is at least a Psychometry (Wis; trained only)
+2 adjustment to the DC; 1 week +5, One Month A person with this skill has a limited psychic gift
+10. that enables the individual to detect the faint
impressions attached to items involved in traumatic
If the prognostication is for yourself then there is events. For instance, if a hero with Psychometry
a +2 circumstance bonus to the check. If it is for were to attempt to use Psychometry on a knife that
someone not present there is a -2 circumstance was suspected as a murder weapon, a successful
penalty to the check. check might reveal great pain and terror linked to
the weapon. If the object had no traumatic event
The use of this skill is hazardous. Because this associated with it, or if the roll failed, the character
ability taps the magical energies of the world would sense nothing. If the roll is an unmodified
energies long ago fouled by the arrival of the Red 20, the character will relive the traumatic
deathany use of this skill requires a Powers experience as if he had been present at the event. In
check. The chance of failing a Powers check is a severe case, this could result in a fear or horror
based on the nature of the information sought by check, or even a Fortitude Check to avoid death or
the prognosticator. If the character seeks only coma. In order to use this skill, the character must
trivial or vague knowledge (for example, shall I hold the object in question and spend one complete
be lucky at cards this month?) then the check has round concentrating on it. There is a minimum 1%
only a 1% chance of failure. An attempt to glean Dark Powers Check each time this skill is used. Aid
more specific information (for example, (Will our another can not be used with this skill.
battle against the vampire be successful?) carries
a 3% chance of failure. More precise questions, if Read Lips (Int; trained only)
the DM allows them to be asked, should result in The hero must be within 30 feet of the speaker and
more difficult checks (no less than 5%). Note that able to see her speak. The hero must also be able to
this check must be made each time the skill is understand the speaker's language. Base DC is 15
attempted, regardless of whether it is successful. and it increases based on the complexity of the
Also, the DM should increase the difficulty of the discussion and how articulate the speaker is. The
powers check if the information sought is to be hero must concentrate for one minute and can only
used for an evil or malicious intent. No retry is move at half speed (assuming they can do so and
allowed on failed attempts. Aid another can not keep the speakers lips within their line of sight.
be used with this skill.
Religion, Ancient (Int; trained only)
Psychology (Wis; trained only) (This skill works in the same manner as Knowledge
(This skill works in the same manner as Skill in PHB, pg. 78.). This skill provides a hero
Profession Skill in PHB, pg. 80.) The modern with an understanding of ancient religions that are
sciences that study the human mind are still in no longer practiced openly on Gothic Earth. This
their infancy in 1890. Sigmund Freud, the father skill may be selected for a specific country or
of modern psychiatric practices, is laboring in mythos such as Religion: Ancient (Egyptian).
Vienna, performing the research that will Doing so might lower the DC or gain access to
eventually change the way humans think about more obscure information.
mental health. The majority of Freud's important
early research will not be published till the later This skill tends to provide macabre and unusual
part of the 1890's. Not until 1905 does the information about "the dead gods" and similar
scientific community begin to take his work sinister-sounding concerns. Some small crossover
seriously. exists with the Modern Religion skill.

Chapter Four: Skills 49


Religion, Modern (Int) No skill check is required to sing. The character can
(This skill works in the same manner as also create choral works on a successful skill check.
Knowledge Skill in PHB, pg. 78.) This skill is
similar to the Religion skill in the Player's Sixth Sense (Int; trained only)
Handbook. It grants a character a general A character with this skill is sensitive to the
familiarity with religions currently practiced on presence of the supernatural in its many
Gothic Earth. "Common Knowledge" of a current manifestations. If such a character spends one
religion is DC10. If the religion is only practiced round clearing his mind and making himself
in a country or culture unfamiliar to you the DC receptive to the ambient energies of the area, he can
increases. sense the presence of spell use and undead or
supernatural creatures. (This is a full round action
This skill may be selected for a religion such as and the DM must determine whether a creature falls
Religion: Modern (Catholic). Doing so might into this category.)
lower the DC or gain access to more obscure
information. A small amount of crossover exists The sensation is only a tingling awareness that
with the Ancient Religion skill. supernatural energies are near, and gives no clue as
to the nature of the energies, but it may provide a
Seamanship (Wis; trained only) character with sufficient warning to take special
(This skill works in the same manner as precautions. The stronger and more powerful the
Profession Skill in PHB, pg. 80). The hero is creature, the lower the DC. The more powerful the
familiar with the boats and ships employed in the spell being used, the lower the DC class. The base
1890s (both sailing ships and steamships). He is DC is 15 - the spell level or the level/HD of the
qualified to work as a crewman, although he supernatural creature. The DM may assign
cannot navigate without the Navigation skill. modifiers to the role based on the situation.
Crews of trained seamen are necessary to manage
any ship. Laborer or Tradesman class is required When the hero (in a conscious attempt to see if
to make a living as a seaman. (A Soldier: Sailor is such energies are in the area) invokes this sense,
considered to be making their living by being in a they are reaching out into the web and thus a
military unit.) powers check is required. The Dark Powers check
has a base of 1%. This skill will not pinpoint the
Search (Int) location of a supernatural presence, a creature or
As per PHB, pg. 81 except that Magical Traps can object. Aid another cannot be used with this skill.
not be found by anyone with the use of this skill.
Criminal Class heroes and 4th level Sleight of Hand (Dex; Trained Only)
Explorer/Scouts can use the search skill to find As per PHB, pg. 81.
traps including those with a DC higher than 20.
Other classes can attempt to find traps but they Spot (Wis)
have a -6 penalty to their skill check. As per PHB, pg. 83 except it can not be used to
read lips.
Sense Motive (Wis)
As per PHB, pg. 81. Survival (Int)
As per Survival PHB pg. 83.
Set Snares (Int) Special: This skill may also be applied to a specific
(This skill works in the same manner as Craft environment--i.e., a specific type of terrain and
Skill in PHB, pg. 70.) This skill reflects the weather factors. Typical environments include
knowledge of how to set snares to trap animals. arctic, woodland, desert, steppe, mountain, or
The DC class for the setting of the snare is based tropical. For example if the character had both 5
on the intelligence of the creature you are ranks of Survival and 5 ranks of Survival Dessert
attempting to get. then they would gain a +2 synergy bonus to
Survival checks when in the desert.
Singing (Cha)
(This skill works in the same manner as Perform Swim (Str)
Skill in PHB, pg. 80.) The character is an As per PHB, pg. 84.
accomplished singer and can use this ability to
entertain others and perhaps earn a small living Tailor (Int - Craft, Wis - Profession)
(note that Performers can do this automatically).

Chapter Four: Skills 50


This skill includes competence with all the Thespian (Cha)
modern sewing techniques and devices of the This skill works in the same manner as the Perform
1890's. The person who makes their own clothes skill (See PHB pg. 81). This skill includes acting
would use this skill. However those who wish to and oratory. A skilled Thespian who focuses on
go in to business would take the Tradesman Oratory can used their voice and manner to but
Tailor class especially if you wish to set up in a forth an argument on any topic. A skilled Thespian
business comparable to the House of Worth in who focuses on acting is able to adopt the
Paris. mannerisms and speech patterns of those she is
impersonating with great efficacy.
Taxidermy (Int; trained only)
(This skill works in the same manner as Craft A hero who successful combines this skill (DC 20)
Skill in PHB, pg. 70.) A hero who chooses this with a successful Disguise skill check gains a +10
skill is able to dismember and successfully circumstance bonus to the Spot DC.
reconstruct the carcasses of animals for display
purposes. Such a character may be employed by a Toxicology (Int; trained only)
museum or may work independently, possibly as (This skill works in the same manner as Knowledge
a hobby. A person who is making a living doing Skill in PHB, pg. 78.) Toxicology is the science of
this would be a Tradesman: Taxidermist. poisons, their effects and handling. The hero with
Toxicology has a chance to identify common
Teamster (Wis; trained only) poisons, know how they are administered and basic
(This skill works in the same manner as understanding of their effect. She knows how to
Profession Skill in PHB, pg. 80.) A hero with this handle most poisons without endangering herself.
skill is able to skillfully drive wagons, carts, and Knowledge of Chemistry is required to make
similar animal drawn conveyances. In general, no poisons. Medicine and Toxicology are needed in
skill check is required for this activity unless an order to create new poisons that mimic a specific
unusual situation arises, such as bad weather or natural disease and to identify the formula for
frightened animals. In such cases, the DM may antidotes. The knowledge of Botany gives a bonus
assign bonuses or penalties to the roll as (+2) when creating a poison derived from plants
appropriate. while Biology gives a bonus (+2) when animal
venom is used. Biology can also give a bonus (+2)
Tightrope Walking (Cha) if an attempt is being made to produce a specific
(This skill works in the same manner as Perform effect (for example paralyzation) from a poison.
Skill in PHB, pg. 81 as well as the Balance skill
pg. 67.) The hero can attempt to walk narrow As with other sciences, a supply of materials and
ropes or beams with greater than normal chances laboratory equipment is required for making new
of success. He can negotiate any narrow surface poisons, antidotes or antitoxins. The making of
not angled up or down greater than 45 degrees. antitoxins requires both Toxicology and Biology.
The Checks and DCs for this are on pg. 67 in the The DC for making an antitoxin is 10 + the DC
PHB. listed for the save against the poison. This can only
be done in a laboratory and you get no Synergy
Each rank of Tightrope Walking reduces these bonus for additional skills. The first successful use
penalties by 1. Use of a balancing rod reduces the of an antitoxin was in 1894 against diphtheria.
penalties by 2. Winds or vibrations in the line
increase the penalties by 2 to 6. Tumble (Dex; Trained Only; Armor Check
Penalty) As per PHB, pg. 84.
The hero can attempt to fight while on a
tightrope, but he suffers a -5 penalty to his attack Use Rope (Dex)
roll and must roll a successful skill check at the As per Use Rope, PHB, pg. 86
beginning of each round to avoid falling off.
Since the hero cannot maneuver, he gains no Ventriloquism (Cha; Trained only)
adjustments to his Armor Class for Dexterity. If (This skill works in the same manner as Perform
he is struck while on the rope, he must roll an Skill in PHB, pg. 81.) The hero has learned the
immediate skill check to retain his balance. secrets of "throwing his voice." Although not


This skill was first published in Dragon
Magazine #215.

Chapter Four: Skills 51


actually making sound come from somewhere actually behind him (this requires the ventriloquism
else (like the spell), the hero can deceive others spell). All but those with the gullibility of children
into believing this to be so. When using realize what is truly happening.
ventriloquism, the supposed source of the sound
must be relatively close to the character. The Weaving (Int)
nature of the speaking object and the intelligence (This skill works in the same manner as Craft Skill
of those watching can modify the character's in PHB, pg. 70.) A hero with weaving skill is able
chance of success. If the character makes an to create garments, tapestries. The hero requires a
obviously inanimate object talk (a book, mug, spinning apparatus and a loom. A weaver can create
etc.), a -5 penalty is applied to his ability score. If two square yards of material per day.
a believable source (a PC or NPC) is made to
appear to speak, a +2 bonus is added to his ability Zoology (Int; trained only)
score. The observer's intelligence modifies this as (This skill works in the same manner as Knowledge
follows: Skill in PHB, pg. 70.) A hero with this skill has a
Intelligence Modifier working knowledge of the world's known animals
less than 3 +6 and their habits. This skill does not permit a hero to
3-5 +4 train wild animals, but it can be used with the
6-8 +2 Animal Husbandry skill to eliminate the penalty
9-14 0 normally associated with such attempts. This skill
15-16 -1 might allow a hero to tend a minor injury or
17-18 -2 recognize an ailment in an animal, but it does not
19+ -4 confer the ability to perform surgery or diagnose
A successful skill check (DC 15) means the complex diseases. However if the character also has
character has successfully deceived his audience. Biology or Medicine then they can attempt to do
One check must be made for every sentence or those things as well as getting a +2 synergy bonus
response. The character is limited to sounds he if they have 5 ranks in one of the other skills.
could normally make.

Since ventriloquism relies on deception, people's


knowledge of speech, and assumptions about
what should and shouldn't talk, it is effective only
on intelligent creatures. Thus, it has no effect on
animals and the like. Furthermore, the audience
must be watching the character since part of the
deception is visual ("Hey, his lips don't move!").
Using ventriloquism to get someone to look
behind him does not work, since the voice is not
feats. Those feats are only gained when the
character's level in that class reaches the
appropriate level.) The Feat List includes all
allowed feats in this setting.
Chapter Five: Feats in
Gothic Earth Prerequisites
Some feats have prerequisites that are unique to
Each character gets two feats when the character Masque of the Red Death setting. A character must
is created (since all heroes are human). Every have the listed ability score, feat, skill, skill group,
three levels (3rd, 6th, 9th, 12th, 15th, and 18th), class, kit or base attack bonus listed in order to
he or she gains another feat. The feats come select that feat.
according to total character level, regardless of
individual class levels. (Some classes get bonus

Chapter Four: Skills 52


Table 51: Feats
Feat Prerequisite
Acrobatic __
Agile __
Animal Affinity __
Blind-Fight
Calculator Int 13+
Combat Expertise Int 13+
Improved Disarm Combat Expertise
Improved Feint Combat Expertise
Improved Trip Combat Expertise
Whirlwind Attack Combat Expertise, Dodge, Mobility, Spring Attack, Base Attack+4
Deceitful __
Deft Hands __
Diligent __
Dodge Dex 13+
Mobility Dex 13+, Dodge
Spring Attack Dex 13+, Dodge, Mobility, Base Attack +4 or higher
Endurance
Diehard Endurance
Estimator __
Exotic Weapon Proficiency* Base Attack +1 or higher
Feign Death __
Great Fortitude
Improved Critical* Proficient with weapon, Base Attack +8 or higher
Improved Initiative
Improved Unarmed Strike
Improved Grapple Dex 13 Improved Unarmed Strike
Stunning Fist Improved Unarmed Strike Wis 13+, Base Attack +8
Investigator __
Iron Will __
Keen Sense* __
Light Sleeper __
Lightning Reflexes
Martial Weapon Proficiency*
Meditation Wis 13+
Mimicry Voice __
Mimicry Sounds __
Mounted Combat 1 rank Equestrian skill
Mounted Archery/Firearm Mounted Combat
Trample Mounted Combat
Ride-By Attack Mounted Combat
Spirited Charge Mounted Combat, Ride-By Attack
Movement Meditation Wis 13+
Negotiator __
Nimble Fingers __
Perfect Memory Auditory __
Perfect Memory Visual __
Perfect Pitch __
Persuasive __
Point Blank Shot
Disarming Shot Point Blank Shot
Far Shot Point Blank Shot
Precise Shot Point Blank Shot
Rapid Shot Point Blank Shot, Dex 13+
Shot on the Run Point Blank Shot, Dex 13+, Dodge, Mobility
Improved Precise Shot Dex 19, Point Blank Shot, Precise Shot, BAB+11

Chapter Five: Feats 53


Power Attack Str 13+
Improved Bull Rush Str 13+, Power Attack
Pugilism __
Quick Draw Base Attack +1 or better
Rapid Reload Weapon Proficiency with pistol
Run
Savoir-fair __
Self-Sufficient __
Skill Focus* __
Speed Reading __
Stealthy __
Strength of Arm __
Uncanny Sense* __
Toughness**
Track __
Two-Weapon Fighting
Improved Two-Weapon Fighting Two-Weapon Fighting, Dex 17, Base attack +6
Greater Two Weapon Fighting Dex 19, Improved Two Weapon Fighting BAB+11
Weapon Finesse* Proficient with weapon, Base Attack +1 or higher
Weapon Focus* Proficient with weapon, Base Attack +1 or higher

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

SPECIAL FEATS
Alertness Explorer or Cowboy Class Only
Combat Reflexes Soldier, Soldier: Officer and Cowboy class
Evasion 3rd level Criminal Class
Extra Turning** Mystic, Dilettante, Medium or Exorcist Class
Learning* 3rd level Laborer or 3rd level Shaman
Sneak Attack 2nd level Criminal Class or 1st level Shepherd
Shield Proficiency Soldier or Soldier: Officer Only
Weapon Specialization* Soldier level 4th +
Greater Weapon Focus Soldier Level 8th, Weapon Focus
Greater Weapon Specialization Soldier level 12th, Greater Weapon Focus, Weapon Specialization

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

Chapter Five: Feats 54


Estimator
Benefit: You can make quick and accurate guesses
Feat Descriptions about a chosen value. This feat when chosen is for
Only those feats that are exclusive to Masque of only one of three values; numbers, weights or
the Red Death or are different from the PHB are distances. You may take this feat multiple times to
described in this section. All other allowed feats get the ability in an additional value. You get +2 to
are described in the PHB. the Wisdom check required to estimate a value.
You must observe the item or distance for at least
3 rounds.
Agile
If you fail your check, you are uncertain,
Benefit: gives +2 bonus to tightrope walking and unless your roll was an unmodified 1. Then you
wrestling checks to escape a grapple or pin are wrong by 20 to 80% but you are positive that
your guess is correct.
Calculator
Benefit: You are able to calculate arithmetic Exotic Weapon Proficiency
values with lighting speed. Archaic weapons are included in this category.
Normal: Your mathematical calculations take 10
times as long as someone with this feat.
Extend Spell
Special: If you fail the intelligence check for
making a mathematical calculation, you realize The DC of the Power Checks when casting the spell is
you became muddled somewhere along the line the level the spell is prepared at +2%.
and that the answer is wrong. Those without this
skill who fail that check still believe they have the Feign Death
right answer. Benefit: Requires that you make a con check to
succeed at achieving a cataleptic state. You appear
Diligent dead to observers. The DC class is 15. If you make
Benefit: +2 bonus to Appraise and Accounting the check you can remain in that state for one
skill checks. hour. If you made the check by more than 2 better
than the DC then you can remain in that state a
number of hours equal to your con score. If you
Disarming Shot made your check by more than 10, you can double
Prerequisite: Point Blank Shot the amount of time that you stay in that state. A
Benefit: You get a +2 to your attack role when Physician must make a Medicine skill check (DC
you attempt to shoot a weapon out of the hand of 40) to detect that the hero is actually alive.
an opponent. This only works when using Special: This feat allows you to extend the time
revolvers or rifles. (It does not work with shotguns you can survive without air. For example if buried
or scatterguns.) alive you could survive without air for your
Constitution Score times one minute.
Empower Spell
The DC of the Powers Check when casting the
spell is the level the spell is prepared +2%. Greater Spell Focus
In addition to the +1 to save DCs, this feat grants a
Endurance +2 bonus to Spellcraft and Spiritcraft checks when
This feat also applies to arcane spell casters casting spells of the School or Domain chosen. It
successfully surviving the stress and time spent also affects Spellcraft checks when attempting to
when learning spells (applies to the Constitution identify or learn new spells in that school.
check associated with learning spells.)
Heighten Spell
Enlarge Spell The DC of the Powers Check when casting the spell is
the level the spell is prepared at +2%.
The DC of the Powers Check when casting the spell is
the level the spell is prepared +2%.
Improved Critical
This feat does not apply to firearms.

Chapter Five: Feats 55


Investigator would need to buy at least one rank of that skill in
order to use it. This skill would not allow an Adept
Benefit: +2 bonus to Gather Information, Search and
Criminology Checks.
to acquire the Animal Empathy skill as that is not a
knowledge based skill. This may be taken multiple
times and each time it a new knowledge based
Keen Sense skill is designated.
Benefit: For each time this feat is taken, the
character chooses one sense that is unusually Hindrance: If a hero takes this feat more than
sensitive, beyond that of normal human senses. twice, they are starting to change their hero in such
You can observe very faint phenomena. This feat a manner that former equals (in general society)
compliments the Uncanny Sense feat. Listed will feel uncomfortable around them. For example;
below are examples of how this feat works with a Laborer who has gain this feat multiple times
each of the senses. This is to give the DM and the goes into his local pub and is accused of "putting
player a guideline for how this works and should on airs" or of thinking he is better than the rest of
not be considered the only way the character can them.
benefit from this heighten sense.
Light Sleeper
Hearing-Hear faint sounds, like a pin dropping,
well enough to hear a muted conversation 20 feet Benefit: You are waken by the slightest
away. +4 bonus to Listen checks. disturbance nearby. Whenever an assailant
attempts to sneak up on a light sleeper, a Wisdom
check is made. If you succeed then you awaken
Sight- See in dim light; such as moonlight or
instantly and are immediately aware of your
starlight (like an owl) well enough to move or
surroundings and suffer no grogginess. If you fail,
fight normally. Gives a +2 bonus to search in low
you have the same chance of a normal character
light.
has to awake. If you roll a 1 on your Wisdom
Check, then you are so sound asleep, a loud noise
Smell- Smell faint odors (like a dog), such as a
is needed to awaken you.
perfume of a person who has passed by an hour
ago, well enough to aid in following that person.
Gives a +2 bonus to tracking. Meditation**
Benefit: Most religious professionals are trained in
Taste-Taste mild flavors, such as in food or drink, various practices of spiritual discipline and
well enough to observe the presence of a poison. meditation. In addition to the effects of these
Gives a +2 bonus to Fortitude saves for ingested practices on the soul of the mediator, they have
poisons. concrete physical and mental effects as well. By
spending time in meditation and prayer (and
Touch-Feel smoothness of surfaces, such as in making a successful Wisdom check) the hero can
walls, well enough to detect irregularities, such as temporarily boost one mental ability score-
secret doors. Search checks for secret Intelligence, Wisdom, or Charisma-by +2. The
doors/compartments gain a +2 bonus. Criminals effect lasts one-third the time spent in meditation.
with this also gain a +2 to their ability to use Meditation requires freedom from disturbances
search to find traps. and does not eliminate the need for food, drink or
sleep. Only one ability can be boosted at a time.
Learning
Prerequisite: 3rd level Laborer or 3rd level Shaman Mimicry, Vocal
Benefit: This Feat allows a hero who, because of Benefit: You can imitate exactly the voice of
their class, can not gain a knowledge based skill another human you have heard. (+20 to Thespian
to, by dedicating a great deal of effort and time, Skill check) How long and how often you have
learn one knowledge based skill. Use of this feat heard the voice you are attempting to imitate
does not cause them to lose the ability to gain dictates the DC of the required Thespian check.
levels in either Shaman or Laborer. For example if
(for whatever reason) a Shaman Class hero wished
to acquire the knowledge skill: Electricity they
would need to first take this feat. The Electricity *
skill would be a crossed classed skill and the hero This feat was first published in Dragon
Magazine #236.

Chapter Five: Feats 56


Mimicry, Sounds 25). This is a Singing skill check. It also grants a
+4 bonus to any Singing skill check.
Benefit: You can imitate the non-articulated
sounds such as the call of a bird or the click of a
pistol. (+10 to Thespian Skill Check) A successful Persuasive
Thespian skill check means that the sound is Benefit: +2 to Bluff and Diplomacy checks
indistinguishable from the real thing. This includes
the ability to sound like a specific sound such as
the bark of the neighbors' dog.
Pugilism
Benefit: Heroes with this skill are highly skilled in
Movement Meditation* unarmed combat. They get +2 to attack rolls when
attempting to fight unarmed. They can also choose
Benefit: Certain mystical traditions in Gothic to do lethal damage rather than non-lethal damage
Earth, particularly (but not exclusively) in the when fighting unarmed but must declare that
East, emphasize physical discipline and exercise as before attacking.
a means of spiritual growth. This is identical to the
Meditation skill described previously, except that
one physical ability-Strength, Dexterity, or
Rapid Reload
Constitution-can be improved by +1 for a period Benefit: For a firearm the normal reloading is 2
equal to half the time spent in meditation. The bullets a full round, this feat makes this a move
same requirements for the meditation must be met. equivalent action.

Mounted Archery / Mounted Rapid Shot


Marksmanship This does not apply to firearms.
Mounted Marksmanship works exactly as
Mounted Archery (see PHB 98). The difference is Savoir-fair
Mounted Marksmanship affects heroes using A character with this skill has the ability to
Firearms, while Mounted Archery helps heroes smoothly and quickly adapt to any situation in any
who used bows, lassos or bolos. type of company. A male character suddenly
confronted by a pack of angry thugs might make a
Perfect Memory, Auditory Savoir-faire check to strike up a conversation and
Benefit: The ability to remember anything you pass as one of their own. A female character in the
have heard. It is particularly helpful when the hero same situation may be able to charm her way out
would remember something that the player has of danger. Conversely, such characters can exhibit
forgotten. The check is based on intelligence and all the grace and nobility shown in the great courts
the DC is based on the length of time since the of Europe, perhaps garnering the finest tables in
information was heard. For up to one week ago the restaurants or the best suites in hotels.
DC is 0, a month 5, a year 30, and over a year 45.
If you miss the check by 5 or less you remember Benefit: +4 bonus to Etiquette skill checks.
parts of the information but not all. However, when dealing with culture previous
unfamiliar to the hero (such as their first trip to
Perfect Memory, Visual [General] China) they can quickly learn the proper etiquette
for that culture. In this case the hero gains a +2
Benefit: The ability to remember anything you have
bonus on Etiquette checks when dealing with a
read or seen. It is particularly helpful when the hero
previously unknown (by the hero) culture.
would remember something that the player has
forgotten. The check is based on intelligence and the
DC is based on the length of time since the information Sneak Attack
was read or seen. For up to one week ago the DC is 0, a Prerequisite: 2nd level Criminal Class
month 5, a year 30, and over a year 45. If you miss the Except that it starts at 2nd level this feat works as
check by 5 or less you remember parts of the the special rogue ability in the PHB pg. 50.
information but not all.
Speed Reading
Perfect Pitch
Benefit: You can read and comprehend any
Benefit: You can identify any single note played language you already know ten times faster than
or sung with perfect accuracy and duplicate it. You normal. A book which would take others 4 hours
can produce a sound that will shatter glass (DC to read you read in 24 minutes. You gain no

Chapter Five: Feats 57


special understanding of what you read. Hearing- Hear a precise pitch of sounds, able to
identify notes in a chord, a harmonic in sound,
Spell Focus distinguish accents, dialects (think of Henry
Higgins). Gain +4 bonus to Mimicry attempts.
In addition to the +1 to save DCs, this feat grants a
+2 bonus to Spellcraft and Spiritcraft checks when Sight- See a fine detail from a distance (like an
casting spells of the School or Domain chosen. It eagle's vision) has 20/5 vision, well enough to read
also affects Spellcraft checks when attempting to a newspaper from 20'. Gain a +4 bonus to spot
identify or learn new spells in that school. checks.

Strength of Arm Smell-Smell distinct odors, such as the subtle


differences in the scents within various perfumes
Benefit: +2 bonus to Climb and Swim skill
or body odor well enough to recognize familiar
checks. scents. Gain a + 4 bonus to Smell Checks
(Wisdom based check)
Two Weapon Fighting:
Benefit: This feat includes the ability (formerly Taste- Taste distinct flavors, such as from
granted by the Ambidexterity Feat) to change different wines, well enough to recognize the
which hand is considered as primary. The switch flavor of a particular vineyard and type of grape.
must be declared at the start of the round. This is a Gain a +4 bonus to appropriate type of skill check
free action. be it Connoisseur or Taste (a wisdom based
check).
Uncanny Sense Touch-Feel surfaces so that the heat, moisture
Benefit: One sense is highly precise, able to and/or minute vibrations can be discerned, giving
resolve phenomena of the same type. Each time information well enough to recognize different
this feat is taken, a different sense (of the player's weaves, count stitches, aid in determining time of
choosing) is enhanced. This feat compliments the death, or if someone is lying. Gain +2 bonus to
Keen Sense Feat. Medicine diagnostic and +4 bonus to Criminology
checks.

Chapter Six: Equipment

While styles and technology change over time,


much of the equipment listed in the Player's Rather than spending time with conversion
Handbook (or equivalent items suitable to the tables, the DM should simply replace the term
1890's) is commonly available on Gothic Earth. "dollar" with the term for the local currency.
No matter how many years pass, a belt is still a While this may not be realistic, it provides the
belt and a horse is still a horse. Details about necessary atmosphere without requiring
specific equipment are found later in this complicated conversion rules. Masque of the
chapter. Red Death campaign setting depends more
heavily on mood and flavor than minute details.
All financial transactions in the Masque of the
Red Death setting are assumed to be handled in Following are some terms for common foreign
United States dollars. The use of this unit of currency. More exotic terms can be found in
currency is strictly for the sake of convenience. nearly any dictionary under the entry for money.
If an adventure (or entire campaign, for that
matter) is set in a country other than the United Arabia riyal
States, the DM may simply call the money by a Austria florin
more suitable name. Thus, if adventurers travel Belgium franc
to Berlin in search of an otherworldly creature Bulgaria lev
passing as an officer in the German army, they Canada dollar
can expect to pay a number of deutsche marks China yuan
equal to the dollars they would spend at home. Denmark krone

Chapter Five: Feats 58


Egypt pound The second matter to consider when converting
England pound gold piece values is availability of goods. The
Finland markka industrial revolution and resulting mass
France franc production on Gothic Earth have created great
Germany mark differences between Gothic Earth's economy and
Greece drachma the economies of typical D&D game worlds
Hungary forint* (such as Greyhawk or the Forgotten Realms).
India rupee When determining prices for items listed in the
Ireland pound Player's Handbook or other game products, the
Italy lira DM should consider the difficulty in
Japan yen manufacturing an item. While an ordinary
Luxembourg franc kitchen knife is probably a mass-produced item
Mexico peso on Gothic Earth and therefore inexpensive, such
Netherlands gulden a knife in a medieval setting would be the work
Norway krone of a skilled craftsman and probably fairly costly.
Persia dinar
Portugal reis An alternative, excellent source for the price of
Rumania leu items is one of the replica mail order catalogues
Russia ruble of the 1890s that are available in bookstores. A
Spain peseta DM or player in the Living Death campaign may
Sweden krona use such authentic replica mail order catalogues,
Switzerland franc as a price list for items not included in this book.
* Hungary changed to the korona in 1892. (Such catalogs are not accepted as evidence that
a specific firearm not described in this book
The Price of Gold should be available in the Living Death
campaign.)
The many worlds of the D&D game regard the
gold coin as the standard unit of exchange. On The DM and player should also consider the
Gothic Earth, however, paper currency has choice of mass-produced goods versus
replaced gold for standard business and handcrafted wares. A mass-produced suit of
commerce. On occasion, players may need a clothing, for example, might be comfortable,
standard conversion rate between gold pieces attractive and inexpensive, but a made-to-order,
and dollars. A circumstance may arise in which tailored suit, while more expensive, may be
Gothic Earth players wish to purchase equipment made of finer fabric, fit more properly, and serve
listed in a D&D game source. The expanded as a show of taste and financial status. An
equipment list in this chapter should reduce the excellent example of interest to Gothic Earth
need for this to occur. heroes is the choice in shotguns. Machine-made
shotguns by companies of little repute are
Three things must be considered when functional, and inexpensive ($15), but would
converting gold piece values into dollars. The never be a showpiece item. A top of the line
first is the direct conversion value and the handcrafted shotgun made by W. W. Greener of
division of the dollar and the gold piece into England sells for $230, but would be the envy of
smaller units. For simplicity, assume that a gold gentry and a highly reliable piece of hardware.
piece is roughly equal to one dollar. This makes Players should have the option of outfitting their
a copper piece equal to a penny, a silver piece characters according to the image or taste they
equal to a dime, and the platinum coin is worth wish to portray, with the DM assessing the costs
ten dollars. Note that these values do not (and social reaction) as appropriate.
accurately reflect the physical value of gold on
Gothic Earth. A coin minted of one ounce of Finally, a third element should be considered
pure gold would be worth about $5.00 on the when determining the cost of goods; antique
open market for the gold alone; it would be value. While a long sword is assigned a value of
worth much more it if were a rare coin or an 15 gold pieces in the Player's Handbook and
antique. such a sword manufactured on Gothic Earth
would sell for roughly 30 dollars, a medieval
sword that once sold for 15 gold pieces might
sell on Gothic Earth for three or four times it

Chapter Six: Equipment 59


original price (or much more for a good quality Wealth or Income in the Living
antique). Remember that Gothic Earth prices
reflect modern goods made on Gothic Earth. Death Campaign2
Never assume that a character could acquire an
authentic medieval sword at a price given in In the Living Death campaign, it is assumed that
these guidelines. The price of such an item, the heroes have a day job of some sort and do
unless purchased from an unsuspecting not simply work solely for the Society of the
individual, should reflect the antique value of the White Rose. Whether from a craft, a profession,
item. The DM must use discretion in determining or invested, inherited wealth, each character
such information. To simplify the issue for the receives an "income" per adventure that
Living Death Campaign a hero may not buy represents the character's disposable net income
antique weapons or armor unless they are offered and savings for adventuring. It is not a salary
in an adventure. Likewise modern manufactured from the Society of the White Rose. This income
armor is not available unless it is specified in an relieves characters that would otherwise not be
adventure. inclined to steal, become tomb robbers, or
demand payment for saving the world, from
STARTING MONEY going broke. DMs of home campaigns in which
Masque of the Red Death characters are not the characters are full-time adventurers may wish
forced to begin their adventuring lives as to drop (or modify) this rule.
penniless beggars. All characters start with some
cash to allow for the purchase of equipment and Starting character money is listed earlier; spend
weapons. The character's class determines the what you wish on equipment. Whatever is left
starting money. For the Living Death campaign, over goes in the In Bank section under Money
the maximum amount of starting money for that on your character sheet. This money is assumed
class is used instead of randomly rolling the to be in a bank or under your mattress.
starting money. For instance, a tradesman
character in Living Death would start out with At the start of each adventure, each character
$240. will receive a set amount of cash. This cash
represents the amount of disposable income
Table 6:1 Starting Money available to the character. The amount is based
Character Class Starting Money on the class and adjusted by the average of the
Adept $120.00 character's wisdom and charisma (rounded up).3
Athlete $120.00 The amount may be adjusted for certain
Charlatan $120.00 adventures based upon national or international
Cowboy $120.00 depressions--your Living Death judge will
Criminal $180.00 inform the players of this situation. The cached
Dandy $360.00 funds are only available if the character is able to
Detective $120.00 go to her local bank, or if she can telegraph for
Dilettante $360.00 funds while away from home (i.e., she is
Explorer/Scout $120.00 somewhere that has both a telegraph and a bank),
Laborer $60.00 or at the beginning of a adventure. The setting of
Medium $120.00 an adventure may have an effect on the
Metaphysician $120.00 character's ability to get cached funds, but the
Mystic $120.00 income is always available. At the end of the
Parson $120.00 adventure, any leftover funds may be added to
Performer $120.00 cached wealth or simply spent. This procedure
Professional $180.00/$240.00 (see allows heroes to save money for a special
types) purpose or unexpected expense.
Scholar/Scientist $180.00
Servant $60.00
Shaman $60.00 2
This first appeared in a campaign update article
Soldier $180.00 in Polyhedron
Soldier, Officer $240.00 3
For the curious, the formula for the income is
Spiritualist $120.00 the average of the Wisdom and Charisma
Tradesman $240.00 (rounded up), times the square of the number of
d6's for the class starting money times $0.35.

Chapter Six: Equipment 60


To read the chart, check your character's class adventure. The judge is reminded that Powers
description, find the starting money section and Checks of characters with the criminal class are
note how many d6 are listed there. The number doubled. Also, other player characters, if they
of d6 tells you which column to use on the chart. are aware of such thefts, may decide to
Then, add the character's wisdom and charisma intervene, possibly to the point of arresting the
scores together and divide by two. Round up any thief and escorting them to jail (although
fractions. Find this number on the left-hand side hopefully not to the point of endangering the
of the chart. Read across that line until you get to mission). If the judge agrees that the character
the correct column--your character will receive has obtained the additional wealth at the end of
this amount of money at the start of each the adventure (and is still alive and a viable
adventure. For example, if your character is a hero), then the character may deposit that
soldier (3d6) whose average of wisdom and additional wealth in her cache, spend it, or give it
charisma (rounded up) is 12, he would have away as she wishes.
$37.80 cash on hand at the start of the adventure.
Modern Equipment
On rare occasions in the Living Death campaign,
the heroes may receive some money (or gifts)
Many things are available to the people of
from the adventure. They may deposit that
Gothic Earth that do not exist in the Middle Ages
money in the cache as well, spend it, or refuse it,
setting of the average fantasy role-playing game.
as they like. Any item received as a gift can be
The equipment table provides players and DM's
sold (if a value is shown) for cash and that
with a list of items commonly found on Gothic
money may be deposited or spent as well. If the
Earth. This list is by no means complete, but it
item on a Living Death certificate was sold (to a
does provide a good basis from which DM's can
NPC), then the certificate should be voided.
estimate the costs of other items.
Table 6:2 Wealth Chart
The Goods and Services, and Containers and
1d6 2d6 3d6 4d6 6d6
Carriers tables in the D&D Player's Handbook
4 1.40 5.60 12.60 22.40 50.40 contain many items that are still available to
5 1.75 7.00 15.75 28.00 63.00 adventurers on Gothic Earth. In the interest of
6 2.10 8.40 18.90 33.60 75.60 space, those tables have not been reprinted here.
7 2.45 9.80 22.05 39.20 88.20 Players wishing to outfit their characters with
8 2.80 11.20 25.20 44.80 100.80
9 3.15 12.60 28.35 50.40 113.40
items found in these tables may do so at a cost of
10 3.50 14.00 31.50 56.00 126.00 $1.00 per gold piece value.
11 3.85 15.40 34.65 61.60 138.60
12 4.20 16.80 37.80 67.20 151.20 A few exceptions exist, but common sense
13 4.55 18.20 40.95 72.80 163.80 should allow the DM to recognize these. For
14 4.90 19.60 44.10 78.40 176.40
example, barding probably does not exist on
15 5.25 21.00 47.25 84.00 189.00
16 5.60 22.40 50.40 89.60 201.60 Gothic Earth and warhorses do not exist.
17 5.95 23.80 53.55 95.20 214.20
18 6.30 25.20 56.70 100.80 226.80 Other Common Items
19 6.65 26.6 59.85 106.40 239.40
20 7.00 28.00 63.00 112.00 252.00
Players will almost certainly express the desire
to purchase items that are not on the equipment
Some characters, particularly those with the list in this book. If the DM is uncomfortable
Criminal Class, may steal items of value or setting prices for such things or determining
money while on an adventure. The Society of the what is or is not available; several resources can
White Rose does not condone stealing for be called upon.
personal gain, although on some missions, theft
may be actually part of the assignment in order An invaluable resource for period equipment can
to accomplish the mission. (See Adventuring in be found in reprinted mail order catalogs of the
Gothic Earth Chapter for more details on the era. A few publishers have issued these reprints
Society and its missions.) The Living Death for the sake of nostalgia. Most contain reprints of
judge (or home DM) will deal with any legal (or the original catalog pages complete with prices
other) consequences of such actions and and illustrations, rather than reconstructed
associated Powers Check(s) during the information. Such books were invaluable to the

Chapter Six: Equipment 61


construction of the equipment (and firearm) lists Price List presented in the original Guide to
for Gothic Earth. By hunting around in local Gothic Earth some items have been added and
bookstores or libraries, the DM or player should some prices have been changed due to the results
be able to find more than enough information of new research.
about items commonly available in the 1890s.
The DM or player may also wish to consult Binoculars: These optical devices are popular
historical fashion books, also available in among explorers and adventurers for their ability
bookstores and public libraries, which show the to magnify distant objects. Binoculars are
appearance of various attire worn by Victorian invaluable in surveillance situations and for
men and women. To maintain the flavor and observing dangerous persons or creatures. The
mood of the era, players and DMs are binoculars listed on the equipment table provide
encouraged to stay within the period and not a magnification factor of 10. This means that an
include anachronistic items (bikini swimming object 100 feet away from the viewer would
suits or mini-skirts from the 1960's or later, appear to be only 10 feet away. Binoculars are
being extreme examples). However, ultimately it extremely fragile.
is up to the players to decide if the appearance or
behavior of their character conforms to the norm Blacksmith's Kit: This large, heavy kit contains
of the period, is an eccentric outcast or viewed as a wide assortment of metalworking tools
a likely escapee from a mental sanitarium. The including hammers, chisels, and tongs. For
player does not chose the consequence of their practical reasons, the kit does not include items
hero's behavior or appearance. Note: If an item is such as a forge or anvil. In order to use these
bought from one of these other resources and tools safely and effectively, a character must
does not have a certificate, it is the player's make a Blacksmith or Artisan skill check.
responsibility to bring to the table a copy of the
source material used. Blessed (Holy) Water: In Gothic Earth, there is
a difference between holy water found in most
Mail order retail had emerged (within the United churches and magically blessed water (effective
States at least) as a method of reaching more against undead). Most churches are led by
customers and an amazing variety of goods, to Parson class clerics (not mystics) and they
even include manufactured houses, were cannot cast the first level mystic spell Bless
available for sale through this venue. Characters Water, making their sacred water magical. (In
may be able to mail order some items for Gothic Earth, there is no divine effect.) A hero
delivery with some delay, usually weeks instead may use the Hierarchical Contact skill to locate a
of days. church that does have the "more effective"
sacred water and purchase 1d4 vials once per
Because of space considerations, the details on adventure at the start. Heroes without this skill
services, technology, scientific advances, and the have at best only a 25% chance of actually
arts of the 1890s are not included in this book. finding Blessed Water (1d4 vials) and must pay
The DM, player or author who is interested in book price ($25.00 per vial). (Heroes who have
such details will need to research the topic. the ability to cast Blessed Water may choose to
Several published books present timelines of do so before the start of the adventure. A casting
several of these topics and are useful references. check and a Dark Powers check must be done for
Most public libraries will have these books. each vial attempted.)
Internet searches may also identify source
material. Buttonhook: This small object is used for lacing
the fashionably high-top boots of the period. It is
simply a small, curved metal hook about 1/4 inch
Equipment Descriptions in diameter on a handle about four inches long. It
is also useful for retrieving small items in tight
Most of the items listed in the equipment table spaces.
need no explanation. Some are sufficiently
unusual to merit further definition. In this Cabinet Bag: This bag resembles the
section, descriptions for unusual items are stereotypical "doctor's bag." It has stiff leather
provided. Firearms are discussed in a separate sides and soft leather, hinged top which opens
chapter so that all the information on firearms wide to provide easy access to the objects within.
could be consolidated. While it is based on the

Chapter Six: Equipment 62


Calling Cards: A convention of Victorian and effectively, the character must make
etiquette, a calling call bears an individual's Cobbling or Tanning skill checks.
name, name and title, or name, title, and address.
Women's cards typically bear only her name. Gunsmith's Kit: In addition to the items needed
The card is handed to a butler, parlor maid, or to clean and properly maintain firearms, this kit
secretary so that the individual may properly includes the tools and parts that allow for minor
announce the caller. In the absence of the object repairs to damaged weapons. In order to use
of one's call, the card may be left as a reminder these tools safely and effectively, a character
of the call. may need to make a Gunsmith skill check.

Camera, Box: Perhaps the most commonly used Handcuffs: The price given in the equipment list
camera of the period for landscape and studio is for steel handcuffs with double locks. Each
photography, this item is bulky, cumbersome and cuff can be locked and unlocked independently
fragile. To take a picture, a photographic plate of the other.
or film must be inserted into the camera. Once
exposed, the plate or film must be developed Locksmiths Kit: This kit includes a variety of
later by a person with skill in photography. A skeleton keys, key blanks, a couple of files,
different back of camera is used for a plate screwdriver, keyhole saw, hammer, and lock
holder and a film roll holder. (Film for 12 and 24 picks. A tradesman (locksmith) uses it to install,
exposures is available in urban settings.) replace, repair or open locks. Others may
purchase the kit for less legal purposes. An
Camera, Folding: Similar in operation to the Open Locks skill check is needed to open locks.
box camera, a folding camera has a soft body ( the locksmiths kit substitutes for thieves tools.)
with accordion folds that can be collapsed for
easy storage and transport. new folding cameras Microscope: This tabletop optical device is used
may offer a choice of a plate holder or film to examine minute objects and is useful in many
holder backs. scientific pursuits. It is fragile and can be easily
damaged. The materials required to make slides
Camera, Stereo: The stereo camera is similar to for viewing under the microscope accompanies
a box camera in size and appearance. It produces the device when purchased.
two images of the subject, each slightly different
in perspective from the other. When such Opera Glasses: These optical devices are ornate,
photographs are developed and viewed with a less powerful versions of common binoculars.
stereoscope (described later), they create a three- Opera glasses generally magnify at a power of 2
dimensional imager. Stereo cameras are very or 3 times, limiting their usefulness outdoors.
delicate. They are intended for use at the theater. They are
very fragile.
Carpentry Kit: This assortment of
woodworking tools may enable a character to Photographic Plate: Early photography is a
make repairs to wooden objects or fashion new challenging pursuit. Photographers on Gothic
items. In order to use these tools safely and Earth must use heavy, fragile glass plates treated
effectively, a character must make Carpentry with chemicals in order to take photographs. The
skill checks. chemicals for developing the plate after a picture
is taken are included in the photographic kit.
Club Bag: This bag is a cross between the
modern duffel bag and the briefcase. It is Photographic Kit: This kit contains all the
fashioned of canvas, leather, or alligator hide and chemicals needed to produce good quality
has soft sides, a metal frame, and a metal clasp. photographs, including flash powder and the
various chemicals used in developing and
Cobbler's Tools: These tools, including knives, printing pictures. Developing photographs
punches, and awls, are used for the care and requires a Photography skill check.
repair of items made of leather. Shoes, boots,
gloves, leather backpacks, suitcases, bags, and Physician's Bag: This collection includes
more may be mended with this equipment. The bandages, gauze, cotton, carbolic acid, ether, silk
kit is also likely to contain shoe polish, saddle thread and needs for sutures, a stethoscope, and
soap, and leather cream. To use these tools safely an assortment of medications common to the

Chapter Six: Equipment 63


period. It is intended to serve a physician for and other useful things to keep clothing and
diagnosis and treatment in emergencies. A other fabric items in good repair. These supplies
physician attempting to practice his art without may be sufficient to manufacture new items. A
this or equivalent supplies suffers a -4 penalty to character with the Tailor skill uses it most
his Medicine skill check. Using the drugs in this successfully.
kit without the Medicine skill is illegal.
Stereoscope: This optical device is a hand-held
Sewing Kit: This handy kit includes a thimble, device used for viewing photographs taken with
small scissors, emery bag, needles, thread, a stereo camera. It is made of thin wood and
buttons, patches, hooks and eyes, tailor's chalk, fragile metal parts and is therefore fairly delicate.

Table 6:3 Equipment Price List

Clothing Cost Bugle $2.50 Umbrella $1.25


Ballgown $80-$250 Burner, Bunsen $.75 Violin $6.00
Belt, plain leather $.30 Button hook $.40 Wallet $.50
Blouse $1.25 Cabinet bag $3.50 Watch, pocket $2.50
Bonnet $2.25 Calling cards, 50 $.10 Watch, chain $6.00
Boots, Riding $4.00 Camera, box $8.00 Watch, fob $.75
Boots, soft felt $1.00 Camera, folding $20.00 Whistle, police $.75
Boots, rubber $2.00 Camera, stereo $15.00 Zither $3.00
Cap $.50 Candle, wax $.01 Firearms Cost
Cape, Opera $1.00 Canteen $.10 Carbine, breech loading $9.00
Dress, Common $4.00 Chalk $.01 Carbine, lever action $11.00
Dress, womans fancy $7.50 Cigar (cheap to Havana) $.01-$.25 Pistol, army $16.00
Gloves, kid $1.00 Clock, alarm $1.50 Pistol, navy $12.00
Hat, Bowler $1.50 Club bag $1.50 Pistol, derringer $5.00
Hat, Deerstalker $1.00 Compass, magnetic $1.00 Rifle, breech loading $10.00
Hat, Ten Gallon $3.00 Crowbar $.50 Rifle, lever action $12.00
Hat, Silk Tophat $4.00 Fishing pole, reel, hooks, line $1.00 Rifle, Big Game $35.00
Overalls $2.50 Gramophone cylinder $.50 Shotgun $15.00
Overcoat $5.00 Gramophone, player only $25.00 Scattergun $20.00
Pants $1.75 Gramophone, recorder $45.00 Ammunition Cost
Petticoat $1.00 Grease, Axle (lb.) $.05 Pistol, army (box of 25 rnds.) $.42
Raincoat (oil slicker) $4.00 Goggles $.75 Pistol, Derringer (box of 25 rnds.) $.20
Shirt $.75 Guitar $9.00 Pistol, navy (box of 25 rnds) $.25
Shoes $2.00 Hammer $.50 Rifle (box of 25 rnds.) $.70
Skirt, dress $3.50 Handbag $1.25 Carbine (box of 25 rnds.) $.45
Skirt, walking $2.50 Handcuffs, double lock $3.50 Rifle, Big Game (box of 25 rnds.) $1.00
Suit, ladies dress $12.00 Handkerchief $.05 Shotgun (box of 25 rnds.) $.55
Suit, mens business $5.00 Harmonica $.30 Explosives Cost
Suit, mens dress $9.00 Hip flask (empty) $.50 Dynamite (per stick) $1.50
Union suit, wool $2.00 House paint, gallon $1.00 Gunpowder (per keg) $2.50
Services Cost Ink, 1 pint bottle $.15 Nitroglycerine (per vial) $2.00
Oceanliner (per 100 miles) $2.50 Inkstand $.30 Gunpowder Fuse (50 feet) $5.00
Railroad (per 50 miles) $1.50 Jars, Mason Fruit (8 doz.) $6.00 Detonator, Plunger $10.00
Riverboat (per 50 miles) $1.00 Lantern $2.00 Wire (50 foot coil) $2.50
Horse drawn cab (per mile) $.10 Umbrella $1.50 Melee Weapons Cost
Telegram (per word) $.05 Lunchbox $.25 Baton $.75
Telegram, international $.25 Kerosene (gallon) $.10 Blackjack/sap $.25
Hospital stay per night $4.00 Machine Oil (quart) $.25 Brass Knuckles $1.50
Tools & Kits Cost Magic Lantern $4.00 Club Free
Blacksmiths kit $12.50 Magic Lantern slides (10) $1.00 Cutlass $12.00
Carpentry kit $15.00 Magnifying glass $1.75 Dagger (Hunting Knife) $1.25
Watchmakers tools $30.00 Marbles (50) $1.00 Hand axe $1.00
Cobblers tools $3.00 Matches (25/box) $.05 Knife, pocket $.75
Gunsmith's kit $5.00 Match box, silver $1.15 Machete $2.50
Locksmiths kit $15.00 Measuring tape (6 feet) $1.25 Rapier/Foil $15.00
Photographic kit $25.00 Microscope $18.00 Saber $17.00
Physicians bag $12.50 Mirror, small glass $.12 Sword Cane $25.00
Sewing kit $2.50 Monocle $1.25 Whip $.25
Thespian kit (wig &makeup) $30.00 Music box $4.50 Leather goods4 Cost

4
Additional items are from the Unabridged Facsimile Catalogue No. 57, Montgomery Ward & Co. Spring and

Chapter Six: Equipment 64


Transportation, equip. Cost Notebook, pocket $.10 Rifle cover, waterproof with sling strap $7.50
Bicycle $35.00 Notebook, tablet $.25 Shoulder holster, navy pistol $.60
Bicycle tire $4.25 Oil can, small $.15 Shoulder holster, army pistol $.85
Tire pump, foot $.30 Opera glasses $2.50 Pistol holster with belt, army $.95
Boat, folding canvass $20.00 Padlock avg./good $.40/$.60 Pistol, holster with belt, navy $.70
Rowboat $20.00 Pen, writing $1.00 Combine cartridge & money belt $.80
Wagon, farm $45.00 Pencil $.01 Gun Case $6.50
Buggy, open (holds 2) $30.00 Perfume, common, 2 oz $.50 Animals Cost
Surrey, open (holds 4) $45 Photographic film (24 exp.) $4.00 Donkey $10.00
Hansom, closed (2 + driver) $100 Photographic plate $1.00 Mule $15.00
Carriage, open (6 + driver) $350 Pipe, Meerschaum $2.50 Pony $20.00
Coach, closed (6 + driver) $600 Pocketbook $.75 Horse, Riding $40 - $80
Sleigh, open $22.50 Rope, 50 feet $2.50 Horse, Draft $60.00
Saddle, plain (western) $6.50 Scale, counter $2.00 Chicken $.75
Saddle, fancy (western) $9 - $35 Scissors $.75 Food stuffs Cost
Saddlebags (pair) $5.00 Shovel $.80 Milk, glass $.02
Bit & Bridle $3.00 Sleeping Bag $5.00 Beer, glass $.05
General Equipment Cost Soap, bar $.03 Meal, plain $.25
Acid, common (pint) $2.00 Spectacles $2.75 Meal, good $.50
Alcohol (fuel) $.10 Spyglass $7.00 Meal, fine $2.00
Backpack $2.00 Stepladder, 5 feet $1.00 Canned/dried meat (lb.) $.10
Banjo $9.00 Stereoscope $.50 Canned fruit (lb.) $.15
Baseball mitt $2.00 Suitcase $2.00 Canned vegetables (lb.) $.10
Blacking, shoe $.03 Tambourine $1.50 Tea leaves, lb. $.50
Blanket, wool $1.10 Telescope $12.50 Coffee beans, lb. $.25
Blessed (Holy) Water* $25.00 Tripod, wooden $1.50 Cocoa beans, lb. $.30
Binoculars $10.00 Trunk $2.50 Spices, lb. $.25
Book, cloth cover $1.00 Tent (2 person) $4.00 Juice (quart) $.38
Book, leather cover $1.50 Traveling Desk $7.50 Sublime Olive Oil (1/2 gallon) $1.75
Book, paper cover $.50 Typewriter $25.00 Wine (bottle) $.50 - $10

nitroglycerin oil into diatomaceous earth, which


Explosives absorbed three times its weight of oil, to form a much
more stable and safe explosive than straight
Characters may use explosives to intentionally cause nitroglycerin. Dynamite comes in cylindrical sticks, 8
structural damage to buildings, bridges, walls, and inches in length, 1 1/4 inches in diameter and weighing
other structures, for mining, or to cause cave-ins. 1/2 pound each. Dynamite is fairly stable - if thrown,
Explosives may also be thrown as a form of ranged it does not explode upon hitting the ground or an
touch attack with the grenade scatter rules. Explosions object. If put into a fire, it burns but does not explode.
inside of structures (referred to as confined) are Immersion in water for long periods will ruin the
generally more damaging than explosions in the open dynamite. Storage for long periods in warm conditions
or very large chambers (referred to as unconfined). will cause the dynamite to become unstable (the oil
Damage from explosions depends greatly upon the comes to the surface). Dynamite explodes due to the
proximity of the person (particularly their head and shock from a detonator (blasting) cap, due to the shock
torso) to the point of the explosion as well as the of a bullet hitting a stick, or nearby explosion.
amount of the explosive. These game rules represent a Dynamite within close proximity to an explosion (as
compromise between accuracy and ease of play. defined below) will detonate.
Superior results generally are achieved if the character
has the Demolition skill. Nitroglycerin was discovered in 1846 by Ascanio
Sobrero. Nitroglycerin is an oil that is kept in small (1-
In the Masque of the Red Death, three types of ounce) vials. Nitroglycerin is extremely unstable and
explosives are commonly available: dynamite, hence dangerous to use or carry. Any shock can set it
nitroglycerin, and gunpowder. All have specific uses, off (dropping to floor, rapping it with a metal object).
advantages, and hazards. Only a character with the Nitroglycerin within medium proximity (defined
Demolition skill should attempt to handle explosives, below) to an explosion will detonate. High
especially in a crisis. temperatures also make it unstable and flame ignites it.
At temperatures above 85 degrees F, nitroglycerin has
Alfred B. Nobel invented dynamite in 1867. He soaked a 1% chance of exploding randomly each day. Below

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

Chapter Six: Equipment 65


55 degrees F, it is sluggish and difficult to detonate. A battery). At the desired moment, the demolitionist
successful demolition check is required to detonate pushes the T-shaped handle down rapidly (it takes
nitroglycerin below 55 F (DC of 15). some effort) and sends an electrical charge down the
wire to set off the explosives. If the wire is cut prior to
Gunpowder (black powder) is a "low" explosive rather this action, then no explosion will occur. When
than a high explosive. The Chinese invented it purchased, the plunger detonator comes with 50' of
centuries ago. Gunpowder can be set off by flame, paired wire, but additional cable may be purchased.
electricity, or external shock (by explosion, detonator The plunge detonator is limited to about 500 yards, as
cap, or bullet impact) but not by simply being dropped. the electrical resistance of the wire becomes too great
Loose gunpowder flares but does not explode; at longer distances.
gunpowder must be confined to explode. Gunpowder
is normally kept in 5-pound wooden kegs. Batteries are mostly wet-cell devices in this era and
cumbersome to transport in functional status. The
An explosive device is generally detonated with a liquid is an acid, which will burn flesh if spilled on it.
blasting cap connected to either a lighted fuse or Batteries used for this purpose are about a cubic foot in
electrical wires. Blasting caps (detonator caps) use size. An Electricity skill check (DC 10) is required to
black powder as the charge, much like a large properly set up a battery-powered system.
firecracker, in a cylinder around 1 1/2" in length and
1/4" in diameter. Electrical caps have two wires Explosive (Blast) Damage (not set for demolition)
coming out that are connected to a plunge detonator or
a battery and switch. In this era, electrical caps are Unlike firearms, explosives have a blast radius that can
instantaneous. (Electrical delay caps are not yet potentially injure or kill several people (in addition to
available.) Fuse caps have a burnable fuse that appears damaging structures). To reflect this variable area-of-
to be a stiff, slick surface cord. Blasting caps can be effect, four radial proximity zones (called blast zones)
bought in boxes and are generally stored separate from of explosive damage are defined: point blank, close,
explosives. Characters with demolition skill may medium, and far. The radial blast zones of the
attempt to make blasting caps with a DC of 25. Failure explosion are defined in Table 6:4. One stick of
with a 1 or 2 result in an explosion with a loss of a dynamite (or equivalent explosive charge) causes 4d6
finger. Inserting a blasting cap into the explosive is a hp within point blank, 3d6 hp within close, 2d6 hp
full round action. A blasting cap (of either type) is within medium, and 1d6 hp within far zones. For each
sensitive to shock so carrying dynamite with blasting additional stick of dynamite in a bundle, add 3 hp per
caps attached is dangerous. A shock such as fall on a d6 of damage to the result. If the target is a person
hard surface could set off the blasting cap and (sentient being) who is able to move (meaning not
indirectly the dynamite. helpless), then they get a Reflex saving throw for half
damage. This damage is shock (pressure wave and
Fuses are lengths of flammable cord that is connected thrown debris), not fire, so magical protections against
to a fuse (blasting) cap. When the cord burns down to fire do not protect against blast damage. Sonic
the cap, the cap ignites and sets off the explosive protections do protect against damage from explosions.
device. The length of the fuse can be varied to produce
a delay in the time of the explosion. Use of fuses is Example One: 5 sticks of dynamite would cause
still fairly common. Because such fuses burn unevenly 3d6 hp plus (4 sticks x 3 (# of dice) x 3
and at differing rates (and are tricky to light reliably), hp/stick/dice = 36 hp of damage), or 3d6 + 36 hp
precision timing of an explosion is difficult. As a at close proximity to a person.
general rule, a one-yard length of fuse burns in 1 Example Two: 12 sticks of dynamite would cause
minute. A deviation of plus or minus 10% is 2d6 hp plus (11 sticks x 2 (# of dice) x 3
considered average. A careful demolitionist will plan hp/stick/dice = 66), or 2d6 plus 66 hp of damage
for this variance. in the medium blast zone to a person.
Example Three: If a person was in the far blast
Plunger Detonators are wooden boxes (usually painted zone to those same 12 sticks of dynamite, the
red), with a T-shaped handle on the top, two brass or damage would be 1d6 + 33 hp.
iron terminals on a side, and a gear-driven dynamo
inside. These devices provide an electrical charge that If the explosion occurs inside of a room or cave where
can be used to detonate electrical (blasting) caps and the volume of the room is less than the far zone of the
the attached explosive device at a precise instant. After explosion, then the damage is intensified. Treat any
the charge is laid, a pair of electrical wires is run rolled 1's as 2's for such cases. (Explosions do not get
between the charge and the plunge detonator (or a the re-rolling of 6's as do bullets, except as cited for

Chapter Six: Equipment 66


demolition.) Each vial of nitroglycerin or each 5-pound damage (and blast zones) as a stick of dynamite.
keg of gunpowder is treated as equivalent explosive

Table 6:4: Blast Zones

Zones (radius from explosion point in feet)

# Charges Point Blank Close Medium Far


1-7 1' 3' 10' 15'
8-16 2' 5' 15' 30'
17+ 3' 10' 30' 45'

One of the side effects of an explosion is damage to 18) means the dynamite will explode where it "lands."
the hearing of individuals close to the blast. For game They may take 10 if the bundle is prepped while the
reasons, we have simplified this effect to a temporary demolitionist is not in combat or threatened. An
hearing loss of 1d6 minutes if an individual is inside of unsuccessful demolition skill check means there is a
the point blank or close blast zones and failed their time delay before the dynamite explodes. The DM
Reflex saving throw (as above). Individuals inside of should secretly roll initiative (+0) for the dynamite
the point blank blast zone who failed their saving bundle (thereby inserting its explosion into the
throw will also be stunned for one minute. initiative order) and a 1d3-1 (to determine any delay in
rounds (0-2) prior to exploding). For example, the
Throwing Explosives dynamite will explode on its initiative if the delay
round result is zero, but if the delay result was two, it
Either dynamite or nitroglycerin may be thrown as a will explode on its initiative after two rounds pass. In
grenade at a target. Gunpowder, generally found in the meantime the bundle may be picked up and thrown
kegs, is too bulky to be thrown. Throwing dynamite or again (maybe back at the demolitionist) (remembering
nitroglycerin is treated as a ranged touch attack with that picking up an item on the ground is a move
the thrown weapon misses rules (PHB p. 158); action).
however, there are some nuances to dynamite and
nitroglycerin that are treated differently than say a A demolition skill check (DC 10) may successfully
flask of burning oil or a vial of holy water. defuse the bundle. Failure causes detonation. A roll of
a "1" on the die for any demolition skill check means
The range increments for throwing bundles of the dynamite bundle explodes in the thrower's hand.
dynamite are 12' for 1-7 sticks per bundle, 8' for 8-12 (Unless magical aid is forthcoming, such accidents will
sticks per bundle, and 4' for bundles of dynamite mean the loss of a hand as surgical techniques are not
greater than 12 sticks (but less than 25 sticks). sufficient to restore the hand.)
Bundles larger than 25 sticks cannot be thrown. Even
if the ranged touch attack is successful, the dynamite In all cases, characters get a Reflex saving throw
may not explode upon contact. unless they are helpless (unconscious, asleep, bound
up or magically Held). Success yields half damage.
Dynamite requires preparation of a fuse cap and a lit Lighting the dynamite fuse counts as a move-
fuse prior to being thrown as a grenade (unless another equivalent action. A character can light a fuse and
character is attempting to shoot the stick(s) with her throw the dynamite bundle, but not move more than 5
firearm). Judging the proper length of fuse and timing feet in the same round. Alternatively, the character can
of the throw and predictably lighting the fuse is part of light a fuse and make a normal move.
the demolition skill check. A successful check (DC of

Table 6:5: Resolving Thrown Explosives


Ranged Touch Attack against target for Dynamite

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

Chapter Six: Equipment 67


Throwing vial(s) of nitroglycerin uses the same ranged drop the explosive at their feet. If the attack roll was a
touch attack procedure except that nitroglycerin will natural one on the dice, the character must make a
explode upon "landing," assuming that it has not dexterity check against DC 10 not to drop the
already exploded. The character throwing the explosive at their feet. Nitroglycerin would
nitroglycerin must make a demolition skill check (with immediately explode (close proximity) while the
use of the dexterity modifier instead of the intelligence burning fuse on the dynamite would allow an
modifier) to see if she can throw the nitroglycerin improved chance of escaping the blast. In the latter
without it exploding in her hand. The DC for success is case, a successful Reflex save results in no damage and
20 plus 5 for each additional vial contained in a an unsuccessful Reflex save yields half damage from
bundle. (The vials have a high risk of banging into close proximity. If the demolitionist failed their check
each other while being thrown.) The character cannot to time the explosion (see previous page), the DM
take 10 or 20 in this case as it is impossible to throw it should check the explosion's initiative. The
slowly and there is an immediate consequence. Failure demolitionist might have time to pick the dynamite up
results in the explosion in the thrower's hand. (The and try again to throw it.
hand can be assumed to be two feet away from the
head or torso, placing the damage in the close blast Set Charges
zone.) If thrown safely, the usual ranged touch attack
will determine if the explosion goes off within the Explosives may be set using the demolition skill to
point blank blast zone on the intended target or if cause structural damage. If the skill check makes the
missed thrown weapon rules are to be used to difficulty class (DC) of the task, then the building is
determine the point of impact (as these vials won't demolished, the wall or door is breached, or the tunnel
roll). is caved-in. A minimum charge to demolish with a set
charge a building or to breach a wall or door of 1-inch
When a character throws either dynamite or thickness is cited below. Vary the charge
nitroglycerin, there is a small chance that they might proportionally to the thickness of the wall or door.

Table 6:6 Minimum Set Charge


Target Material Minimum Charge DC (wall/door) Minimum Charge DC (building)
(Wall/Door) (per 10' x 20' room)

Wood 1 10 1 15
Earth (unlikely for 0.2 12 2 20
less than 1 foot walls)
Soft Stone 1 15 2 20
Hard Stone 2 20 3 25
Iron or Steel 2 25 4 30

demolition skill check exceeds the DC by 10 or


For each additional stick of dynamite (or equivalent) more, the demolition was done completely safely
added to the charge above the minimum charge, add (meaning if characters were in another part of the
a +1 modified to the skill check. The character tunnel, it did not collapse on them or an area meant
setting the charge may take 10 per the PHB. to be protected, was so protected).
Characters with the Engineering skill may also add a
bonus of +4 to their demolition skill check for Set charges may also be used as part of a trap or as
structures. part of an ambush. (Setting mechanical traps may
require additional skills.) If the demolition skill
The DC of collapsing a tunnel or cave is 15 if in check is successful, for determining damage to
earth and 25 if in stone. Characters who also have people (or animals) within the explosion, use the
the mining skill get a bonus of +6 to this skill same blast zones as per above, but re-roll all 6's (as
check. The DM should assign DC to other per with bullets). The DC for a trap or ambush
structures as needed. using set charges is in the range of 20 to 30,
depending upon the complexity of the trap or
The normal successful demolition check also means ambush.
that the delay for a lit fuse was set correctly. If the

Chapter Six: Equipment 68


Antique Weapons: 2 modifier to the spell casting.
A majority of the weapons listed in the PHB are
considered antiques and are not in common use. Machete: The machete is a large, heavy knife,
Such weapons as halberds, long swords and about 20" long, used primarily for hacking through
crossbows to name a few are included in this heavy brush or jungle. It also makes a serviceable,
category. These weapons are not in current if crude, weapon. It is most common in Central
production. Any that may be found are antiques and South American countries.
and as such are more valuable, especially if they
are in useable condition. These are extremely hard Pots and Pans: The Servant class has the ability to
to find outside of private collections and museums. take Pots and Pans as a weapon group they are
(Practically speaking outside of the European proficient in. These are cast Iron Frying pans or
continent they are impossible to find) pots of significant size (10"-12") and generally
weighing 4 lbs. Strictly Bludgeoning melee
weapons, if thrown they can only go 5 feet an still
Melee Weapons deal damage. However, if a proficient hero has a
Most melee weapons D&D game players are strength of at least 14 (+2 Strength bonus) they can
familiar with are no longer in common use. Gothic throw it 10', Strength of 16 (+3 strength bonus)
Earth appropriate weapons are listed in a chart they can throw it 15 feet and still cause damage.
below. Those that require explanation are described
in detail. Saber: The saber is a long, curved, single-edged
blade intended mostly for horsemen. It has a brass
Baton: This is a light club similar to the type hand guard on the hilt. It is a popular weapon for
carried by police officers. The statistics listed for light cavalry and is a standard issue weapon for
baton may be translated to any improvised U.S. Army cavalry officers. It is also very popular
bludgeoning object such as a bottle in a bar fight or among German officers -- both army and navy.
a branch in a forest. Dueling scars from saber cuts are considered as a
badge of honor among some.
Brass Knuckles: This item does lethal damage.
Sword Cane: This item looks like an ordinary
Bowie Knife: This heavy knife is about 12 inches walking stick. It consists of a rapier-type blade
long, with a serrated blade. It can be used to cause mounted on a cane handle and inserted into a case
slashing or piercing damage. It is intended for that looks like a cane. A sword cane can be plain or
hunting, self-defense, and wilderness survival. decorative depending upon the owner's desire.
When necessary, the sword is pulled from the case.
Cutlass: The cutlass is a sword with a single- The sword cane is very much a gentleman's
edged, curved, broad blade attached to a basket weapon. Anyone using such an item on the frontier
hilt. The blade is short and heavy. The sword was is likely to be labeled a dandy.
favored by pirate crews in earlier centuries, but is
very rare in 1890s Gothic Earth.

Knife, Pocket: This knife is usually regarded as a


tool rather than a weapon. Blades average less than
6 inches in length and fold into an enclosing
handle. The casing is often ornate. Although such
a knife can be used for self-defense, this is not its
primary purpose.

Lasso: Lassos do not inflict damage. You make a


range touch attack against your target, maximum
range 25 feet (no range penalty). If you hit then the
target has the rope around her (-4 to attack roles
and effective Dexterity). An opposed strength
check is required to control the creature in the
lasso. Spell casting while entangled by the lasso
requires a Concentration check (DC 20+spell level)
and if somatic components are required there is a -

Chapter Six: Equipment 69


Table 6:7 Miscellaneous Melee Weapons Table

Weapon Damage Critical Weight Type


Baton 1d4 x2 2 lb. Bludgeoning
Slashing/
Bowie Knife 1d4 19-20/x2 1 lb. Piercing
Brass Knuckles 1d3 x2 1 lb. Bludgeoning
Cutlass 1d6 19-20/x2 4 lb. Slashing
Knife, Pocket 1d2 x2 8 oz. Piercing
Machete 1d6 x3 4 lb. Slashing
Pots & Pans 1d4+1 20 4lb Bludgeoning
Saber 1d6 18-20/x2 5 lb. Slashing
Slashing/
Sword Cane 1d4 18-20/x2 4 lb. Piercing

are not described here as military forces


generally tightly control them and such weapons
Chapter Seven: Firearms are not suited for Living Death heroes. The
weapons described are all modern for to the
By the 1890s, handguns and rifles had evolved to 1890s; older firearms (arquebus, flintlock,
become quite accurate and reasonably safe to the matchlock, wheel lock, or any ball & cap musket
user. Mass production made them readily design) are generally assumed to be antiques and
available at low prices. As such, they became the would not be considered as a dependable weapon
most popular weapons of the day. Any choice of the heroes (or villains).
adventurer who hopes to survive when
confronting minions of the Red Death would do
well to keep a weapon or two loaded and in good Rifle
condition. The rifle is the standard long arm on Gothic
Earth. It exists in a variety of styles ranging from
Because the firearm is the primary physical the military designs to those used for hunting,
weapon of the Gothic Earth hero in her fight target shooting, and law enforcement. All rifles
against the Red Death, a more thorough are two-handed weapons. Rifles are highly
treatment of the characteristics of the firearm accurate over long ranges. They are difficult to
with respect to the Masque of the Red Death conceal. They cannot point effectively at any
campaign setting was needed. However, this target within 5 feet of the shooter unless the
campaign is not meant to be a simulation of a target is helpless. They can be used as a club in a
Western gunfight on the streets of Dodge City so pinch although this action risks damage to the
some simplification was made. This system does rifle. The rifles are grouped into three subtypes:
not recognize the difference in drawing speeds of the standard (single-shot) rifle, the repeating
different weapons nor does it have any provision rifle, and the big game rifle.
for misfires or jamming.
The standard rifle is a breech-loading weapon,
in which a shell is inserted manually into the
Firearm Descriptions base of the barrel prior to each shot. The shooter
In Gothic Earth (as in real Earth of the 1890s),
must reload after each shot is fired. While this
hundreds of variations of firearms exist.
type of rifle was very common, it is now mainly
However, the vast majority of weapons can be
used by target shooters. This rifle will generally
grouped into the types described here, but of
use .44 or .45 caliber bullets, although some
different models or manufacturers. The Living
custom target rifles may use smaller
Death heroes are restricted to weapons of these
ammunition.
parameters, but a DM of a home campaign might
allow some custom variations. Military arms
The repeating rifle stores multiple cartridges
(from the gattling gun to cannon and torpedoes)

Chapter Six: Equipment 70


inside the weapon. A new cartridge is brought without notice in even polite society. Derringers
into firing position (chambered) after each shot are popular among the gentry and are commonly
with a mechanical lever; thus, these weapons are referred to as ladies' pistols or purse pistols.
commonly called lever action rifles. Only after They fit easily into small handbags, the bosom of
all the cartridges in the weapon are expended is a corset, a gentleman's pocket, or in small
reloading required. This type of rifle is the most holsters strapped to a wrist or a thigh. The range
commonly used for hunting and law of such weapons is extremely short, but it is very
enforcement. This rifle will generally use .44 or effective in close combat. Derringers use .22 to
.45 caliber bullets. .30 caliber ammunition.

The big game rifle is a standard rifle grown to a A navy pistol is a lightweight revolver that
very large size. It is also known as a buffalo gun generally uses .38 caliber ammunition. They are
or an elephant gun. It is generally only used by more dangerous than derringers, but lack the
big game hunters and usually carried by their stopping power of army pistols. Navy pistols are
trusty porter while on safari. Ammunition is hard found most commonly in urban areas (but they
to find for this size of weapon, which is are available for sale in mail order catalogs) and
represented by the cost. The big game rifle uses are considered by most city dwellers to be
.50 caliber bullets. accepted standard firearms. This weapon is in
common use by police forces. While usually
carried in a shoulder or waist (belt) holster, the
Carbine navy pistol may also be placed in a gentleman's
A carbine is a lighter version of a rifle. All pocket, ladies purse (of moderate size) or hidden
carbines are two-handed weapons. It has a in various containers. With a 2" or 3" barrel, this
shorter range, uses a smaller bullet (generally in pistol is easy to draw and maneuver in close
.32 to .38 caliber), and causes less damage. combat.
Because it is lighter to carry on daylong marches
and is easier to maneuver in close combat, the An army pistol is the classic Western six-
carbine is actually favored by most military shooter with .44 or .45 caliber ammunition. It is
forces over the rifle. Like a rifle, the carbine can medium-sized and heavy. These are the weapons
be either a single-shot breech-loader, or a lever- of army officers, cowboys, gunslingers,
action repeating carbine. Because of their explorers, and other rugged individuals. To such
reduced size, it is easier to conceal a carbine than characters, nothing else is worth carrying. With
a rifle, although not as easy as a pistol. its 7" or longer barrel, the six shooter has better
accuracy over longer ranges than any other
pistol. However, it suffers the handicap of being
Pistol more difficult to conceal on one's body. The
The pistol is a one-hand weapon. In Gothic army pistol can be used in close combat
Earth, the commonly available pistols are effectively.
revolvers, which hold six shells, or the single-
shot derringer. In the Masque of the Red Death
setting, such weapons fall into one of three Shotgun
categories: derringers, navy pistols, and army The shotgun is a two-handed weapon with a
pistols. The heroes on an adventure might length between that of carbine and rifle. The
encounter some variations, but they will not be shotgun fires a shell packed with pellets
available for purchase. (A DM of a home (normally made of lead). Those pellets spread
campaign may wish to permit custom pistol out as they head towards the target, making it
design (such as changing the barrel length), but easier to hit a given target, but also reducing the
this is not available in the Living Death damage significantly as the range increases. The
campaign.) Pistols may be used in two-weapon shotgun is the weapon of bird hunters and a
style, which is explained later. cherished possession of gentry. While the most
plain, no-name shotguns are relatively
A derringer is a very small, light weapon that inexpensive (as shown in the equipment list), the
holds only a single bullet. Although not as top of the line Greener's cost $230. Because of
deadly as larger pistols, a derringer is easily the length of the shotgun, it is difficult to conceal
concealed and may allow a hero to carry a gun the firearm on one's body. In the Masque of the
Red Death setting, the shotgun is divided into

Chapter Seven: Firearms 71


three categories: the standard, double-barrel increasing range. In the first 10' range
shotgun, the sawed-off double-barrel shotgun, increment, the damage is 3d6 hp. In the second
and the pump shotgun. range increment, the damage drops to 2d6 hp. In
the third range increment, the damage drops to
The standard double barrel, breech-loading 1d6 hp. In each additional range increment, the
shotgun has limited range, but can inflict a great damage drops by 1 hp (with no minimal
deal of damage at close ranges. The pellets damage). The weapon is not very effective
spread 1' cumulative for each range increment. beyond 30'. So for a target at 99' from the
Because of the spreading shot, the standard shooter, the damage is 1d6 - 7 hp. (Because of
shotgun has a +1 bonus on attack rolls. The shot the reroll of 6's -- see the Damage Rolls section -
from a standard shotgun is not wide enough to - positive numbers can result, but the result is
hit more than one target at a time at 5 or less likely to be zero.) Since this is not an aimed
range increments. The double-barrel shotgun has weapon, but an area-of-effect weapon, no attack
two triggers, one behind the other. It is not roll is made. The shooter just points the weapon
possible to exactly fire both barrels at the same and pulls the trigger. The targets in the area-of-
instant (although both barrels can be fired as a effect roll a Reflex saving throw -- taking only
standard action) so each shot needs a separate half damage if successful. (The judge or DM
attack roll. may decide that if the shooter is attempting to
place a target deliberately near an edge of the
The sawed-off double-barrel shotgun is not spray--probably to include more targets--if that
actually something that is sold in gun shops, but particular target makes her Reflex save, she takes
it is easy to obtain. The character simply buys a no damage.) Damage for all targets should be
standard double-barrel shotgun and using a rolled separately as the results would be quasi-
hacksaw, cuts off the last few inches of the random. One lucky character at 35 feet might
barrels. This action removes the choke at the end escape any damage at all, while an unlucky
of the barrel. The fired pellets spread out over a innocent bystander at 95 feet gets a pellet
larger area, making it easier to hit a specific through the eye--killing him instantly. Use of
target and possible at some ranges to hit multiple this weapon without consideration of bystanders
targets. The pellets spread 2' cumulative for calls for a Powers Check of 5%.
each range increment. However, the greater
spread also means the amount of damage The scattergun is more difficult to hide than a
declines faster with increasing range to the pistol but easier to hide than any of the long
target. arms. Discovery of a scattergun by police is
usually taken as evidence of criminal intent of
The pump (action) shotgun was developed in the the bearer as the only purpose of such weapons is
1880s and became more commonly available in to kill people at very short distances.
the 1890s. It is a single barrel, magazine loaded Confiscation of the scattergun almost always
weapon with a slide pump. It is not available in occurs.
the sawed-off version.

Carrying Firearms
Scattergun Characters may wish to carry more than one
The scattergun (redefined from Second Edition firearm on their body and have the weapons
Masque of the Red Death) is a highly modified, available for quick use. There are physical
often illegal, cut down shotgun. By taking a limits, however, to how many weapons can be
single barrel (not double barrel or pump action) packed on the human body and still allow for
shotgun, cutting the barrel down to less than 12 normal movement. In all cases, the weight of the
inches and cutting off the stock behind the firearms is added towards the encumbrance of
handgrip, the shooter has a one-handed, medium- the character. Firearms may be carried in the
sized firearm that acts as a very close combat, following locations in combination except where
room-clearing weapon. The pellets disperse in a specifically denied.
cone-shaped spray that is 6' wide at 10-foot
range, 12' wide at 20-foot range, 18' wide at 30- A character may use two hip holsters (for
foot range, and so forth (out to 60' wide at 100- any handgun) OR a gentleman's pants
foot range). However, the rapidly dispersing pocket for a derringer or a navy pistol only
pellets deliver rapidly declining damage at

Chapter Seven: Firearms 72


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

One ankle holster may be used for only a Drawing the Firearm
derringer or a navy pistol. (Ladies, note that Commonly characters carry a firearm in a
an ankle holster will be visible upon holster, in a container, or on a sling unless they
occasion (normal dress skirts or while feel that combat is imminent. The weight of a
dancing).) firearm in one's arms is tiring over long periods
(hours) and the sight of a character wielding a
One thigh holster may be used for a firearm "at the ready" is often taken as an
derringer only. This location would not be unfriendly, even hostile, act by others. This
very accessible for characters who wear long tendency of characters leads to the need to draw
pants. out one's gun upon the start of combat. If the
firearm is already at the ready, then proceed with
One bosom holster may be used for a shooting.
derringer only. (Gentlemen, please note that
you are not equipped to use a bosom If a pistol is carried in a holster (that is
holster.) Access to a bosom holster implies accessible), drawing the pistol is a move action.
that a bodice of a dress or blouse is low If a pistol is carried in a pocket, purse or some
cutwhich may be thought scandalous by relatively loose arrangement where the shooter
observers. (Dance hall girls need not be must fumble for the weapon, drawing the pistol
concerned.) is a standard action. If the shooter has
previously put her hand on the pistol (but kept
Normally one long arm (rifle, carbine or the pistol in the purse, pocket, etc.), then drawing
shotgun) would be on a sling diagonally the pistol is a move action. The Quick Draw
across the back. If such is carried, then no Feat changes the move action into a free action.
back belt holster for a handgun is possible in The Quick Draw Feat depends upon the pistol
combination. Alternatively, two long arms being in a fixed location, which is provided by
may be carried, one slung on the left the holster, or the pistol is already in the
shoulder and one slung on the right shooter's hand. The Quick Draw Feat improves
shoulder. This arrangement is not very the standard action drawing of a hidden pistol to
stable for running. It also cannot be used in a move action.
combination with hip holsters (no matter the
size of the handgun, or the long arm). A scattergun may be carried in an oversized
Alternatively, one or two long arms may be holster, in which case drawing the scattergun is a
placed in sheaths attached to a backpack move action (or free action if the shooter has the

Chapter Seven: Firearms 73


Quick Draw Feat). If the scattergun is hanging attack, then the character would get three aimed
on a lanyard (such as behind one's back, under a firs shots, four Rapid Fire shots, or five Panic
coat), then drawing the scattergun is a standard Fire or Blind Fire shots. Under no
action, or a move action with the Quick Draw circumstances, can a character exceed the
Feat. maximum rate of fire (ROF) of a specific
firearm. That is a physical limit of the weapon.
Carbines, rifles or shotguns may be carried in
sheaths attached to a horse, wagon, or a If the character is shooting a firearm as a
backpack. If the shooter is within 5' movement standard action (which allows a 30' movement
of the sheath, drawing the carbine, rifle, or OR a move action--such as drawing a pistol out
shotgun is a move action. The same is true if the of a holster), then the character may take only
long arm is carried on a sling on the shooter's ONE shot. This shot does NOT have the Aimed
back. The Quick Draw Feat does not help with Fire bonus, nor does it have the AC penalty of
drawing the long arms. Long arms (or Aimed Fire. It is, in essence, a single Rapid
handguns) being held in one's arms are Fire shot.
considered to be "at the ready," and may be
moved into firing position as a free action. For example, a character can take one Rapid Fire
shot and then move 30' to reach cover or
Carbines or shotguns that hang on a lanyard concealment, or move, then shoot.
(such as behind a shooter's back, under a coat)
take a standard action to draw. The Quick Draw Thus, a character with the Quick Draw Feat who
Feat does not improve this action. was not surprised might draw and shoot once his
pistol in a surprise round while the target was
Retrieval of any firearm that is inside of a gun flat-footed. Depending upon the initiative, the
case, bedroll, or other container of transport is character might get additional shots at the target
considered a full-round action. The Quick Draw while the target is flat-footed. The character
Feat does not improve this action. without the Quick Draw Feat would be able to
draw a pistol from a holster (as per above), but
might not be able to shoot before the target does.
Resolving Attacks Characters do not have to be standing in order to
Combat in the Masque of the Red Death setting
follows the same general procedures given in the shoot a firearm--kneeling or prone are acceptable
Player's Handbook and the Dungeon Master options--although the Quick Draw Feat will not
Guide. While melee combat is virtually work if a shooter is prone on her belly.
unchanged, the advent of modern firearms and Characters can shoot at a target assuming they
the demise of armor mandates some modification have enough room to stick the barrel of the gun
to the existing rules. The basic 6-second round out. If the characters cannot see where they are
remains the basis for orchestrating combat in shooting, that is Blind Fire.
Masque of the Red Death.
Players and Judges should consult PHB Table 8-
If the character is shooting a firearm as a full- 2 (on page 141) for miscellaneous actions that
attack, then it is a Full Round Action with only 5' might occur during a gunfight.
movement possible. The character may take one
Aimed Fire shot, two Rapid Fire shots, or three Rates of Fire (ROF)
Panic Fire or Blind Fire shots. If the character's The shooter may trade off her rate of fire with
base attack bonus is high enough (+6) that the her accuracy, i.e., take more shots that are less
character gets a second attack, then in the accurate. These penalties or bonuses are
Masque of the Red Death setting, the character cumulative with attack bonuses, dexterity
gets one additional shot in a full-round action. bonuses, range penalties, or other modifiers.
The additional shot is of the same type of Fire as
the others that round, i.e., she would get two Aimed Fire involves the careful alignment of the
Aimed Fire shots, three Rapid Fire shots, or weapon to achieve the best possible shot. Aimed
four Panic Fire or Blind Fire shots. Likewise, Fire provides a +4 bonus to the attack roll.
if the character's standard (D&D) attack bonus is Aimed Fire is a Full-Round action. A single shot
high enough (+11) that the character gets a third is made unless the character gets additional

Chapter Seven: Firearms 74


attacks due to high attack bonus. For example, if tradeoff is the loss of the Aimed Fire bonus in
the character has a base attack bonus of +11, she exchange for a move.
gets a second attack (+6) and a third attack (+1).
Under that circumstance, she could take three Panic Fire occurs when the shooter is desperate
Aimed Fire shots in the Full Round action--the (or panicked) and repeatedly pulls the trigger,
first at +11 + 4 +Dexterity Mod (etc.), the second filling the air with a shower of lead (or other
at +6 +4 + Dexterity Mod (etc.), and the third at material). The shooter will not bother to raise the
+1 +4 +Dexterity Mod (etc.). Rifles and pistols weapon to eye level or will hastily pull the
may benefit from Aimed Fire; shotguns and trigger without seeing if alignment has occurred.
scatterguns will not benefit from Aimed Fire. Because of the poor alignment, the Panic Fire
The shooter using Aimed Fire is holding so shot will have a penalty of 4 to the attack roll.
steady and so focused on his target that he But the rate of fire is greater, up to three Panic
provokes an Attack of Opportunity if he is in a Fire shots in a Full-Round action (for a low level
threatened square (from melee weapons only). character) can be made. If the character has a
The shooter using Aimed Fire would not benefit base attack bonus of +6, then a fourth Panic Fire
from Dexterity modifiers to AC nor could the shot can be made in a Full-Round Action.
Dodge Feat be used. Additionally, if an Likewise for a base attack bonus of +11 or +16,
opponent had readied her firearm to shoot at the a fifth or sixth shot could be made. In a Standard
first sign he was aiming his gun, then the same Action only one shot can be made no matter the
conditions would apply although shooting a base attack bonus. The additional panic fire shots
firearm does not threaten for the purposes of are made at the best attack bonus minus 4.
Attacks of Opportunity.
Blind Fire occurs when a character simply fires
Rapid Fire is the most common rate of fire in her firearm blindly into an area, generally done
combat. The shooter rapidly raises the weapon to in an attempt to force enemies to take cover (or
eye level and pulls the trigger as soon as the hope for dumb luck against a lethal foe). The rate
weapon comes into alignment, not waiting for of fire is three shots (for a low level character) in
her hand to steady. The shooter is neither a Full-Round Action, or one shot in a Standard
panicked (and wasting ammunition) nor so calm Action. A hit is so unlikely that an unmodified
and collected as to slowly squeeze off each shot. 20 on the attack roll die is required to hit a target.
With a Rapid Fire shot, normal attack rolls are As before, if a character has a base attack bonus
made (no bonus or penalty due to the rate of of +6, the a fourth shot in a Full-Round Action
fire). For lower level characters using a repeating can be taken. Likewise for a base attack bonus of
rifle, repeating carbine, shotgun, navy pistol or +11 or +16, a fifth or sixth shot could be made.
army pistol, the shooter will take two Rapid Fire No additional shots in the Standard Action can
shots (at her best attack bonus) in a Full-Round be taken due to a high base attack bonus.
action, or one Rapid Fire shot in a Standard
action. The shooter does not lose her Dexterity It is possible to shoot a single-shot rifle, carbine,
bonus to her AC, use of Dodge Feat, or provoke derringer, or scattergun, or a double-barrel
an Attack of Opportunity if in a threatened shotgun with Panic Fire or Blind Fire rates.
square (from a melee weapon). If the character However, the maximum number of shots fired
has a base attack bonus of +6 (and thus qualifies cannot exceed the number of shells in the firearm
for a second attack in the D&D rules), then the (one or two, as noted). A repeating firearm
character can take an additional Rapid Fire shot cannot be made to shoot faster than the
in the Full Round action only. This also holds maximum rate of fire. For instance, the
true for third or fourth attacks due to high base repeating carbine has a maximum ROF of 3.
attack bonus. No additional shot can be taken in Shooting the repeating carbine with Blind Fire
the Standard action. Thus, the Rapid Fire adds will only allow three shots, never four, five, or
one additional shot at the best attack bonus over more. Likewise the repeating rifle has a
the usual attacks made in D&D during a Full maximum ROF of 5. A character with a base
Round Action. attack bonus of +11 (with two additional attacks)
could get 5 Panic Fire (or Blind Fire) shots off in
Shooting a single shot rifle or carbine as Rapid a Full-Round Action if using a repeating rifle.
Fire may seem strange, but it would be a However, the same character can only get 3
Standard action. With the Standard Action, a Panic Fire (or Blind Fire) shots off in the same
normal move would still be possible. The

Chapter Seven: Firearms 75


Full-Round Action if using a repeating carbine.

Table 7:1 Rate of Fire

Rate of Fire # of attacks* Bonus/penalty Type of action


Aimed one +4 Full round
Rapid one none Standard
Rapid two none Full round
Panic Three -4 Full round
Blind Three Must roll a 20 to hit Full round
If the hero is of high enough level to gain an additional attack, then they get those additional attacks

Two-Weapon Style the off-hand can make a Panic Fire shot, and
additional penalties from Table 8-10 apply.
Two-Weapon Style of combat can be used with If the primary hand is shooting Blind Fire,
firearms so long as the firearms can be used with the off-hand can make a Blind Fire shot.
one hand. Thus, all long arms are eliminated (Additional penalties are meaningless in this
from two-weapon style. Derringers, navy pistols case.)
and army pistols are light weapons, while The off-hand weapon can be shot Blind Fire
scatterguns are not. The penalties of two- (one shot, or two with the Improved Two-
weapon fighting cited in Table 8-10 of the PHB Weapon Fighting Feat or three with the
(pg. 160) are applicable. The firearm used in the Greater Two-Weapon Fighting Feat) in a
off-hand can only make one shot, no matter the different direction while the primary weapon
rate of fire or type of firearm. The only is being shot with Rapid Fire. Likewise the
exception to this rule is if the character has the off-hand could shot one Rapid Fire shot
Improved Two-Weapon Fighting Feat, in which (two with Improved Two -Weapon Fighting
case a second shot from the off-hand weapon (at Feat or three with the Greater Two-Weapon
-5) is possible, or Greater Two-Weapon Fighting Fighting Feat) while the primary hand
Feat, in which case a third shot (at -10) from the shoots three Blind Fire shots in a different
off hand weapon is possible. Also, the firearm in direction. Additional penalties apply to the
the off-hand cannot be given the Aimed Fire Rapid Fire shot(s) as appropriate.
bonus, unless it is the only attack being made Other combinations of rates of fire are not
(i.e., the weapon in the primary hand is not being possible.
fired). Moreover, if the firearm in the primary The Two-Weapon Fighting Feat allows the
hand is being used with the Aimed Fire bonus, designation of primary and off-hand to be
no shot may be made from the off-hand. If you switched in subsequent rounds (but not
use the Two Weapon Fighting Feat to get an off- during the same round).
hand attack, as per the D&D rules, you must use The firearm in the off-hand does not have to
a Full Attackwhich takes a Full-Round Action. be the same type of firearm as in the primary
hand.
If the primary hand is shooting Aimed Fire, Additionally, a character may use a firearm
the off-hand cannot shoot. Penalties to the in one hand, and a melee weapon in the
primary hand from Table 8-10 do not apply other hand, subject to all the normal
in this case, because the character is simply penalties. The one additional restriction in
holding a gun in her off hand. Likewise, if this case is the firearm cannot be used with
the off-hand is shooting Aimed Fire, the the Aimed Fire bonus while a melee attack
primary hand cannot shoot. Penalties for the is being made with the melee weapon.
off-hand shot do apply.
If the primary hand is shooting Rapid Fire,
the off-hand can make a Rapid Fire shot, Attack Roll Modifiers
and additional penalties from Table 8-10
apply. In addition to their high rate of fire, the power of
If the primary hand is shooting Panic Fire,

Chapter Seven: Firearms 76


guns is so great that several changes to the sawed-off shotguns get a +2 bonus to attack
normal rules for combat resolution are necessary. rolls, independent of the rate of fire.
The standard attack bonuses always apply. Since
firearms are ranged (projectile) weapons, Armor & Shields
dexterity modifiers also apply to attack rolls, but The most important change mandated by the
strength modifiers do not. Range increment introduction of guns into the D&D combat
attack modifiers also apply, of course (and size system involves the physical protection offered
modifiers if you become something other than by armor. Formidable defenses such as plate
medium sized). Some Feats (such as Point Blank armor and chain mail offer little or no protection
Shot feat) also add bonuses for specific against bullets. Because the firearm has become
situations. The attack roll modifiers for the rate the predominate weapon of warfare over the
of fire are identified in the Rate of Fire section. previous two hundred years, the use of armor
Bullets (and pellets from shotguns) are was abandoned even though it might have
considering piercing weapons. For some offered some protection against the occasional
monsters, it might make a difference. Spells dagger or arrow. The firearm served as a better
such as Magic Weapon and Greater Magic defense than fifty or a hundred pounds of metal.
Weapon can improve the attack roll and damage By the 1890s, armor is a collectable or a museum
of firearms. Bullets or pellets fired from a piece. The same is true for shields; the shield
magically enchanted firearm are treated as provides no protection against bullets.
magical for purposes of overcoming Damage
Reduction (see DMG pg. 221). Dexterity Modifier for AC
So long as the defender (target) is not flat-footed,
Unlike other ranged weapons (bows, crossbows, helpless, or running normally, the normal
slings, etc.), firearms are relatively easier to fire dexterity modifier applies to his AC even with
"per shot." One of the differences is that firearms. Dodge Feat is also applicable normally.
firearms, especially long arms, are extremely The defender is not "dodging" bullets but
effective when fired from a prone or kneeling dodging the attacker's aim.
position. Prone position is in fact the favored
position for sniper attacks because it is much Magical Protection
easier to keep the weapon steady. The attacker Any magical protection that would normally
using a firearm from a prone position gets a +2 improve a character's Armor Class (whether by
bonus to her attack roll for Aimed Fire or Rapid deflection, armor, enhancement, luck, natural
Fire. The kneeling attacker gets a +1 bonus to armor, or spiritual) will function equally as well
her attack roll for Aimed Fire only. If the against firearms as it does against other attacks.
attacker with a firearm is on higher ground than Bullets (or pellets) are normal missiles, unless
the defender, the attacker gets a +1 bonus to her they (or the firearm) have been magically
attack roll. enchanted.

Another difference between an attacker with a


firearm and one with a bow is the bowman tends
Damage Rolls
to be much more obvious in timing of the shot. The damage caused by a gunshot can vary
The arrow is pulled from the quiver, notched, the greatly. A bullet that grazes the skin is generally
bow is drawn, and aimed--as compared to say a little more than painful, while a shot to the arm
pistol where the trigger is simply pulled again. or leg can be debilitating; a torso or head wound
So while the bowman gains a benefit to her may well prove fatal. A single bullet can quite
attack modifier from being invisible, the firearm easily be lethal, even to a seasoned adventurer.
shooter does not (other than the possibility that Unless an opponent is somehow protected or
the defender is flat-footed). The invisible immune to bullets, most combats in the Masque
shooter does not gain any added attack modifier of the Red Death setting tend to be quick and
simply for being invisible. deadly.
The shotguns and sawed-off shotguns are easier To reflect this, damage from firearms is resolved
to aim than rifles or carbines because of the in a special fashion. When a bullet (or pellets) hit
spread of the fired pellets (called a pattern). a target the attacker rolls damage dice
Because of this fact, shotguns (and pump appropriate for the type of weapon. All firearm
shotguns) get a +1 bonus to attack rolls, and

Chapter Seven: Firearms 77


damage rolls use d6 as the fundamental unit. For damage from the nonstandard pellets is not
example, a shot fired from an army pistol inflicts reduced.
2d6+3 points of damage. Nonstandard ammunition may be useful in
overcoming Damage reduction of some
When any damage dice are rolled for firearms, opponents.
any die that shows a 6 is added to the damage
total and is then rerolled. The result is added to A bullet does a minimum of one point of
the damage total. If the second roll of a die also damage. If the roll of the 2d6-1 for the navy
comes up a 6, the die is added and rolled again. pistol in the above example resulted in: 1 and 1
Thus, dice that continuously show 6's can be (1+1-1-2= -1) the bullet still does a minimum
rerolled any number of times. If all the original of 1 point of damage. Pellets from shotguns also
rolls come up 6's, they are all totaled and rolled do a minimum of one point of damage, but
again. By this mechanism, there is a very small pellets from a scattergun do not have a minimum
chance that very large amount of damage can be damage.
done by a single bullet. However, if the target is
a creature that is immune to critical hits, then
sixes are not rerolled.
Loading Your Firearm
All types of firearms (listed in this book) are
Modifiers to the damage die, such as the +3 loaded (or reloaded) at a rate of two shells (or
applied to the army pistol's two damage dice, are cartridges) a round (six seconds). Loading a
figured in only after all damage dice have been firearm is a Full-Round Action. For characters
rolled and (if necessary) rerolled. Likewise, with the Rapid Reload feat this becomes a move
modifiers such as magical bonuses to damage, action.
range increment penalties of shotguns, or the use
of special ammunition are applied after all The character may elect to continue to load on
damage dice have been rolled. successive rounds until the firearm is fully
loaded, or to shoot with the newly loaded shells.
Consider the following example: Sherlock Hence, loading a navy or an army pistol
Holmes is under attack from a pair of thugs. He completely takes 3 Full Rounds, and loading a
draws his navy pistol (2d6-1) and fires, hitting repeating rifle takes 8 Full Rounds. with Rapid
the nearest thug. Sherlock's player rolls the Reload Feat, a pistol would be reloaded during
damage dice: a 3 and a 6, for a total of 9. The the second round and one shot (a standard
die that showed the 6 is rolled again, yielding a action) could be taken. For this reason, many
5; damage now totals 14 points. Only after all experienced characters carry a loaded backup
dice have been rolled and totaled is the -1 firearm. In the Masque of the Red Death setting,
modifier applied to indicate a damage total of 13. ammunition speed loaders are not available.
However, If Sherlock Holmes had been attacked
by Zombies and the damage rolled dice were a 3
and a 6, for a total of 9, then the 6 would not be
rerolled because Undead are immune to critical Recoil
hits. All firearms give a kick when they are fired. If
the shooter is lightweight and low strength (a
Nonstandard ammunition such as silver, copper, condition of many Living Death heroes), this can
gold, steel, or iron bullets are described in the present a problem for them. For each type of
nonstandard ammunition section. They cause firearm in the chart, a shooter weight (in pounds)
less damage, being harder than lead. For each is given. (Derringers and navy pistols have low
original damage die, a -1 modifier is applied to enough recoil that they may be used by anyone
the damage from nonstandard ammunition. In without a check.) If the shooter is at or above
the above example, if the bullet fired by Sherlock that weight, no recoil check is needed. If the
Holmes was made of silver, the damage would shooter is under that specified weight, then a
have an additional -2 modifier because there strength check for recoil must be made for each
were two d6 dies being rolled. (Rerolls of dies shot. The DC for recoil is 10. If the shooter
due to 6's do not also carry the negative makes the check, there is no effect and his
modifier.) So in that case, the damage would attacks proceed normally. If the shooter fails the
have been 11. Nonstandard ammunition for check, then she is thrown back enough that
shotguns may be used as well. In this case, the subsequent shots that round are made at a -4. If

Chapter Seven: Firearms 78


the shooter's check fails by 5 or more, then she is shots that round. If the shooter is not being shot
knocked off her feet and drops the firearm. In at (not in combat prior to her initiative, or the
that case, picking up the firearm and standing up opponents are still flat footed), she may take 10
are each move actions. If the underweight for the Recoil check for Aimed Fire or Rapid
shooter is prone when firing, she will not be Fire. The shooter cannot take 10 for the Recoil
knocked off her feat, but if she failed her recoil check for Panic Fire. The shooter cannot take 20
check will still be at a -4 penalty to subsequent for Recoil checks in any circumstance.

Table 7:2 Firearm Chart


Firearm Object Weight RND MAX Range DMG Shooter Concealed Price
Size (lbs.) ROF Increment Weight Firearm $
(Feet) Recoil DC
Carbine S 7 1 1 30 2d6+1 100 10 9.00
Carbine, S 7 12 3 30 2d6-1 100 10 11.00
Repeating
Pistol, T 3 6 6 20 2d6+3 100 15 16.00
Army
Pistol, D 2 6 6 10 2d6-1 N/A 20 12.00
Navy
Pistol, F 0.75 1 1 3 1d6 N/A 30 5.00
Derringer
Rifle M 9 1 1 150 3d6+1 150 5 10.00
Rifle, M 9 15 5 120 3d6 150 5 12.00
Repeating
Rifle, Big M 12 1 1 200 4d6 200 0 35.00
Game
Shotgun M 9 2 2 20 3d6* 150 10 15.00
Shotgun, M 8 5 3 20 3d6* 150 10 28.00
Pump
Shotgun, M 8 2 2 10 3d6** 150 10 15.00
Sawed-off
Scattergun S 5 1 1 10 Special 200 12 20.00

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

the damage from the hit, the DM can determine


Unique Situations if the dropped gun was damaged or is still
functional. Firearms have a hardness of 10 and 5
Shooting to Disarm
Characters may attempt to shoot at a held firearm hit points.
(or other weapon) in hope of disarming an
Grappling with Firearms
opponent. This is a very difficult shot to make,
Because of the fact a loaded firearm carries its
but it is possible. A successful bullet (not
ammunition (even if one shot) internally (unlike
pellets) hit will automatically cause the opponent
a bow or a sling), ease of use, and
to drop the weapon. The basic rules are
maneuverability, firearms present a special
described in the Sunder an Object section of the
circumstance for grappling. If an attacker is
Players Handbook. The AC of the held weapon
carrying a light weapon (whether a firearm or
is determined by 10+ the defenders dexterity
not), they can elect to grapple while holding the
modifiers and magic protection, adding a +5
weapon. Any other weapon must be dropped.
bonus to AC for the weapon being held, and a
The choice of grapple attempt meant the attacker
size dependent modifier.
was not shooting her firearm that round.
If the attacker has the Disarming Shot Feat, he
The more interesting case is when the defender
has a +2 bonus to his attempt. Depending upon
has the firearm and the attacker is unarmed.

Chapter Seven: Firearms 79


First, the attempt to grapple provokes an attack most of the British Empire, carrying of firearms
of opportunity if the defender is holding a drawn is illegal, other than hunting rifles or shotguns on
handgun. The defender may take a single Rapid private estates, or shooters at target shooting
Fire shot for that attack of opportunity. tournaments. In most places, carrying firearms
Alternatively the defender may "pistol whip" the to formal dinners or parties is considered socially
attacker, using the handgun or scattergun with a unacceptable.) The size of the firearm is the
melee attack. A successful hit does with a primary factor in determining if an observer
scattergun does 1d6, with an army or navy pistol spots a concealed firearm, closely followed by
1d4 and with a derringer 1d3. If the defender has the number of concealed firearms.
the Quick Draw Feat, a free hand, and an
available handgun, then the defender may draw The base DC for spotting a concealed firearm is
and shoot the handgun with a single Rapid Fire included in the Firearm Chart. The description of
shot for that attack of opportunity. The the assumed concealment for that DC is below.
exception to this grappling provocation is if the The judge may assign a bonus or penalty of 2 to
defender was already engaged in Aimed Fire (at the base DC is she decides the concealment
another target), and had provoked himself, an attempt warrants it. For multiple concealed
attack of opportunity and the grappling attempt firearms, the worst DC is used with modifiers
was that attack. If the defender is using a long described below. Sitting or running while
arm (rifle, shotgun, or carbine), then the defender wearing concealed weapons increases the
may use the long arm as a club to take an attack chances that the concealed weapons will be
of opportunity (melee attack). spotted.

The attack may elect to grapple the defender's Concealment scenarios are:
firearm itself, or grapple the defender himself as
normal. Derringer -- assumed to be in a bosom,
wrist, thigh, or ankle holster, while wearing
In the first case, the attacker makes an attack roll normal street or formal attire (except the
to grab the firearm. The AC of the defender is ankle holster is worn with skirts or dresses
modified by an AC modifier based upon the of floor length) or in a gentleman's pants or
weapon size. Modifier is; for Light (-4), one- coat pocket, or in a small ladies handbag.
handed (0) or two-handed (+4). If successful, the (Medium-sized purses are more concealing.)
attacker and defender make opposed grappling Concealment of a wrist holster requires long
checks (base attack bonus + strength modifiers). sleeves. Hip or shoulder holsters under a hip
Unarmed attacks count as light weapons. If the length jacket or coat are not as concealing--
attacker wins, she now holds the firearm. If the the DC should be lowered by 2.
defender wins, he has wrestled the firearm out of Concealment DC is unaffected by sitting or
her hands. If the checks were tied, then both running, except for the ankle holster which
characters are still holding on to the firearm and should be lowered by 2.
neither can use it. Navy pistol -- assumed to be in a shoulder,
back belt, or hip holster under a hip length
In the second case, the attacker makes the normal or longer (loosely cut) jacket or coat.
grab attempt to grapple the defender. Normal Concealment DC is lowered by 2 if the
grappling rules apply, except that the defender character sits and by 4 if the character runs.
may be able to use his firearm. If the defender is A navy pistol may also be concealed in a
not pinned by the grappling attempt, but is held, medium-sized ladies purse (or similar bag)
the defender may use his light firearm on his with this concealment DC. The
next action instead of trying to escape the concealment DC of the pistol in the purse is
grapple with another opposed grappling check. unaffected by sitting or running, but it is
The defender is at -4 on such attacks. (Likewise affected by hitting another character with the
if the attacker is holding a light firearm.) purse. Ladies in normal women's attire
(which is close fitting in this era) could not
Concealed Weapons (Hiding a Firearm) conceal a pistol easily in these locations
Characters will often attempt to conceal a (unless they are wearing a heavy coat or
weapon, particular a firearm or a knife, on their cape). A fine gentleman's dinner jacket will
person, perhaps to remain armed while in not conceal pistols in these locations either,
civilized society. (In some locations, such as as such jackets were close fitting. The

Chapter Seven: Firearms 80


concealment DC should be lowered by 10 in 10, but no modifiers apply.
such cases. If the character carrying a concealed weapon
Army pistol -- assumed to be in a shoulder, is present at an (60 minutes or longer) event,
hip, or back belt holster under a thigh length such as a dinner party where heavy coats
(or longer) coat. An army pistol can be would be out of place, where an observer
carried in a ladies' very large purse at this can watch the character for long periods
concealment DC. Dress attire constraints and/or repeatedly see the character during
are similar to that of a navy pistol. The the event, the observer may take 20. If the
concealment DC is lowered by 2 when observer has reason to be suspicious of the
sitting and by 4 when running. character (perhaps advance warning), then
Scattergun -- assumed to be on a hip holster, they should take 20.
or hanging on a lanyard behind the back, Multiple weapons have an impact on the
under a heavy, thigh length coat. The concealment DC. Each additional weapon
concealment DC when sitting is lowered by beyond the first weapon lowers the
2 if in a hip holster, by 6 if on a lanyard concealment DC (of the worst DC of the set)
behind the back. The concealment DC when by 2. Derringers in bosom, wrist, or thigh
running is lowered by 4 if in a hip holster, holsters or in purses do not count against
by 10 if on a lanyard behind the back. this total. A navy pistol in a ladies purse
Carbine or Shotgun -- assumed to be on a also does not count against this total.
sling, under a knee length cloak (not a coat),
or on a lanyard, under a knee length coat. A police officer (or other character) might
The Concealment DC for sitting is lowered physically search the character in which case a
by 6, but for running, it is lowered by 4 if on search skill check is made. The same
a sling, 10 if on a lanyard. concealment DC is used. A detective or criminal
Rifle (not the big game rifle) -- assumed to kit get a +4 bonus on this search check for
be on a sling, under a calf, or ankle length firearms (all others get +2). If the searcher is
cloak. Concealment DC drops by 10 upon hurried, watching other suspects, or under a
sitting and by 4 if running. threat, the check must be rolled. If not pressured,
Big Game Rifle -- assumed to be "cleverly" a standard search for weapons would be the "take
disguised as a six-foot wide, rolled bedroll 10." A search at a police station that amounts to
(for two) slung on the back. In short, the a strip search would be a "take 20." However, in
character would have to be real creative to this era, European or American police officers
find a way to conceal this weapon and still are more respectful of body privacy so such
have quick access to it. searches are less common, particularly of
women.
Observers make a spot check to see if they spot
the concealed firearm. Naturally, there are some The above rules on concealment of weapons
possible modifiers. Detective or criminal Classes assumes the weapon was concealed when no one
get a +2 bonus to spot checks for firearms. was present to observe. if a character attempts to
If a character (say a police officer) walks hide a weapon (or move a weapon from one
pass in the opposite direction on the street, a concealment spot to another) while someone is
normal spot check is rolled. The observer present, then the Sleight of Hand skill (PHB pg.
cannot take 10 (or 20) for this check, unless 81-82) must be used. A navy pistol grants a +2
the observer has been warned to look for the bonus for the Sleight of Hand check to conceal it
individual by description or the individual is and a derringer gets a +4 bonus. A character may
drawing attention by her actions, in which attempt to use Sleight of Hand to remove a light
case the observer may take 10. weapon unnoticed from another character (DC
If the character carrying the concealed 20 plus opposing spot checks).
weapon is moving slowly, with a crowd,
pass a fixed observer (such as a police Nonstandard Ammunition for Firearms
officer) there is a -2 modifier to the spot
check because of the crowd. Sometimes characters in Gothic Earth wish the
bullets of their gun (or the pellets in their
If the character carrying the concealed
shotgun) were made of something other than
weapon is moving slowly in single file past
lead. Some monsters are only harmed by
a stationary observer, the observer may take
weapons if the weapons are made of a certain

Chapter Seven: Firearms 81


material. The use of silver weapons to injure make the bullets. A character may purchase the
werewolves is a well-known example. Other needed equipment for $70 as a one-time expense.
monsters might be vulnerable to other materials. The cost (in dollars) per bullet is shown below.
Some monsters may be vulnerable to weapons Bullets are attempted in lots up to 25 bullets
made of special materials, which are also (character choice of one type & number per
enchanted. Spells such as Magic Weapon and attempt) with a DC of 15. Failure results in the
Greater Magic Weapon are useful for these loss of half the cost per bullet. Only one
cases. However, such weapons, bullets or gunsmith check to make nonstandard
shotgun shells, are not commonly available in a ammunition can be made per Living Death
variety of materials. tournament module.

Silver bullets are available in small quantities Table 7:3 Making unusual Bullets/Cost per
from some of the larger suppliers of ammunition. Bullet
They see it as a novelty item and do not keep
large amounts on hand. Silver bullets (1d10) of Firearm Silver Gold Copper
any one type will be available once per Derringer 0.10 1.00 0.05
adventure if there is a company in the area. Eley Navy Pistol 0.30 3.00 0.05
Bros. LTD., of London (England), Birmingham Army Pistol 0.45 4.50 0.10
(England), Glasgow (Scotland), and Liege Rifle 0.60 6.00 0.15
(Belgium) is one such company. The Society of Carbine 0.30 3.00 0.05
the White Rose in the Living Death campaign
has arranged for a private supplier to stock silver While it is possible to make iron or steel bullets,
bullets in Hong Kong and in Denver, Colorado, due to the temperatures for melting iron or steel
USA, as of 1894. The cost per cartridge with as well as the hardness of the materials, it is not
silver bullet from such suppliers is: derringer-15 feasible for an individual to do this in a simple
cents; navy pistol-40 cents; army pistol-55 cents; shop with the Gunsmith skill. It is possible that
carbine- 50 cents; rifle-75 cents and big game such bullets might be available upon rare
rifles- one dollar. These suppliers do not have occasions in a Living Death adventure. Bullets
bullets of other materials, nor do they have made of ice, glass, or rock minerals are not
shotgun shells with silver (or other material) possible without magical assistance.
pellets. Sometimes, the Society of the White
Rose may supply its heroes directly with some As stated in the Damage Rolls section, use of
specific ammunition. Such cases are described nonstandard bullets reduces the damage by 1
in a tournament module. point per original damage die. Hence, damage
from silver bullets for derringers is -1, For navy
The Gunsmith Skill allows a character to make and army pistols is -2, for rifles is -3, and for big
both standard and nonstandard ammunition for game rifles is -4. remember minimum damage of
firearms. Only one gunsmith skill check is 1 per hit (not per die).
permitted per Living Death adventure for a
specific character. Failure of the skill check Some heroes would also like to have shotgun (or
means that half the cost per cartridge was scattergun) shells also loaded with exotic
wasted. A set of 25 lead bullets can be made for materials. In addition to the silver, gold, copper,
half the book price with a DC of 10. Lead bullets iron, or steel, heroes have been known to try to
are easy to make, though, because ordinary fires put various rock minerals into shotguns.
are hot enough to melt lead (620 F). The only Conceivably characters might try glass as well.
tools are an iron or copper pot, a bullet mold, and Special material pellet packing of shells is
the reloading tools. These tools cost $2. possible. The Gunsmith skill, access to the
materials and tools, and time are, of course,
Silver, gold, and copper are other desired required. For this purpose, the character is
materials for firearm ammunition. These assumed to purchase small gauge wire of silver,
material melt at much higher temperatures gold, or copper and then cut off small pieces
(between 1760 F and 1980 F) and ordinary fires roughly the size of a shotgun pellet. Steel or iron
do not get that hot. (A conventional gas-heated, would come in fine rods, and would be similarly
box oven tops out about 1250 F.) You need cut into small pieces. Some grinding or polishing
access to something similar to a forced air might be done to smooth the rough edges. Glass
furnace to melt enough silver, gold, or copper to or rock materials would be smashed with a

Chapter Seven: Firearms 82


hammer into small fragments. The glass could be Packing the barrel(s) of a shotgun with fine
smoothed by use of heat, but the rock materials materials (rocks, metals, etc.) other than rock salt
are naturally irregular and cannot be smoothed. as an expedient measure will work only once,
The use of silver, gold, copper, iron, steel, or ruining the barrel(s). The range increment for all
glass pellets will not harm the barrels. Use of such cases will be only 25% of normal. Packing
minerals or irregular-shaped materials will the barrel(s) of a shotgun with objects that are
damage the barrel(s) after 3 such firings. The greater than 0.25 inch in any dimension will
basic reloading equipment for shotgun shells cost cause the barrel to become blocked upon firing,
$1.50. The DC for making these nonstandard ruining the barrel.
shells (up to 10 shells in a lot) is 10. The cost
per shell is silver - 60 cents, gold - $5, copper -
10 cents, iron - 20 cents, steel - 20 cents, glass -
5 cents, and rock materials (if commonly
available) 5 cents.

When the Red Death notices you, it tries to tempt


you by granting you a special ability that
enhances a skill you already have, or gives you
Chapter Eight: Adventuring an entirely new skill. There is always a cost
in Gothic Earth associated with the new skill or ability, but
many are so tempted by this increase in their
personal power that the cost seems insignificant.
The Red Death increase the temptation and
Powers Checks beckons you to further corruption by offering
Evil done in the name of Good is still evil. Many greater power. The steps of this process are
events in our own world which we look back on referred to as Stages of Corruption and those
today as deeds of great evil were done by people who the Red Death is tempting in this way are
who claimed that they were serving the forces of referred to as the Tainted. Failing a power check
Good. Tempting people by offering what may starts the descent, with additional failures paving
seem to be a chance to improve the welfare of the way through the Stages. Each Power Check
the greater good at the cost of doing something is a percentage roll. The Suggested Power
that is evil is one of the Red Deaths favorite Checks Chart lists many of the circumstances
ploys for gaining allies. that would call for a Power Check. These should
be considered base numbers for the roll. If the
The Red Death is a being of great evil that has roll is that number or less then the Power Check
corrupted the world of Gothic Earth, draining is failed and the character has gained the notice
and twisting magical energies. Because of this, of the Red Death. Such things as location may
using magic is also dangerous and can cause the adjust the DC of the check.
corruption of the caster, even if they are doing a
beneficial spell such as cure wounds or mending. While the percentage chance of the Red Death
Rare is the Adept or Mystic who achieves great noticing any singular occurrence of magic is
power without feeling the taint of the Red Death. somewhat slim, frequent use of magical abilities
(including arcane skills) or frequent evil acts
As far as anyone can tell, it has no corporeal may in fact increase the likelihood of the hero
body. The best analogy of this creature is that it being noticed by The Red Death. Repeated deeds
is like an awareness or presence that watches of evil have a greater chance of being noticed by
over the fabric of our world. When a deed of evil the Red Death. If a hero commits a second
is done or when magic is used a light flashes criminal or violent deed (as shown by the chart)
briefly in the darkness and there is a chance that within one hour per 1% of the power check of
the Red Death will notice it. The greater the evil, the first deed then the second power check is the
or magic being used, the brighter the light and sum of the two. For example, if a hero brutally
the greater chance for being noticed. The murders an evil NPC, the power check is 3%. If
frequency can also increase the chance of the within 3 hours (from the 3%) the hero lies to
attention of the Red Death being brought to bear another hero, the Powers Check for the lie is 4%,
on you. instead of 1%. If a third deed occurs within the
window of the first deed then all 3 are added

Chapter Seven: Firearms 83


together. Otherwise it is compared to the second would be: 1%, 2%, 3%, 4%, 5%, 6%, 7%, 8%,
deed. 9%, and 10%.

For spell casting (or use of the arcane skills: If a previous Power Check failed, i.e., the Red
Sixth Sense, Prognostication and Psychometry) Death noticed the hero, then all powers checks
the window on the power check is 10 minutes for the next eight hours are doubled (including
per 1% of the first spell. If for instance a spell ones for frequency).
caster cast ten 1st level spells within ten minutes .
(all for a good purpose), the successive checks

Table 8:1 Suggested Power Checks


Check5 Unholy Acts Checks6
Criminal/Violent
Act
Assault, unprovoked */ 1 /2/4 Breaking a tenet */1/2/5
Assault, grievous 1/2/4/6 Breaking an Oath */2/5/10
Betrayal, major 1/3/6/9 Breaking a vow */5/10/#
Betrayal, minor */1/3/6 Desecration */4/8/#
Extortion */2/5/8 Bestowing Curses Check7
Lying */*/*/1 Embarrassing 2%
Murder, Brutal 3/6/10/# Frustrating 4%
Murder, premeditated 2/3/9/15 Troublesome 8%
Theft, grave robbing */1/5/7 Dangerous 16%
Theft, major */1/4/10 Lethal 32%
Theft, minor */1/3/6 Spellcasting Check8
Threat of violence */*/1/2 Casting a spell for Good 1% per level
Torture, routine 4/7/#/# Casting a spell for Evil 2% per level
Torture, sadistic 10/#/#/# Necromancy School/Domain and Death, 2 x the normal
Destruction & Evil Domains chance
* no check needed
# Act of Ultimate Darkness: automatic failure or chance greater than 10% as DM deems required.

Good effects
Possible Effects of Corruption by the Red Commonly gain significant
Death improvement in one of the five (or even
sixth) senses Vision, hearing, taste,
Because this is a tournament campaign, we down smell, touch. (Keen Sense Feat or
play some parts of the corruption/ temptation of Uncanny Sense Feat)
player characters during adventures. However,
NPCs may have these visual effects. Since Improved physical or mental abilities.
Heroes may gain a more detailed knowledge of (Increases in character abilities.)
such effects by taking Forbidden Lore: The
Tainted and Redemption, the information is Greater knowledge or skills without
included here. apparent study. (Increased skills)

Innate arcane power to cause magical

5
Numbers indicates percentage chance for acts against Evil NPCs or Monsters/ Neutral NPCs/Good
NPCs/PCs or innocents
6
numbers indicate percentage chance for acts against: evil faiths/ neutral faiths/good faiths/PCs faith
7
Check is made if the curse succeeds or fails
8
0 level spells and Arcane Skills that touch the web have a min. 1% check

Chapter Eight: Adventuring in Gothic Earth 84


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

Excessive fondness for consumption of a One: The Enticement


specific drink or food. People in stage one are often called Unclean. The
Unclean might be relieved by a mystic ritual
Observable physical changes: Skin color Bless.
changes or blemishes or sores. Changes to
eyes, fingernails, toenails, hair, or breath.
Two: The Invitation
Fondness or affinity for specific creatures People in stage two are often called Accursed.
for companionship. The Accursed might be relieved by a mystic
ritual (or arcane) Remove Curse.
A compulsion to lie or steal without cause.

A compulsion to torture or sacrifice living


Three: The Touch of Darkness
creatures.
People in stage three are often called Corrupted.
A compulsion to kill wantonly or destroy The Corrupted might be relieved by a mystical
civilization. ritual of Atonement.

Changes in physical form to a non-human


creature, even though some positive effects Four: The Embrace
may be associated with such changes. This People in stage four are often called Beast.
could be uncontrolled or controlled changes. Some ancient tomes say a Beast might be
redeemed, but powerful ritual (Greater
Stages of Corruption Restoration) is required.
It is possible for one who has become tainted to
be redeemed from her terrible fate. She must
truly wish to be redeemed and acknowledge what Five: Creature of the Red Death
actions of hers brought her to this state. It People in stage five are just known as Creatures
requires a Mystic to ask the spirits to shoulder
the burden of evil. There are thought to be further stages of
corruption but all are wholly agents of the Red
It is believed that there are six Stages of Death and quite powerful.
Corruption but a Mystic cannot redeem those
who have reached Stage 5.
Redemption
Each Stage grants greater gifts and more obvious
signs of corruption. It may start out as a gift of Reversal of the corruption of the Red Death first
Uncanny Sense of Hearing while your ears requires that the character is willing. In some
become slightly pointed and a soft down like fur case, the character may not seek redemption. To
covers the back of them. Each benefit has a remove Stage One corruption, a successful Bless
hindrance that becomes more obvious the deeper spell is required. Stage Two needs a Remove
you sink into corruption. Those with Forbidden Curse and a Bless, Stage Three needs an
Lore: The Tainted & Redemption skill study and Atonement, Remove Curse and a Bless. Stage
try to analyze this phenomenon. Four needs Restoration: Greater, Atonement,
Remove Curse and a Bless. Basically each spell
removes one layer of corruption and each must
Stages of Corruption be done in order. As each stage of corruption is
rolled back, the benefit and hindrance of the
previous stage of corruption disappears.
Zero:

Chapter Eight: Adventuring in Gothic Earth 85


As Living Death is a tournament campaign we
have had to develop the following rules for If the hero only failed one (or in the case of
handling the corruption and redemption of a spell caster, two) Powers Check, then it is
heroes. Unfortunately that tends to downplay the assumed that the Society arranges for the
temptation. We explored this avenue during the heroes' redemption in-between assignments.
adventure Mystic of Mercy and took a survey Players of heroes who have succumbed to
during Weekend in Gothic Earth 2000. While a the temptation of the Red Death should
majority enjoyed the adventure, the overall contact the LD Campaign Coordinator.
consensus was that including this in all
adventures (visible effects of failed PC Dark There is no limit to the number of times taint
Power checks) had the potential to change the maybe redeem or no effect (beyond that of
focus of any adventure to dealing with the taint the Powers checks for the spells needed).
rather than the mission. Therefore the following
rules are to be used.
Fear, Horror and Madness
If a hero fails a Powers check for an evil act
or spell casting during the adventure, they Checks
do not get any special ability or sign of their These checks are tools to promote good role-
corruption. The hero will sense that she is playing. If the players are reacting appropriately
being observed or brushed by some great to the situations, then the DM does not need to
power (the Red Death), i.e. the hero knows make the players roll these checks.
that she has been effected by taint.

If a character fails two Powers Checks for Fear


evil acts during one adventure module, then Fear is the response to an immediate physical
they are converted to NPC status at that threat. This is frequently a creature but it could
moment. The character is considered to have be someone who threatens them with
succumbed to the temptation of the power overwhelming power or strength. Another
and evil of the Red Death. trigger for a Fear check in Gothic Earth is when
the characters are faced with something whose
If a character fails three Powers Checks for nature they understand but whose scope
spell casting or use of Arcane Skills (or one bewilders them. For example, most characters
for evil acts and two for spell casting) during will have some familiarity with machines and
the adventure, and remain tainted at the end electricity, but if faced with a humanoid who
of the adventure, then that hero is converted looks to be pieced together and gives off
to NPC status at that time. The character is electrical sparks, the average citizen is likely to
considered to have succumbed to the be very afraid.
temptation of the power and evil of the Red
Death. Fear is considered to be an assault on your mind;
therefore it is a Will Save with Wisdom
If there is a mystic PC or NPC present, they Modifier. The base DC is 15, but unique aspects
can attempt to help the tainted PC by casting of the creature or event may vary this. If so, then
the appropriate spells (described above) that adjusted DC will be listed in the tournament.
during the event.
The modifiers listed below are those that
While the campaign might have mystic depended upon unique aspects of the characters
heroes who are of high enough level and playing the event.
have access to the correct domain to remove
stage four taint from a hero, any hero who You have a spell already cast on you that is
achieves stage four taint (failed four Dark helpful against the encounter +4
Powers checks without redemption) during
an adventure is automatically converted to You have a magical item that is particularly
NPC status at the moment of reaching Stage helpful against the encounter +4
Four. This is true regardless of if a mystic
hero is present who can cast Restoration, Friend or Family endangered +4
Greater .

Chapter Eight: Adventuring in Gothic Earth 86


Facing the same threat again on the same day you to stay in an enclosed space where
+1 that scene is located. You must stay at
least 30 away. If you violate that, you
Know how a similar encounter was defeated are automatically Fear struck. A similar
+4 scene will automatically affect you.
You do not get a new check.
Defeated previously by a similar encounter 2 Revulsion: This is a stronger version of
-4 the above. Things that bear a
resemblance or could be reminders of
The results of a failed Fear Check are the same the scene are repugnant to you. If the
as the effect of failing the save from the spell scene was especially bloody, red wine
Fear-see PHB (pg. 229) for details. or rare meat might cause a reaction.
3 Obsession: The experience replays over
Horror and over again in your mind. By day
The distinction between Fear and Horror is often you are compelled to talk about it; by
hard to discern. While Fear deals with an night your dreams are so bad, you
immediate physical threat, a Horror Check cannot get any rest. Each sleepless night
occurs when a character stumbles on something reduces your attack rolls by 1
supernatural that no human was meant to see. (cumulative). Mystics and Adepts are
Horror deals with a wider array of emotions such not rested enough to meditate and
as anguish, revulsion and repugnance that are so regain spells. A sleep spell will help (no
intense they could cause a physical sickness. An additional negatives but your negative
experienced adventurer in Gothic Earth may no modifiers remain the same).
longer react in Fear when they see the 4 Senseless Rage: You are filled with
transformation of a person into a werewolf for rage and anger with only one desire-to
they know how to defeat the creature. However smash and destroy the that which
if the person changing is a friend or family horrified you. You attack anything in
member, then a Horror check is called for. your way. You gain +2 to both to hit
and damage rolls as well as an extra
Horror Checks are Fortitude Saves with Wisdom attack if using a melee weapon. If using
modifier instead of Constitution. The base DC is a firearm, you automatically use Panic
15, but unique aspects of the creature or event Fire. You lose any Dexterity modifier to
may vary this. If so, then that adjusted DC will your AC as you are concentrating on the
be listed in the tournament. destruction of what was before you
above all else. Even after it is destroyed,
The modifiers listed below are those that you continue to attack it. You can make
depended upon unique aspects of the characters a Will save attempt every other round to
playing the event. stop. The rage continues to simmer
inside you. If you see a similar scene,
Lawful Good Hero -1 you must make a Horror check at a 2.
Hero knows a person in the scene -2 If you fail, you automatically fall into a
Close friend or family member in the scene Senseless Rage.
-4 5 Mental Shock: You remain stunned for
Closed quarters -1 three rounds; after that you can make a
Open area (room to run) +1 Will check each round to throw it off. If
you fail 3 consecutive checks, you slip
into a deep shock. Once in deep shock
Failing a Horror Check you can only attempt to throw it off
Heroes who fail are stunned for one round; she once per hour. If you come across a
cannot move attack or defend herself. A d6 is similar horror scene your check is made
rolled to find the result of the failed check. with a penalty of -2 and you
automatically suffer the effects of
Mental shock
Failed Horror Check Results 6 Fear struck: If you come across a
1 Aversion: You cannot bear to look at similar horror scene, your check is
the scene or object. It is impossible for made with a penalty of -2 and you

Chapter Eight: Adventuring in Gothic Earth 87


automatically suffer the effects of their mission) the White Rose will send someone
being Fear struck to work with stricken hero. The judge should
make the appropriate checks to determine how
long the hero is out of play. (Assume attending
Removing the Horror Struck State Physician has +8 to Psychology skill checks.)
There are some spells that may be effective in
this cause. If cast soon after the event (within
one week), Modify Memory may be able to lift Madness
the effect. This is limited by the duration of that The madness check is mainly reserved for cases
which caused the Horror Struck State in the first in which the person experiences the inner mind
place. If that occurred over a period time longer of an evil, supernatural monster. The check is a
than one hour, the spell will not be able to help. Will save with Wisdom Modifier; the DC will
A Forget Spell cast immediately after the event vary depending on the situation. If you fail, then
may also cure the problem. The spells Heal and roll a d6 to find out the actual result. Unlike Fear
Greater Restoration will also cure the Horror and Horror checks, Madness checks normally
Stuck State. need to be rolled as they represent the possibility
that the character has seen too much to
The Psychology Effect comprehend and stay sane. Some tournaments
will have an alternate results table based on what
If a hero with the Psychology skill is nearby,
occurred in the module. A player should have a
they can affect how the failed horror checks are
certificate for failed Madness Check, this allows
resolved. If during the round the horrified
for the chance of a continued play as well as a
character is stunned, the character with
chance for being cured.
Psychology is able to converse with them
without being disturbed (Psychology skill check
The definitions below are for game purposes and
DC 12), they can delay the onset of the Horror
may not resemble current day definitions of these
Struck State. The affected character is considered
mental health problems.
to be in a state of shock and all attacks, saves,
and skill checks are at a 4. The shocked hero
must keep the Psychologist within sight or will Failed Madness Check Results
lapse into the Horror Struck State.
1. Schizophrenia: This fragments the mind into
Once a hero is in a Horror Stuck state, it is up to several specialized personalities, capable of
the Psychologist to attempt to cure him. They dealing with a particular kind of situation with
must stay under the care of someone with the no assurance that the appropriate personality will
Psychology skill. During an adventure this could be dominant at the right time. There is a chance
be either a NPC (if available) or a fellow party in any emotionally charged or stressful situation
member. for the character to change personalities. This
base chance is 25% otherwise roll each day to
The person with the skill can make a check for see which character is the main one for that day.
each week the patient is under their care. If the You can use the following table to determine the
Psychologist also has the Mesmerism skill, they personality type or you can make your own list
get a +2 to their skill check. If the patient cannot of personalities:
be moved to somewhere quiet and secure for at 1. Aggressive, violent person
least a week, then a penalty of at least 2 is 2. Passive, submissive victim
applied to the roll. If successful, the patient is 3. Nave, friendly child
cured permanently of the Horror Struck state. 4. Angry, sulking
The DC of this check is 20. 5. Kind, sympathetic
6. Aloof, snooty intellectual
A hero with the horror struck state that is not 7. Artistic, creative
being cared for by a hero psychologist by the end 8. Compulsive liar
of the adventure remains in the horror struck 9. Bratty smart mouth child
state. They will be functional as long as that 10. Stubborn defender
which triggered the horror struck state in the first 11. Cheerful extrovert
place does not reoccur. However if their fellow 12. Spiteful accuser
adventures mention the problem (in a report on

Chapter Eight: Adventuring in Gothic Earth 88


2. Severe Depression: The character loses all will Once the alignment is determined the player
to take action. She only wants to be left alone needs to develop a new personality. If they are
and there is a chance to become suicidal. In any having a hard time of this, they can use the
given situation, there is a 50% chance that the earlier list for Schizophrenia.
character will not do anything, even to protect
their own life. If the character has their lack of The amnesia victim becomes for all intents and
self worth reinforced by someone else (being purposes a 0-level character. They retain their hit
berated, criticized or insulted), there is a 50% points and ability scores but have no special
chance the character will become suicidal. She class abilities (such as spell casting). If they have
will then attempt to flee or wander away and any knowledge based skills, they can attempt to
concoct an elaborate plan to do away with use them but gain no benefit from ranks in that
herself which has only a 25% chance of skill. They retain knowledge of how to use
succeeding. She wants others to believe she weapons (including benefits from Feats) and
wants to kill herself (thus gaining attention and language skills.
comforting) more than she wants to actually kill
herself. If later cured the former amnesiac can decide to
3. Delusions: The character believes herself to be either use any experience gained to multi class.
something or someone they are not. They see the Otherwise any experienced gain while an
world around them somewhat normally--it is just amnesiac is halved.
themselves that is changed. They take on a new
persona or identity and maintain it constantly.
The player can choose the form, however the Removing Madness
DM is allowed to veto and insist the player There are only two spells that can possibly help
choose a different form for their characters the victim of Madness. Heal or Greater
delusion. Restoration spells can cure mental illness.
4 Paranoia: Unreasoning fear of other people,
item, place or action. The situation that triggers The Psychology Effect
the paranoia should dictate the item feared. The Once a hero succumbs to Madness, it is up to the
fear should be large in scope and include Psychologist to attempt to cure him. They must
anything associated with the object of the fear. stay under the care of someone with the
5. Hallucinations: The character sees herself Psychology skill. The hero with the skill can
normally but sees the world differently. How she make a skill check at a -4 each month that the
sees the world should be centered around a patient is under their care. If the Psychologist
theme, preferably one that has some link to what also has the Mesmerism skill, they get a +2 to
caused the horror in the first place. While a their skill check. The DC of this check is 25.
normal person subject to the sight of something Heroes cannot treat themselves.
over and over again becomes immune to the
horrifying effect of that sight, the person If left in the care of the White Rose, the hero is
suffering from this is incapable of that. The item out of play for six months.
always produces an emotional response whether
it be fright, enchantment or obsession.
6. Amnesia: This is a personality change. The Curses
character suffers a partial change in alignment When a curse is employed on Gothic Earth it is
and has no memories of his previous life. If she less likely that it will be recognized for what it
had been suffering from the results of earlier is. Most people believe in the power of science
failed Fear, Horror or Madness checks, these are and laugh at those who believe in superstitious
now cured. Even if her memory is restored those things like curses. So while curses are less likely
events will no longer have any control of her. to occur, it is also less likely that a cursed person
Your alignment change is limited to whether you will be able to find magical relief from a their
are Chaotic, Neutral or Lawful. You make a d6 curse.
roll and use the following chart:
Result Curses are caused either through magical means
1-3 Chaotic (geas, quest, limited wish, wish, bestow ancient
4 Neutral curse, bestow curse, bestow greater curse) or
5-6 Lawful through the actions of the character. The actions
of a character could cause what amounts to a self

Chapter Eight: Adventuring in Gothic Earth 89


inflicted curse by doing something that attracted unconscious. If they make the save, then they
the attention of the Red Death which granted stay awake until the second save must be made.
some wish of the character but in a twisted way. If the target that failed the first save made the
Or their actions may cause another to such second save, they awaken in 1d10 minutes. If the
heights of rage for vengeance that the Red Death target fails the second save, they awake in 2d4+2
grants them their wish. hours.

Because of the nature of Gothic Earth and the Inhaled Medicines


interference of the Red Death, a Remove Curse In the campaign two substances used in the
or a Break Enchantment spell by itself will not medical world might be used in combat
be enough to aid. See spell descriptions for situations. When inhaled these substance cause
duration of relief from the curse that these spells unconsciousness. Chloroform and ether (which is
can bring. Whenever a curse is laid upon a hero also flammable) are considered inhaled
or NPC in Living Death, the requirements for medicines. The liquid chloroform or ether can be
completely removing the curse will be listed in placed on a cloth and held over the nose and
the tournament module. mouth of a person to induce unconsciousness. If
the target is unwilling an opposed grapple check
is required to hold the cloth in place. Each round
Turning Undead that you are successful, the target makes DC 15
Attempting to Turn Undead in Gothic Earth is Fortitude save. If they fail they are unconscious
very similar to attempting it in 3.5 D&D (PHB for 1d3 minutes. If the target fails the fortitude
pg. 159). There are however, two major save and cloth over their nose and mouth is
differences in Gothic Earth. continued to be held for one minute, a second
In 3.5 D&D Turning Undead is a Standard Fortitude check is made (DC 20). If that check is
action, in Gothic Earth it is a Full Round failed then the victim remain unconscious for
action. 1d3 hours. If the victim saves that time is halved.
In Gothic Earth the turning check is a (D20-
3) + Charisma modifier. Ingested Medicine
Laudanum is a tincture of opium used widely
during the 19th century. Using it in combat
Medicines and Poisons situations is extremely unlikely. If administered
Some modern medicines can be used to subdue as a sedative by a character with at least one
an opponent or perhaps calm a friend. level of Physician class the Medicine check DC
is 10. If the check is successful then the dose is
Injected Medicine the correct amount to require the character that
Injections are administered via a syringe. A imbibes it to make a Fortitude save (DC 20) or
syringe can deliver one dose of a medicine or minutes later they will fall unconscious for
poison (injury or contact poisons). This action 1d5+1 hours. If the check is not successful then
requires a successful melee attack roll unless the there is a 40% chance that the doze is too large
subject is pinned. If the attack roll is high enough and will kill the character if they fail the fortitude
to make contact (a touch attack) but not penetrate save. The percentage chance of an overdose
the target's actual AC, then the syringe breaks. decrease by 5% for each level of Physician the
This attack action always provokes an attack of hero who prepared the dose has. So a 5th level
opportunity. Physician has only a 15% chance of overdosing a
patient. If administered as a sedative by a
The Physician makes a Medicine check when character without at least one level of Physician
preparing the syringe. (During combat they class the Medicine check DC is 20.
cannot take 10 on this roll.) Since the size and
weight of the target are factors in determine the
size of the dose, syringes can not be prepared The Society of the White Rose
ahead of time. The Medicine skill check sets the
Fortitude save DC for the target. The target The history of Gothic Earth presented in the
makes one save immediately and a second one a Masque of the Red Death box set (and available
minute later (as per poison rules DMG pg. 296). on the Official Campaign web site) mentions
If the target makes both saves, there is no effect. various secret societies that have sprung up
If the target fails the first save, they go through the centuries. These societies are

Chapter Eight: Adventuring in Gothic Earth 90


referred to as qabals. Some of these qabals are Qualifications for Membership
aware of and fight the Red Death. The qabals First, and most importantly, a person must have
often have different approaches but similar a witnessed a supernatural event that serves as a
goal, that is to defeat the Red Death. There are motivation for them to fight the Red Death.
also groups whose aim are to further increase the Second, they must be sufficiently dedicated to
power of the Red Death, as well as their own spend considerable time and effort in this quest.
power. Third, they must be able to read and write, in at
least one language. (It is unacceptable practice
The premise of the Living Death campaign is for a Traveler to ask an outsider to read a Society
that the player characters are members of a letter or telegram. As these are frequently used
qabal, The Society of the White Rose. It is this methods of communication, persons who could
group which gathers the characters together and not read would never find out about an
presents them with a task to accomplish or an Expedition.) Fourth, they must be willing to
investigation to complete. The Society of the subordinate their other beliefs and biases to the
White Rose is an international society of Expeditions. Fifth, they must be willing to work
ordinary people with an extraordinary with and to trust their teammates. The Society
commonality of purpose. The members have realizes that our international diversity will
experienced an event that clearly is outside the ensure that many different faiths, backgrounds,
bounds of normal laws of nature, that is to say and personal prejudices will be present among
supernatural. They have banded together to the Travelers. The Society cannot screen out
fight the Red Death and its minions. The such attitudes. However, such attitudes shall not
Societys goal is to identify, acquire and use a be allowed to degrade the effectiveness of the
means to rid our world of the Red Death. Expedition. Travelers who cannot have
cooperative meetings with either natives or other
The Society is believed to have been organized Travelers are not effective. They may be letting
sometime during the latter half of the 18th their other beliefs be of greater importance to
century, possibly in North America. There are them than their dedication to fighting the Red
some indications that Benjamin Franklin had a Death. Such individuals are invited to leave the
role in organizing the society Society. Sixth, they must be willing to follow the
Society security procedures.
Some of the more unusual aspects of the
society's makeup could have developed from his
What happens to a Traveler who breaks the
influence. Historically speaking, most of the
law in the performance of his expedition?
qabals were formed by people with similar
outlooks on life (alignment) as well as having a Travelers are cautioned to obey the local laws to
common goal. While most qabals can actually be the fullest extent possible. Membership in the
labeled or defined by the alignment of a majority Society is certainly not a license to kill, steal or
of their members, that is not true of the White cause wanton destruction. The Society of the
Rose. The membership of the White Rose is White Rose exists to help protect our
much more varied which may explain its growth civilization. The Society cannot retrieve a
over the past century. It values the contributions Traveler out of prison other than by quasi-legal
of all, no matter their background, so long as means, and it must keep all contacts indirect.
they share the common goal. The members and The Society will not turn a Traveler over to legal
operations are dispersed throughout the world. authorities if the violation occurred during an
Ethically speaking they are somewhat pragmatic expedition and was considered necessary and
when it comes to the laws of individual countries unavoidable by the Council. However, Travelers
and states. They would prefer on the whole not who have become unacceptable liabilities will
to have to ask anyone to break a law, but if it is become the responsibility of the Shepherds.
necessary to achieve a victory against the Red
Death they will do so. They realize the risk in
Can Society members, particularly Travelers,
this and so they have taken steps in the
socialize amongst each other in between
organization of the society to provide a means to
expeditions?
redeem those who have been tainted.
While the Society cannot outlaw such
meetings, frequent contact between Travelers

Chapter Eight: Adventuring in Gothic Earth 91


outside of official expeditions may run the risk performing such duties would be called
of a security leak and unwanted attention by our spies.
adversaries. The Society will not sponsor nor
condone any group social function such as a The Field Watchers perform a longer-term
reunion, an awards banquet, or a Society role for the Society. Often recruited locally,
picnic. The Society may need to assemble they watch and report on any events that
large groups of Travelers for certain types of might occur in their geographic area.
Expeditions, which will be set up in the normal Sometimes, Field Watchers are retired
manner. Travelers or Researchers, and their duties
are not onerous. Often, Field Watchers are
How does a member become a part of the not full members of the Society; i.e., they
Inner Circle? are not witting of the true scope and
purpose of the Society of the White Rose.
Becoming a senior member of the Society of the Other members should be discrete in
White Rose has more requirements than just discussing details of the Society with Field
being experienced. One must show seasoned Watchers, or any who are not members of
judgment, quick wit, impeccable morals, and the Inner Circle for that matter.
unfaltering dedication in the Societys work.
From time to time, more experienced members The Travelers are our brave heroes who
will be given the opportunity to witness and venture into danger, sometimes known,
support different aspects of the Societys sometimes not, with instructions (general or
operations. Recommendations from current specific) to identify the problem and, if
senior members are mandatory. possible and necessary, end the
problempermanently. The Society does
The Organizational Structure try to prepare the Travelers for their
A group known as the Council sets the policy of mission with foreknowledge and resources
the Society. The Council does not involve itself but often timeliness prevents more than a
with daily operations, but identifies Society hastily assembled team. All Travelers are
goals, raises contributions to the Society, and reminded that there is no shame in a discrete
oversees the Inner Circle and the Shepherds. withdrawal and a call for help in the face of
The Inner Circle, the senior level of our Society, overwhelming odds. Select senior travelers
coordinates the various departments of the will be assembled to respond such cries for
Society. The Shepherds guard vigilantly against aid. While the Society tries to avoid sending
the Red Death corrupting the Society. Realizing Travelers on tasks certain to fail, we do
that in this high-risk quest, some heroes will fall expect that these heroes will be resourceful.
from grace, the Council made provision to Travelers are expected to be available at a
ensure that the taint is safely contained and moments notice and to maintain a valid
removed from the Society. passport.

The highest risk department is, of course, the Expeditions would have little foreknowledge and
Expeditions. Within this department, there are no aid with spells if not for the department of
Field Researchers, Field Watchers, and the Scholars. Scholars are the various experts within
Travelers (also referred to as Explorers by older the Society are often unique in their knowledge
hands). of history, languages, science, Forbidden Lore,
spiritcraft, or Spellcraft. Usually these experts
The Field Researchers are solo investigators live quietly in a set location, answer questions
of unusual reports or known groups. put to them through mail or couriers, and write
Typically, they live and work in a location reports based upon their studies. Scholars pore
for weeks or months. They may be living over the fragmentary field reports, trying to piece
with a false identity. These dedicated together the plans and activities of our
people gather information about local adversaries. Some Scholars are former Field
events, people, or phenomenon and pass that Researchers or Travelers who have decided that
back to the Area Field Supervisor for review the less risky profession of Scholars is more to
and action. In some circles, people their liking. Many Scholars teach at renowned
universities. Some Scholars are Forbidden
Loremasters.

Chapter Eight: Adventuring in Gothic Earth 92


Western Union, buys tickets for rail or sea travel,
The Travelers sometimes leave a community or pays for lodging, rent, or leases, and pays
government in a state of confusion and disbelief stipends for dedicated research.
about supernatural events. The department of
Journalists works with various journalists, With members dispersed throughout the world
embassies and police departments around the the Society uses telegrams, letters, notes,
world to provide them with a comforting, newspaper classified ads, and field personnel to
mundane explanation of the events they may pass information to the Travelers. The Society is
have just witnessed. Of course, this department currently securing a network of telephones in
should not be taken as license to wanton certain major cities to provide more timely
indiscretion by Society members. communications. Travelers must notify the
Society when they depart for a new location.
Some Travelers, Field Researchers, or rarely Loss of contact will not only prevent their use
Scholars become injured with mundane or for specific expeditions; it will be considered
supernatural wounds in the performance of their cause for review by the Shepherds of the mental
duties. The department of Ministers provides and spiritual health of the Travelers. The use of
splendid medical assistance, including a first- codewords, code phrases, and recognition
class sanitarium for mentally disturbed members, symbols, such as a white rose, are an essential
as well as spiritual healers. The latter tend to our part of the Societys safety program. New
members who have become tainted with the Travelers are urged to learn the system and old
corrupting touch of the Red Death, but are Travelers are urged not to become complacent.
deemed to be still salvageable. Those beyond
salvage, or declining spiritual healing, are left to Getting Society Help
the care of the Shepherds. Travelers in poor
Sometimes after a Living Death adventure a hero
health will be provided with a free, unlimited
is left with a residual undesirable effect such as a
stay in the Societys comfortable, private
curse, madness, illness, disability, drained
sanitarium until they recover.
ability, wanted poster, or prison sentence. This
section explains what, if anything, can be done to
The Shepherds have the charge of protecting the
eliminate the problem.
Society from the taint of the Red Death on the
inside. The Shepherds insure that no wolves in
In all cases, take time at the end of the scenario
sheeps skin hide in our flock. They also deal
play to ask the judge if the problem can be
with members who have gone rogue. Recently
resolved there and if there is a certificate for the
the staff and the vigilance of the Shepherds were
problem. Many problems such as curses have a
increased to rectify a few lapses early on in the
mechanism to get a removal of the curse
security of the Society.
described in the adventure scenario. The
certificate may describe how to relieve the
A very secret function within the Society is
problem as well. Mechanism listed on the
performed by Qabalists. They are not part of a
certificate may be different from what is
separate department, but typically are Travelers.
presented below. Follow instructions on the
Their role is to gather information for the White
certificate.
Rose specifically on other Qabals.
If there is not a mechanism to resolve the
One of the more obscure departments,
problem in the adventure (or the hero can not
deliberately so, is the department of the Keepers.
meet the requirements), the hero may (in some
This very small department consists of
cases) seek help from a fellow traveler, (in which
custodians of special items or, in a few cases,
case the traveler must be at the same table,
places. Sometimes an item found by Travelers is
playing the same adventure (or interactive)
deposited with a Keeper who acts as the guardian
together) or from an NPC member of the
for that item. Their identity and location as well
Society. If the player decides he/she is unlikely
as their responsibility are closely held secrets.
to encounter such a hero in play, or just wants
the problem resolved quickly, they may turn to
Of course, even a dedicated Society such as ours
the Society.
could not function without money to cover
expenses. The department of accounting holds
The general mechanism for determining if and
and transfers funds through major banks and

Chapter Eight: Adventuring in Gothic Earth 93


how much aid the Society will lend your hero is the Society requires 5 unused Favorable Notices.
determined by their number of "unused"
Favorable Notices of the Inner Circle are gained If the problem is from a cursed item, normally a
through adventure play. Instructions for Remove Curse will be sufficient to allow the
awarding these are in qualifying LD adventures. hero to be free of the item. The hero may
routinely get the Society to remove this curse
When "used" the GM should write "used" on the upon request; no Favorable Notices are required.
certificate but never VOID or tear it up. The
total number of Favorable certificates still counts Geas and Geas, Lesser go away in days
for adventure play and for which traveler might automatically so no help is needed. Assume that
be given specific instructions during an after two weeks the effect is gone.
adventure. Any LD GM can adjudicate use of
Favorable Notices to remove a problem. Madness
Heroes inflicted with Madness may seek heroes
Unfavorable Notice who can cast Heal or Greater Restoration during
Heroes may redeem one Unfavorable Notice of game play. They may instead seek a hero who is
the Inner Circle by "using" two Favorable a Physician with the Psychology skill. Both the
Notices. The Unfavorable Notice is marked afflicted hero and the Physician hero are out of
"redeemed", initialed, and stapled to the "used" game play for one month for each attempt while
favorable notices. Any Unfavorable Notice must the patient is treated. As per the discussion under
be redeemed before asking the Society for Aid. "Removing Madness", if the skill check is
(Some adventures may also redeem an successful, the madness is cured. If not, then the
Unfavorable Notice; if so, then criteria will be patient and the Physician may repeat attempts
explicitly given there.) until ultimately successful. (Assume 6 months is
the same as "take 20".)

Curses Alternatively the hero may ask to be treated at a


White Rose Sanitarium. The hero is out of play
If the curse is from a spell (Bestow Curse,
for six months. No roll is needed. The GM
Bestow Greater Curse, Bestow Ancient Curse or
should mark the date of resumption of play on
the use of Limited Wish to duplicate these
the certificate (or character sheet if no
effects) and no requirements or guidelines are
certificate) and on a Roster of Heroes. No
provided for lifting the curse the following holds
Favorable Notices are required.
true.
Alternatively, the hero may request the Society
Bestow Curse may be removed with the casting
treat him/her with a Heal spell. this option
of both Break Enchantment and Remove Curse.
requires 7 favorable notices and there is a 3
If a fellow hero has such spells, the curse can be
month delay in getting help.
lifted during play. The Society will lift Bestow
Curse if the hero has one unused Favorable
Notice with no time out of play. Mark the Illness
certificate "Used". Mundane illnesses can be automatically treated
by ministers following the conclusion of
If Bestow Greater Curse was used, then a hero adventure play. No favorable notices are
during game play may cast Atonement and a required.
Remove Greater Curse. Otherwise the Society
will lift Bestow Greater Curse with 3 unused Magical diseases (such as Mummy Rot) are
Favorable Notices, but there will be a 3 month usual certed (if so see certificate). If it can be
delay before help arrives. (The player decides lifted with a Remove Curse/Remove Disease
whether to play the character with the curse, or combination, then the afflicted hero may seek
to sit it out.) help from her fellow travelers or the Society
(upon message). No Favorable Notices are
If Bestow Ancient Curse was used, then needed.
Atonement and Remove Ancient Curse is
required. Lifting this curse requires mandatory 3 Note: Most adventures with a rapidly
months out of game play for the hero. To do this progressing disease offer some resolution in the

Chapter Eight: Adventuring in Gothic Earth 94


scenario for help; the hero is not left to the Society will send a mystic within two weeks
deteriorate unless the adventure outcome was to remove the disability without need of
quite horrible. Favorable Notices.

If the magical disease is more resilient requiring Dismemberment


a Heal spell, the Society can provide a mystic
If a hero is missing a limb (which is an unlikely
with a 3 month delay and using 4 favorable
occurrence), then the hero may get Society aid
notices.
with 8 Favorable Notices and six months out of
game play. The limb will be regenerated at the
end of the period.
Drained Ability (-ies)
A hero might suffer permanent loss of ability
points, due to the difficulties of learning arcane Wanted Poster
spells, or from contact with various monsters.
If a hero is wanted by the law in a city, state or
Some adventures may offer the means for
country, then they had best avoid that region for
restoration but that is generally rare.
two years or risk discovery and imprisonment.
The Society will not help in removing the
The hero's best option is to seek a fellow traveler
wanted posters. With 8 Favorable Notices the
capable of casting the mystic spell Restoration in
Society will help the hero assume a new identity
game play and request their help. (Usually they
(name, residence, appearance) that will stand any
will ask for the $100 material component cost to
mundane scrutiny.
be reimbursed.)

If the hero seeks aid from the Society, 5


Favorable Notices will be required, but no time Prison Sentence
out of game play, for the restoration of one The society will not interfere with prison term of
ability. A second drained ability will be restored less than one year (unless it specifically says so
(for the same hero) at the same time for 8 in the adventure). With 10 favorable notices, the
Favorable Notices (total). Society will arrange the release of the hero after
one year out of game play.
Disabilities
Some heroes may pick up a disability such as
Blindness, Deafness, Paralyzation, etc. Such
disabilities have a profound effect on the hero's
ability to function for the Society. Upon request,
dangerous that no sane person would attempt to
use it.

Chapter Nine: Magic In the 1890's magic is a lost and forgotten art.
Thousands of years ago, a group of ancient The stories of ancient wizards like Merlin or
Egyptians unwittingly allowed an unspeakable great societies like Atlantis are dismissed as
evil into the world. It was not their intention to fictional. Few people recognize that virtually all
tarnish magic or to deliver an evil force unto such legends are rooted in fact. Adepts and
mankind. It was not their intent, but it was the Mystics are the last of a dying breed. Although
consequence of their actions. A being already countless evil creatures, as well as the
banished from the nether-realms it called home mysterious Vistani, seem able to wield spells,
for its acts of unspeakable darkness, found itself few mortal men dare to do so.
trapped somewhere between life and death.
When ancient priests of Egypt attempted to Two types of magic exist: Arcane and
sunder the barriers between those realms, the Mysticism. Although similar results can be
diabolical creature slipped through the temporary created with both forms, the ways in which these
rift and into Gothic Earth and so the Red Death spells derive power and manifest effects are very
entered Gothic Earth. As the powers of the Red different.
Death grew in the world, magic became
corrupted. The use of magic became so

Chapter Eight: Adventuring in Gothic Earth 95


The Enemy's Lair:
The planet's most powerful supernatural
General Guidelines creatures have established lairs (a vampire's
Although its use threatens great peril, magic can castle, a werewolf's forest, or a ghost's cemetery,
create results that science cannot begin to for instance) where their powers are often
explain. Still, magic is not all-powerful. It has maximized. These places are often referred to as
limitations, and no creature, not even the Red Sinkholes of Evil. The effects of these Sinkholes
Death itself, can bend it toward every desired of Evil may vary and are dependent on the both
result. Therefore, some guidelines have been the level of malevolence of the creatures residing
created that should always be considered when there and the length of their residence.
evaluating the use of magic on Gothic Earth.
Visual Effects;
Planar Travel: Many of the D&D spells listed in the Player's
Gothic Earth spins through the prime material Handbook have pronounced visual elements
plane. Since the day that the Red Death entered associated with their casting such as Color
this world, travel from Gothic Earth to other Spray. On Gothic Earth, the visual elements of
planes of existence has been all but impossible. these spells are either muted or eliminated
While certain creatures can travel to Gothic entirely. Details for individual spells follow in
Earth from these nether regions, they invariably the spell descriptions.
find themselves permanently trapped. No spell
that allows creatures to travel to another plane of
existence functions on Gothic Earth. Many of the
Powers Checks for Spellcasters
D&D spells that involved travel or contact with On Gothic Earth, no one casts a spell without
other planes are no longer known in Gothic Earth alerting the Red Death to his presence to some
and those few that do are not always reliable. degree in most cases, that malevolent entity will
not respond to the vibrations within its web. Still,
The only exception to these inaccessible planes the danger associated with magic is ever present
is the Ethereal, which may be reached by use of and must be considered each time that a spell is
certain spells. Characters on the Ethereal cannot cast. The use of magic whether it be using an
pass beyond that realm, however, and may exit item, a spell or an arcane skill places the
only to Gothic Earth. Because of the lack of character at risk for a power check.
planer contact many of the spells developed on
other Worlds by powerful Wizards do not exist The casting of any spell (even something as
on Gothic Earth or if they do they are known by honorable as Cure Light Wounds) requires a
more mundane names. Powers Check with a percentage chance of
failure equal to the level of the spell. If a spell is
Divination: cast for an evil or sinister purpose, or the spell is
Like the evil permeating the domains of from the Necromancy school or the
Ravenloft, the radiant energy of the Red Death Necromantic, Evil or Destruction Domain, this
completely prevents the use of spells for chance is doubled. As a rule of thumb, most of
detection of good or evil. Law and chaos can be the spells cast by characters during the course of
sensed magically, but only careful observation of an adventure for defense, information gathering,
a subject can reveal whether it is good or evil. or other passive effects are assumed to require
the spell-level powers checks.
Necromancy and the Undead:
Aspects of magic that deal with the undead and A more complete discussion of Powers Checks
their sinister powers have been enhanced by the can be found in the Adventuring in Gothic Earth
arrival of the Red Death. All such spells carry Chapter of this book.
something of an evil twist, even if used for
beneficial purposes, and require the caster to Casting Times
make an especially risky powers check when The depleted and twisted magical energies of
using them. The enhancement of these spells by Gothic Earth are harder to tap than the energies
the Red Death includes making many in other D&D game worlds. To reflect this, most
Necromancy spells quicker to cast than other of the casting times listed for spells are
spells of similar levels. increased. In the spell description section casting
times are listed for each spell. In cases in which a

Chapter Nine: Magic in Gothic Earth 96


spell requires more than one day to cast, a adepts, charlatans and metaphysicians. It is
character is assumed to be allowed a few brief fueled by the caster's own life force and directed
breaks for food, drink, sleep, and other natural by the strength of his will and the force of his
needs Anything other than these minimal intellect. When an arcane spellcaster casts a
distractions, however, results in spell failure. spell, he is commanding the universe to change
in some way, and fueling this reaction with a
Magical Items small fragment of his own life.
Unlike most campaign worlds of the D&D game,
Gothic Earth is not littered with magical items. This process obviously poses a risk to the life of
Magical items while not impossible to obtain are the spell caster. With each spell cast, the adept
appropriately rare. Permanent magical items will becomes gradually consumed by the magic he
only be available from first run events and in has mastered. In the end, he may have great
most cases there will only be one. Occasionally, supernatural powers, but will be physically weak
items will be made available that have a and decrepit.
temporary (one use) effect. When these appear,
they will not be unique items and will still be This aspect of arcane magic is especially
available to players of those modules after the important when a character attempts to learn a
first run of the event. new spell. At such a time, while the character
attempts to harness the mightiest of magical
The knowledge of how to create a magical item energies and knowledge, he is at the greatest
is extremely rare. Most who seek such risk. Thus, any time a character attempts to learn
knowledge become seduced by the Red Death in a new spell, a Constitution check must be made.
the process. Even if they manage that (learn how The DC for the check is 10 + the level of the
to make a particular magic item) the danger spell that the adept is trying to learn. If the roll
continues, as the actual making of an item can fails, the adept loses 1 point of Strength or
result in their eternal corruption. Constitution. The player can select which
attribute to reduce or can roll randomly to
On Gothic Earth, there is no such thing as a decide. The Endurance Feat aids the spellcaster
dagger + 1 that is, a generic dagger of unknown when making this check. Also if the spell
origin that provides a combat bonus. Such belongs to a school in which the arcane caster
weapons exist; however, no two such weapons has Spell Focus Feat, they gain a +2 to their
are alike. Each has its own history and special check.
characteristics.
Schools of Magic
As a sample, consider a weapon of Oriental All the Arcane Magic spells in Masque of
design. It might be known as Fire of the Morning the Red Death are divided into schools as in
Sun; some research might reveal that it is said to the D&D. Because of the corruption and
have belonged to the first Emperor of Japan. depletion of magic many spells that are
Also, the dagger might confer a +2 bonus if used found in the D&D PHB are not found on
within the borders of ancient Japan or in the Gothic Earth. Most adepts are self-taught or
hands of a Japanese character. are single protgs of a master. There is no
uniformity of training nor large schools or
The Tainted Web groups working openly together. The
Just as spells have been corrupted by the language of magic itself is also corrupted
presence of the Red Death, so too have magical and unclear.
items been tarnished. Any weapon, even the
dagger presented in the last paragraph, carries a
lingering curse. The corruption may result in a Spellcraft
negative effect (like a curse), perhaps a risk of The one thing all Arcane Spellcasters have in
further corruption (higher percentage base for the common is the Spellcraft class ability. It is this
Dark Powers check), or simply a call to creatures ability which allows them to actually cast spells.
of the Red Death. This is an intelligence based class ability.

The characters arcane spell caster level and her


Arcane Magic intelligence determine the level of spell she can
Arcane Magic refers to the magic employed by

Chapter Nine: Magic in Gothic Earth 97


cast. She must have Intelligence equal to or
better than 10+ the level of the spell she is
attempting to cast. Table 9:1 Choices for Starting Spells
Defensive Spells Offensive Spells
Casting a spell is a Spellcraft check (DC 8+level 0 level 0 level
of the spell). The check is d20 + intelligence + Resistance Daze
Spell Focus (if applicable.) Open/Close Disrupt Undead
In most cases, if the check fails, the spell fails 1st level 1st level
no effect, desired or otherwise, takes place. An Alarm Burning Hands
unknown element of the casting was performed Shield Charm Person
incorrectly, and the adept has simply wasted the Detect Undead Chill Touch
effort. Hold Portal Sleep
Mage Armor Cause Fear
If the caster's roll is a natural 1 without
modifiers; however, some tragic mistake takes
place. A spell effect is created, but the result is
not what the caster intended. The guidelines that Magical Studies
follow can be used to approximate the nature of As this is a tournament campaign, some
the calamity. adjustment has been made to how arcane spell
If the spell was an attack spell, it casters acquire new spells. Because of the
boomerangs onto the caster's party. The DM amount of time spent working for the White
selects the new target of the spell or rolls Rose, the time an adept has to research and learn
randomly to determine it. new spells is limited. Because of this, the White
If the spell was of a defensive nature, its Rose sends the adept a new spell to learn (at the
powers are reversed so as to make the caster end of most adventures). Occasionally, the adept
more vulnerable to attacks by enemies. For may find a spellbook while on a mission. Some
example a miscast Armor spell can result in of these books are tainted so strongly by the Red
an AC of 6. Death that keeping them for any length of time
All other spells have their effects perverted can corrupt the adept, so some caution is
in some manner determined by the DM. recommended.

Those arcane spell casters, who wish to study a Learning an Existing Spell
specific school, and thus improve their ability to
For a hero to learn a spell discovered in a
cast spells in that school, can do so with the
spellbook, three steps are necessary:
Spell Focus Feat. A different specific school
must be indicated each time that this Feat is
A Spellcraft check must be made for the
taken.
hero to determine the spell's level and
school. (DC =10+spell level) The caster can
Initial Spells not take 10 or 20 on this check.
Arcane spell casters must maintain a spellbook. The PC must copy the spell into his own
When a hero is first created, this book will spellbook, then roll a Spellcraft check to
contain only a few spells. All adept characters determine whether the spell was copied
begin the game with detect magic and read correctly.
magic spells. In addition, a character is assumed If the spell was copied successfully, the hero
to know 4 other spells, for a total of six. The may attempt to cast the spell; the normal
spells are limited to two 0 level and two 1st level. Spellcraft check applies.
One spell of each level must be a defensive If the hero has five ranks in Forbidden Lore:
enchantment, while the other two may be Arcane Magic, they gain a +2 competency
offensive spells. On the back page of the Living bonus when learning spells.
Death Character sheet there is a place to list your If the hero has Spell Focus for the school
starting spells. All other spells require a that the spell is in, they gain a +2 bonus to
certificate. learn the spell.

The players may select the spells their hero While Read Magic allows you to learn the ritual
knows from the following list: involved in casting the spell found, it does not

Chapter Nine: Magic in Gothic Earth 98


tell the adept exactly what the spell does. Unlike the formula was copied accurately. The hero may
other campaign settings in Gothic Earth there is not take 10 or 20 for this check.
no one universal magical language that all
Adepts study and learn. Frequently the magical A hero who failed the initial roll to evaluate the
language has been filtered or altered by the spell suffers a penalty to the check for copying it.
language of whoever has written the spell down, The penalty is equal to the level of the spell.
hence the difficulty. The steps to learning a new Thus, an adept who copies a 5th-level spell after
spell are detailed below failing the initial roll suffers a -5 penalty to the
roll that is made after the formula has been
copied. If the check to copy the spell fails the
Determine level and school. enchantment is beyond the character's current
ability. The hero may try again after advancing
To determine the nature of a spell, a Spellcraft
to the next experience level as an adept.
check must be made by the character. If the roll
fails, the hero has no idea what the spell will do
when cast. No subsequent roll may be made to Mysticism
learn the nature of the spell until the character Mysticism is the branch of magic used by
has advanced one level. Failing the check does Dilettantes, Mediums, Mystics, Shamans and
not prevent the adept from attempting to copy Spiritualists who have the Spiritcraft ability.
the spell into his spellbook and then casting it, When such a hero casts a spell, he draws upon
but casting a spell whose results are unknown ancient lore and long forgotten commands to
can be incredibly dangerous. An adept who force the unseen spirits of the world to obey his
copies a spell following a failed check suffers a bidding. As such, the hero expends none of his
penalty to the Spellcraft roll for copying the own life force to manifest spell effects.
spell. (This is detailed in the next section.)
Those who follow this path do tend to become
If the roll is successful the caster learns the level less and less connected to what we perceive as
of the spell and the school to which it belongs. the material world. As the realm of the
No amount of research or study will reveal the Spiritworld becomes more and more real to him,
exact effects of the spell. Only when a character that hero's attention tends to be drawn away from
casts the spell will the precise nature of its magic the world, making him slow to react to sudden
be revealed. Obviously, this can be hazardous. threats and changes in the environment. This is
generally reflected in penalties on Initiative, Spot
Note: Spells given to the hero by the White Rose and/ or Search skill checks.
will include this information so this step need not
be done for those spells. The hero will also be Mystic spell casters do not keep a spellbook.
informed of what the expected effect of the spell They depend upon rituals and ceremonies to
should be. create magical effects.

Copy the Spell. Spiritcraft


Once a hero has attempted to understand the The one thing all mysticism spell casters have in
newly discovered spell, she may record it in her common is the Spiritcraft class ability. The
spellbook. The translation of the formula into a access to spells is determined by study of
format that is usable by the character takes a domains, not by worship of a deity. The rituals
great deal of time and effort on the part of the and knowledge of Spiritworld are the basis of
character. As such it is generally not attempted their spells. It is this ability which allows them to
during the course of an adventure. For this actually cast spells. This is a wisdom based
reason spells are not tradable between arcane ability.
spell casting heroes.
They must have Wisdom ability equal to or
In order to record a new spell in the spellbook, better than 10+ the level of the spell she is
the hero must carefully copy its casting attempting to cast.
instructions. This takes one day (16 hours) of
uninterrupted work per level of the spell. At the They do not get additional domain spells or
end of that time, the player makes a Spellcraft special abilities from their studies of the
check (DC 10+spell level) to determine whether domains.

Chapter Nine: Magic in Gothic Earth 99


all available spells belong to a Domain. Certain
However, if they have major access to a Domain spells are not available or work slightly
they get a +2 bonus to their Spiritcraft checks differently than in regular D&D. Later on in this
when casting spells from that domain. section you will find a list of all the domains and
the spells that they contain.
Unlike the D&D Cleric, mysticism spell casters
can not swap out spells to get cure spells on the The Evil Domain can only be accessed by
fly. characters of evil alignment. During the research
that is done in the process of learning this
Mysticism Spellcasters start out with Minor domain an alignment shift occurs if the character
access to the All Domain. is not already of evil alignment. The
Necromancy and Destruction Domains are also
Those mysticism spell casters, who wish to perilous to those studying them. Acquiring
devote more time to study a specific domain, and Major Access to either of those Domains will
thus improve their ability to cast spells in that cause a shift in the alignment of a Character. As
domain, can do so with the Spell Focus Feat. A the campaign allows only good aligned player
specific domain must be indicated each time that characters and hero acquiring major access to the
you take this Feat. Necromancy or Destruction domains
immediately becomes an NPC.

Casting a spell is a Spiritcraft check (DC 8+level Initial Domain:


of the spell). The check is d20 +wisdom bonus +
All mystic characters begin the game with minor
major access bonus (of applicable) + Spell Focus
access to the All Domain.
(if applicable.) The mystic spell caster cannot
take 10 or 20 for this roll.
Accessing New Domains
In most cases, if the check fails, the spell fails A mystic spell caster spends most of his time
no effect, desired or otherwise, takes place. An studying mystical lore and the unseen realm of the
unknown element of the casting was performed spirits. When a hero is created the mystic spell
incorrectly, and the mystic has simply wasted the caster has minor access to the All domain. The
effort. If the caster's roll is a 1 without modifiers, player must select one domain as the subject of the
however, some tragic mistake takes place. A heros current research9. This may be a domain to
spell effect is created, but the result is not what which the character has no access, or it may be a
the caster intended. The guidelines that follow domain to which he has just gained minor access.
When a character has minor access to a domain,
can be used to approximate the nature of the
they know all 1st through 3rd level spells in that
calamity.
domain. (They can only cast those spells that they
If the spell was an attack spell, it are of high enough level to cast.)
boomerangs onto the caster's party. The DM
selects the new target of the spell or rolls If the hero continues study in a domain to which
randomly to determine it. he has minor access, the hero gains major access
If the spell was of a defensive nature, its to that domain when he reaches the next
powers are reversed so as to make the caster experience level. If the character researches a
more vulnerable to attacks by enemies. For new domain, the character gains minor access to
example a miscast Armor spell can result in that domain upon reaching the next level. When
an AC of 6. a character has major access to a domain the
All other spells have their effects perverted character can access all of the spells in that
in some manner determined by the DM. domain. (They can only cast those spells that
they are of high enough level to cast.) A
character can not gain major access to domain
Domains of Magic without having previously gained minor access
Because mystics are devoted to the study of the to that domain. See Breaking off Studies for
transcendental world in general and not to any more information.
single supernatural being, they are not limited to 9
access to a specific set of Domains. However, Exception: the Dilettante class gains access to
this lack of divine involvement also means that two domains every other level, see class
description.

Chapter Nine: Magic in Gothic Earth 100


the Red Death that have different names than
This procedure is followed every time a character they do in D&D.
gains a new level. The player must decide whether
the mystic will research a new domain in order to These are basically a few of the named spells
gain minor access to it, or whether the hero will that previously existed in Gothic Earth. Since a
research a domain to which he has minor access, in majority of the Named spells did not exist in
order to gain major access. If the character multi- Gothic Earth, the names of these were changed
classes at the next level, he does not gain that added for consistency.
domain access. If returning to advancing in mystic
later the character must study the same domain as D&D Name MotRD Name
before or it is considered to be a broken off of Evard's Black Tentacles Black Tentacles
studying that domain as below. Melf's Acid Arrow Acid Arrow
Tasha's Hideous Laughter Hideous Laughter

Breaking off Studies: The following spells still exist in Gothic Earth
If a mystic spell caster discontinues study of a and are described later in this chapter: Affect
specific domain, he can never study that domain Normal Fires, Forget, Irritation, Feign Death
further. Thus, if a character opts not to pursue study (now also a Feat), Deeppockets, Gaze Reflection,
of the All domain while advancing from 1st to 2nd Dig, and Fools Gold. If you gained a certificate
level and chooses instead to gain minor access to for any of these spells, they are still valid.
another domain, he can never attempt to study the
All domain further. He will never gain major access The spell Friends is now the spell Eagle's
to the All domain.
Splendor. Mark the change on the certificate, if
you have the spell Friends. If you have a
For example: a 6th level Mystic started out with
certificate for the spell Emotion chose one of the
minor access to the All Domain. She began
following to replace it (mark which one chosen
study of the Healing Domain and gained minor
on the certificate.): Crushing Despair, Heroism
access upon reaching 2nd level and major access
or Rage.
upon reaching 3rd level. She then takes up the
study of the Knowledge Domain and gains minor
Some spells that have been given out in the
access upon reaching 4th level. At that point she
campaign have new names or have had their
decides to take up the study of the Good
level adjusted. Since there are valid certificates
Domain. So she gains minor access to that
with the old name on them use the chart below to
domain upon reaching 5th level and major access
determine the new name of the spell. Mark the
upon reaching 6th level.
certificate with the new name to avoid confusion.
(See chart that follows.)
Differences in Spell Names
There are a few arcane spells in the Masque of

Arcane Spells
2ed Name D&D Name
Hold Undead Halt Undead
Audible Glamer Ghost Sound
Protection from Normal Missiles Protection from Arrows/Bullets
Detect Invisible See Invisible
Wizard Lock Arcane Lock
Strength Bulls Strength
Continual Light Day Light
Protection from Evil 10 radius Magic Circle against Evil
Enchant a Weapon Magic Weapon
Spook Cause Fear

Chapter Nine: Magic in Gothic Earth 101


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

D&D Name MotRD Name


Consecrate Purify Place
Divine Favor Spirit Favor
Divine Power Spirit Power
Hallow Spirit Place
Holy Aura Spirit Aura
Holy Smite Spirit Strike
Holy Word Spirit Voice
Shield of Faith Spirit Shield
Undetectable Alignment Undetectable Aura
Unhallow Defile
Unholy Aura Aura of Evil
Unholy Blight Blight
Arcane Spells in Gothic Earth
Shocking Grasp Touch of Idiocy
Silent Image Web
0-Level Arcane Spells Sleep Whispering Wind
Acid Splash True Strike
Affect Normal Fires Unseen Servant
Arcane Mark Ventriloquism
3rd-level Arcane Spells
Dancing Lights Arcane Sight
Daze Augment Undead
Detect Magic 2nd-Level Arcane Clairaudience/Clairvoyance
Detect Poison Spells Corpse Whisper
Disrupt Undead Acid Arrow Daylight
Flare Alter Self Deep Slumber
Ghost Sound Arcane Lock Dispel Magic
Light Bear's Endurance Displacement.
Mage Hand Blindness/Deafness Explosive Runes
Mending Blur Fireball
Message Bulls Strength Flame Arrow
Open/Close Cats Grace Fly
Prestidigitation Command Undead Gaseous Form
Ray of Frost Continual Flame Gentle Repose
Read Magic Darkness Halt Undead
Resistance Darkvision Haste
Touch of Fatigue Daze Monster Heroism
Deeppockets Hold Person
Illusory Script
1st-level Arcane Spells Detect Thoughts
Invisibility Sphere
Eagle's Splendor
Alarm Keen Edge
False Life
Animate Rope Lightning Bolt
Flaming Sphere
Burning Hands. Magic Circle against Chaos
Fog Cloud
Cause Fear Magic Circle against Evil
Fools Gold
Charm Person Magic Circle against Good
Forget
Chill Touch Magic Circle against Law
Fox's Cunning
Color Spray. Magic Weapon, Greater
Ghoul Touch
Comprehend Languages Major Image
Glitterdust
Confusion, Lesser Nondetection
Gust of Wind
Detect Secret Doors Phantom Steed
Hideous Laughter
Detect Undead Protection from Energy
Hypnotic Pattern
Disguise Self Rage
Invisibility
Endure Elements Ray of Exhaustion
Irritation
Enlarge Person Secret Page
Knock
Erase Sepia Snake Sigil
Levitate
Expeditious Retreat Shrink Item
Locate Object
Feather Fall Sleet Storm
Magic Mouth
Gaze Reflection Slow
Minor Image
Grease Stinking Cloud
Mirror Image
Hold Portal Suggestion
Misdirection
Hypnotism Tongues
Obscure Object
Identify Vampiric Touch
Owl's Wisdom
Jump Water Breathing
Protection from Arrows/
Mage Armor Wind Wall
Bullets
Magic Weapon
Pyrotechnics
Mount
Obscuring Mist
Resist Energy 4th-level Arcane Spells
Rope Trick
Protection from Chaos Animate Dead
Scare
Protection from Evil Arcane Eye
Scorching Ray
Protection from Good Bestow Curse
See Invisibility
Protection from Law Black Tentacles
Shatter
Ray of Enfeeblement Charm Monster
Spectral Hand
Reduce Person Confusion
Spider Climb
Shield Contagion
Summon Swarm

Chapter Nine: Magic in Gothic Earth 103


Crushing Despair Teleport Teleport, Greater
Detect Scrying Transmute Mud to Rock Teleport Object
Dig Transmute Rock to Mud Vision
Dimension Door Wall of Force Waves of Exhaustion
Dimensional Anchor Wall of Stone
Enervation Waves of Fatigue
Eyes of the Undead
8th-level Arcane Spells
Fear Antipathy
Fire Shield
6th-level Arcane Spells Bestow Ancient Curse
Fire Trap Acid Fog Binding
Geas, Lesser Antimagic Field Clone
Globe of Invulnerability, Chain Lightning Create Greater Undead
Lesser Circle of Death Demand
Hallucinatory Terrain. Contingency. Dimensional Lock
Ice Storm Control Water Discern Location
Illusory Wall Control Weather Horrid Wilting
Invisibility, Greater Create Undead Incendiary Cloud
Locate Creature Disintegrate Iron Body
Minor Creation Dispel Magic, Greater Maze
Modify Memory Eyebite Mind Blank
Phantasmal Killer Flesh to Stone Moment of Prescience
Polymorph Geas/Quest Polar Ray
Rainbow Pattern Globe of Invulnerability Polymorph Any Object
Reduce Person, Mass Guards and Wards Power Word, Stun
Remove Curse Heroism, Greater Prismatic Wall
Scrying Legend Lore Prying Eyes, Greater
Shout Mislead Remove Ancient Curse
Solid Fog Move Earth Scintillating Pattern
Stoneskin Permanent Image Screen
Wall of Fire Programmed Image Shout, Greater
Wall of Ice Repulsion Sunburst
Stone to Flesh Symbol of Death
Suggestion, Mass Symbol of Insanity
5th-level Arcane Spells Symbol of Fear Sympathy
Animal Growth Symbol of Persuasion Temporal Statis
Baleful Polymorph True Seeing Trap the Soul
Blight Veil
Break Enchantment Undeath to Death
Cloudkill Wall of Iron
9th-level Arcane Spells
Cone of Cold Dominate Monster
Dismissal Energy Drain
Dominate Person
7th-level Arcane Spells Foresight
Dream Arcane Sight, Greater Freedom
Fabricate Banishment Gate
False Vision. Bestow Greater Curse Imprisonment
Feeblemind Control Undead Meteor Swarm
Feign Undead Delayed Blast Fireball Power Word, Kill
Hold Monster Finger of Death Prismatic Sphere
Magic Jar Forcecage Refuge
Major Creation Insanity Soul Bind
Mind Fog Limited Wish Teleportation Circle
Mirage Arcana Mass Invisibility Time Stop
Nightmare Phase Door Wail of the Banshee
Overland Flight Plane Shift Weird
Passwall Power Word Blind Wish
Permanency Prismatic Spray
Persistent Image Remove Greater Curse
Prying Eyes Reverse Gravity
Seeming Scrying, Greater
Sending Sequester
Stone Shape Simulacrum
Symbol of Pain Spell Turning
Symbol of Sleep Statue
Telekinesis Symbol of Stunning
Symbol of Weakness

Chapter Nine: Magic in Gothic Earth 104


Mysticism Spells
Entropic Shield (1) Detect Undead (1)
Protection from Law (1) Hide from Undead (1)
Air Domain Confusion, Lesser (1) False Life (2)
Obscuring Mist (1) Align Weapon: Chaotic (2) Gentle Repose (2)
Feather Fall (2) Shatter (2) Speak with Dead (3)
Fog Cloud (2) Magic Circle against Law (3)
Sound Burst (2) Major Access
Gust of Wind (3) Major Access Death Ward (4)
Wind Wall (3) Chaos Hammer (4) Disrupting Weapon (5)
Dispel Law (5) Undeath to Death (6)
Major Access Animate Objects (6) Tomb Ward (7)
Air Walk (4) Word of Chaos (7) Finger of Death (8)
Control Winds (5) Cloak of Chaos (8) Wail of the Banshee (9)
Wind Walk (6)
Whirlwind (8)
Charm Domain
Command (1) Destruction Domain
All Domain Cause Fear (1) Inflict Minor Wounds (0)
Purify Food & Drink (0) Remove Fear (1) Doom (1)
Virtue (0) Calm Emotions (2) Inflict Light Wounds (1)
Bless (1) Charm Person (2) Darkness (2)
Bless Water (1) Eagle's Splendor (2) Inflict Moderate Wounds (2)
Purify Place (2) Enthrall (2) Shatter (2)
Prayer (3) Hold Person (2) Blindness/Deafness (3)
Remove Paralysis (2) Deeper Darkness (3)
Major Access Inflict Serious Wounds (3)
Geas, lesser (4) Major Access
Atonement (5) Geas, Lesser (4) Major Access
Spirit Place (5) Glibness (4) Inflict Critical Wounds (4)
Symbol of Sleep (5) Command, Greater (5) Poison (4)
Banishment (6) Geas/Quest (6) Inflict Light Wounds, Mass (5)
Geas/Quest (6) Hold Monster (6) Harm (6)
Symbol of Stunning (7) Symbol of Persuasiveness (6) Destruction (7)
Symbol of Weakness (7) Mind Blank (8) Disintegrate (7)
Sympathy (9) Symbol of Weakness (7)
Animal Domain Earthquake (8)
Symbol of Insanity (8)
Calm Animals (1) Creation Domain Implosion (9)
Charm Animal (1) Create Water (0)
Detect Animals or Plants (1) Mending (0)
Hide from Animals (1) Obscuring Mist (1)
Divination Domain
Animal Messenger (2) Restoration, Lesser (2) Guidance (0)
Animal Trance (2) Make Whole (2) Detect Snares & Pits (1)
Hold Animal (2) Continual Flame (3) Augury (2)
Speak with Animal (2) Create Food & Water (3) Find Traps (2)
Dominate Animal (3) Helping Hand (3) Owl's Wisdom (2)
Reduce Animal (3) Zone of Truth (2)
Major Access Locate Object (3)
Major Access Restoration (4)
Giant Vermin (4) Wall of Iron (5) Major Access
Repel Vermin (4) Wall Of Stone 5) Discern Lies (4)
Animal Growth (5) Heroes Feast (6) Divination (4)
Insect Plague (5) Restoration, Greater (7) Scrying (5)
Creeping Doom (7) Gate (9) True Seeing (5)
Greater Scrying (7)
Chaos Domain Discern Location (8)
Death Domain Moment of Prescience (8)
Detect Law (1) Death Watch (1) Foresight (9)

Chapter Nine: Magic in Gothic Earth 105


Earth Domain Good Domain Regenerate (7)
Mass Heal (8)
Detect Snares & Pits (1) Protection from Evil (1)
Magic Stone (1) Sanctuary (1)
Soften Earth and Stone (2) Aid (2) Knowledge Domain
Meld into Stone (3) Align Weapon: Good (2) Know Direction (0)
Stone Shape (3) Magic Circle against Evil (3) Comprehend Languages (1)
Remove Curse (3) Detect Secret Doors (1)
Major Access Detect Thoughts (2)
Dig (4) Major Access Find Traps (2)
Spike Stones (4) Spirit Power (4) Fox's Cunning (2)
Commune with Nature (5) Spirit Strike (4) Clairaudience/Clairvoyance
Transmute Mud to Rock (5) Dispel Evil (5) (3)
Transmute Rock to Mud (5) Disrupting Weapon (5)
Wall of Stone (5) Remove Greater Curse (6) Major Access
Move Earth (6) Remove Ancient Curse (7) Discern Lies (4)
Stone Tell (6) Spirit Voice (7) Sending (4)
Stoneskin (6) Symbol of Stunning (7) Tongues (4)
Earthquake (8) Spirit Aura (8) True Seeing (5)
Iron Body (8) Find the Path (6)
Repel Metal or Stone (8) Legend Lore (7)
Guardian Domain
Discern Location (8)
Resistance (0)
Hide from Undead (1)
Evil Domain Sanctuary (1) Law Domain
Inflict Minor Wounds (0) Shield Other (2) Protection from Chaos (1)
Bane (1) Silence (2) Detect Chaos (1)
Curse Water (1) Status (2) Align Weapon: Law
Protection from Good (1) Undetectable Aura (2) Calm Emotion (2)
Align Weapon: Evil (2) Glyph of Warding (3) Magic Circle against Chaos
Desecrate (2) Helping Hand (3) (3)
Bestow Curse (3) Invisibility Purge (3)
Contagion (3) Obscure Object (3) Major Access
Magic Circle against Good (3) Orders Wrath (4)
Major Access Dispel Chaos (5)
Major Access Anti-plant Shell (4) Mark of Justice (5)
Blight (4) Sending (4) Hold Monster (6)
Defile (5) Symbol of Sleep (5) Dictum (7)
Dispel Good (5) Forbiddance (6) Shield of Law (8)
Symbol of Pain (5) Glyph of Warding, Greater (6)
Bestow Greater Curse (6) Word of Recall (6)
Symbol of Fear (6) Refuge (7) Magic Domain
Bestow Ancient Curse (7) Repulsion (7) Detect Magic (0)
Blasphemy (7) Screen (7) Read Magic (0)
Aura of Evil (8) Tomb Ward (7) Faeroe Fire (1)
Energy Drain (9) Lessor Restoration (2)
Undetectable Aura (2)
Healing Domain Bestow Curse (3)
Fire Domain Cure Minor Wound (0) Dispel Magic (3)
Flare (0) Detect Poison (0) Remove Curse (3)
Burning Hands (1) Cure Light Wounds (1)
Endure Elements (1) Cure Moderate Wounds (2) Major Access
Fire Trap (2) Delay Poison (2) Imbue with Spell Ability (4)
Flame Blade (2) Cure Serious Wounds (3) Restoration (4)
Flaming Sphere (2) Remove Blindness/deafness Break Enchantment (5)
Produce Flame (2) (3) Plane Shift (5)
Resist Energy* (2) Remove Disease (3) Spell Resistance (5)
Bestow Greater Curse (6)
Major Access Major Access Dispel Magic, Greater (6)
Wall of Fire (4) Cure Critical Wounds (4) Remove Greater Curse (6)
Fire Shield (5) Neutralize Poison (4) Bestow Ancient Curse (7)
Flame Strike (5) Reincarnate (4) Greater Restoration (7)
Fire Seeds (6) Cure Light Wounds, Mass (5) Remove Ancient Curse (7)
Fire Storm (7) Raise Dead (5) Spell Turning (7)
Incendiary Cloud (8) Heal (6) Antimagic Field (8)

Chapter Nine: Magic in Gothic Earth 106


Necromancy Domain Magic Circle against Chaos Sunburst (8)
(3)
Death Watch (1) Magic Circle against Evil (3)
Detect Undead (1) Magic Circle against Good (3)
Death Knell (2) Magic Circle against Law (3)
War Domain
False Life (2) Protection from Energy (3) Cause Fear (1)
Animate Dead (3) Magic Stone (1)
Augment Undead (3) Major Access Magic Weapon (1)
Corpse Whisper (3) Death Ward (4) Shillelagh (1)
Eyes of Undead (3) Freedom of Movement (4) Spirit Favor (1)
Spell Resistance (5) Shatter (2)
Major Access Anti-Life Shell (6) Spiritual Weapon (2)
Feign Undead (4) Repulsion (7) Magic Vestment (3)
Slay Living Antimagic Field (8) Bless Weapon (3)
Anti-life Shell (6) Mind Blank (8)
Create Undead (6) Major Access
Create Greater Undead (8) Freedom of Movement (4)
Symbol of Death (8) Strength Domain Greater Magic Weapon (4)
Soul Bind (9) Resistance (0) Poison (4)
Endure Elements (1) Spirit Power (4)
Plant Domain Enlarge Person (1) Flame Strike (5)
Bear's Endurance (2) Command, Greater (5)
Know Direction (0) Bulls Strength (2) Blade Barrier (6)
Detect Animals or Plants (1) Magic Vestment (3) Power Word, Blind (7)
Entangle (1) Power Word, Stun (8)
Goodberry (1) Major Access Power Word, Kill (9)
Pass without trace (1) Righteous Might (5)
Barkskin (2) Wall of Stone (5)
Tree Shape (2) Stoneskin (6)
Water Domain
Warp Wood (2) Wall of Force (7) Create Water (0)
Wood Shape (2) Bless Water (1)
Diminish Plants (3) Curse Water (1)
Plant Growth (3) Summoning Domain Obscuring Mist (1)
Snare (3) Summon Natures Ally I (1) Fog Cloud (2)
Speak with Plants (3) Summon Natures Ally II (2) Water Breathing (3)
Summon Swarm (2) Water Walk (3)
Major Access Summon Natures Ally III (3)
Antiplant Shell (4) Major Access
Command Plants (4) Major Access Control Water (4)
Commune with Nature (5) Dimensional Anchor (4) Quench (4)
Tree Stride (5) Dismissal (4) Ice Storm (5)
Wall of Thorns (5) Summon Natures Ally IV (4) Acid Fog (7)
Ironwood (6) Summon Natures Ally V (5) Horrid Wilting (8)
Liveoak (6) Summon Natures Ally VI (6)
Repel Wood (6) Summon Natures Ally VII (7)
Transport via Plants (6) Dimensional Lock (8)
Weather Domain
Animate Plants (7) Summon Nature's Ally VIII (8) Endure Elements (1)
Change Staff (7 Elemental Swarm (9) Obscuring Mist (1)
Control Plants (8) Summon Nature's Ally IX (9) Chill Metal (2)
Shambler (9) Fog Cloud (2)
Heat Metal (2)
Sun Domain Call Lightning (3)
Protection Domain Light (0)
Resistance (0) Endure Elements (1) Major Access
Endure Elements (1) Heat Metal (2) Sleet Storm (4)
Protection from Chaos (1) Daylight (3) Solid Fog (4)
Protection from Evil (1) Searing Light (3) Ice Storm (5)
Protection from Good (1) Call Lightning Storm (5)
Protection from Law (1) Major Access Chain Lightning (6)
Spirit Shield (1) Fire Shield (5) Cone of Cold (6)
Cat's Grace Flame Strike (5) Control Weather (7)
Resist Energy (2) Fire Seeds (6) Storm of Vengeance (9)
Shield Other (2) Sunbeam (7)

Chapter Nine: Magic in Gothic Earth 107


Air Walk Animal Growth
Spells Transmutation
Level: Air 4
Transmutation
Level: Arcane 5 , Animal 5
The spells herein are presented Components: V, S, F Components: V, S
in alphabetical order. Basically Casting Time: 4 rounds Casting Time: 5 rounds
Target: Creature (Man size or Targets: Up to 1 animal /4
which is different from the PHB
smaller) touched levels, no two of which can be
and the description of spell and Duration: 5 minutes/level more than 30 ft. apart
the arcane spell components are This spell is much weaker in Duration: 1 minute/level
listed. Gothic Earth. The size of the This spell is somewhat weaker in
creature effected is less as is the Gothic Earth.
Acid Arrow duration.
Conjuration (Creation) [Acid] Animal Messenger
Level: Arcane 2
Components: V, S, M, F
Alarm Enchantment (Compulsion)
Abjuration [Mind-Affecting]
Casting Time: 2 rounds Level: Animal 2
Level: Arcane 1
Focus: A dart. Components: V, S, M
Components: V, S, F
Casting Time: 1 round Casting Time: 2 rounds
Acid Fog Only the mental version of this Duration: 1 hour/level
Conjuration (Creation) [Acid] spell exists in Gothic Earth. Material Component: A
Level: Arcane 6, Water 7 morsel of food the animal likes.
Components: V, S, M/F
Casting Time: round/level Align Weapon
Transmutation Animal Trance
This spell only creates a 20'x20' Enchantment (Compulsion)
Level: Chaos, Evil, Good, Law 2
X 20"cube of fog. [Mind-Affecting, Sonic]
Components: V, S, F
Casting Time: 2 rounds Level: Animal 2
Components: V, S
Acid Splash Casting Time: 2 rounds
Conjuration (Creation) [Acid] Alter Self
Level: Arcane 0 Transmutation
Components: V, S Level: Arcane 2 Animate Dead
Casting Time: one standard Components: V, S Necromancy [Evil]
round Casting Time: 2 rounds Level: Necromantic 3, Arcane 4
You can alter your appearance Components: V, S, M
Casting Time: 2 rounds
Affect Normal Fires and formincluding clothing
Range: Touch
Conjuration (Creation) [fire] and equipmentto appear taller
Targets: One or more corpses
Level: Arcane 0 or shorter, thin, fat, or in-
touched
Components: V, S, M between. The assumed form Duration: Instantaneous
Casting Time: 1 standard action must be corporeal. Your body Saving Throw: None
Duration: 2 rounds per level can undergo a limited physical Spell Resistance: No
Area of Effect: 5-ft radius transmutation, including adding
This spell enables the caster to or subtracting one or two limbs, This spell turns the bones or
manipulate non-magical fire. and your mass can be changed bodies of dead creatures into
The caster can make the fire to up to one-forth. undead skeletons or zombies that
reduce in size and brightness to follow your spoken commands.
mere coals or increase to be as If you use this spell to The skeletons or zombies can
bright as full daylight. This does create a disguise, you get a +10 follow you, remain in an area
not affect fuel consumption or enhancement bonus on your and attack any creature (or just a
damage caused by the fire. the Disguise check. specific type of creature)
spell lasts until the duration entering the place, etc. The
expires, the fuel for the fire is If you do not have the disguise undead remain animated until
consumed or the fire is put out. skill, you can not use this spell to they are destroyed. (A destroyed
mimic the features of another skeleton or zombie cant be
Aid person. With the spell you get a animated again.)
Enchantment (Compulsion) +10 to your check, you still need
[Mind-Affecting] to make the check to see if you Regardless of the type of
Level: Good 2 have been able to duplicate the undead, you cant create more
Components: V,S,F appearance of that person. than 2xHD of undead than you
Casting Time: 2 rounds
have caster levels with a single
casting of animate dead.

Chapter Nine: Magic in Gothic Earth 108


Animate Plants Casting Time: 4 rounds
The undead you create Transmutation Duration: 10 minutes/level
remain under your control Level: Plant 7 An invisible barrier surrounds
indefinitely. No matter how Components: V the area you are standing when it
many times you use this spell, Casting Time: 6 rounds is cast, it does not move with
however, you can only control 4 Target: One large plant or all you.
HD worth of undead creatures plants in 10'x10' area
per level. If you exceed this Arcane Eye
number, all the newly created Animate Rope Divination
creatures fall under your control, Transmutation Level: Arcane 4
and any excess undead from Level: Arcane 1 Components: V, S, M
previous castings become Components: V, S Casting Time: 20 minutes
uncontrolled (you choose which Casting Time: 1 round Range: 50 miles
creatures are released). If you are You create an invisible magical
a cleric, any undead you might Antilife Shell sensor that sends you visual
command by virtue of your Abjuration information.
power to command or rebuke Level: Necromantic, Protection Arcane Material Component: A
6 bit of bat fur.
undead do not count toward the
Components: V, S, F
limit. Casting Time: 6 rounds
Duration: 10 minutes /level
Arcane Lock
Skeletons: Skeletons can only Abjuration
An invisible barrier surrounds
be created from mostly intact Level: Arcane 2
the area you are standing when it Components: V, S, M
corpses or skeletons. The is cast, it does not move with Casting Time: 2 rounds
corpses must have bones (so you. Arcane Material Component:
purple worm skeletons are not
Gold dust worth $12.50
allowed). If skeletons are made
from corpses, the flesh falls off
Antimagic Field
Abjuration Arcane Mark
the bones. The statistics for a Level: Magic, Protection 8
skeleton depend on its size; they Universal
Arcane 6 Level: Arcane 0
do not depend on what abilities Components: V, S, M/ F Components: V, S, M
the creature may have had while Casting Time: 1 round/level of Casting Time: 1 round
alive. See the Monster Manual the spell
for details. Duration: 10 minutes /level
An invisible barrier surrounds Arcane Sight
Zombies: Zombies can only be the area you are standing when it Divination
is cast, it does not move with Level: Arcane 3
created from mostly intact
Components: V, S
corpses. The creatures must have you.
Casting Time: 3 rounds
true anatomies (so gelatinous Your eyes do not glow blue.
cube zombies are not allowed). Arcane Material Component: A
The statistics for a zombie pinch of powdered iron or iron
filings.
Arcane Sight, Greater
depend on its size, not on what Divination
abilities the creature may have Level: Arcane 7
had while alive. See the Monster Antipathy Components: V, S
Manual. Enchantment (Compulsion) Casting Time: 7 rounds
[Mind-Affecting] Your eyes do not glow blue.
Material Component: You must Level: Arcane 8
place a black onyx gem worth at Components: V, S, M/F Atonement
least $25.00 into the mouth, eye Casting Time: 2 hours Abjuration
socket, or other opening of each Antipathy counters and dispels Level: All 5
corpse. The magic of the spell sympathy. Components: V, S, M, F, XP
turns these gems into worthless, This spell cannot be cast upon Casting Time: 2 hours
burned out shells. living creatures. Material Component:
Arcane Material Component: A Burning incense.
lump of alum soaked in vinegar.
Animate Objects
Transmutation Focus: In addition to your
Level: Chaos 6 Antiplant Shell normal focus, you need a set of
Components: V, S Abjuration prayer beads (or other prayer
Casting Time: 4 rounds Level: Guardian, Plant 4 device, such as a prayer wheel or
Components: V, S, F

Chapter Nine: Magic in Gothic Earth 109


prayer book) worth at least Casting Time: 5 rounds Range: Touch (Vistanni do not
$15.00. need to touch victim)
Target: Creature touched
Bane Duration: Permanent
XP Cost: When cast for the Enchantment (Compulsion)
Saving Throw: Will negates
benefit of creatures whose guilt [Mind-Affecting]
Spell Resistance: Yes
was the result of deliberate acts, Level: Evil 1
In Gothic Earth bestowed curse
the cost to you is 500 XP per Components: V, S, F
Casting Time: 1 round cannot be dispelled. Removal is
casting (see text in PHB).
very difficult depending on the
motivation of the person
Augment Undead Banishment bestowing the curse. It is
Necromancy Abjuration
possible that it can be removed
Level: Necromantic 3, Arcane 3 Level: All 6, Arcane 7
Components: V, S, F with a break enchantment, and a
Components: V, S, M
Casting Time: 1 round/level of remove curse when done either
Casting Time: 3 rounds
Range: Medium the spell at the same time or one right
Target: 1 Undead Creature This spell works very differently after another. In some cases an
Duration: 1 minute/level in Gothic Earth. If the creature's Atonement and remove curse
Saving Throw: None home plane is not the Ethereal, may be required. If only a
Spell Resistance: No this spell will teleport the remove curse is used then the
Target must have 3 fewer HD creature to a random location on curse is lifted temporarily- 10
than the caster. If the spell Gothic Earth. minutes per level of the caster.
succeeds then the creature is
treated as if it has 3 more HD for Barkskin Bestow Greater Curse
all saves and when someone Transmutation Transmutation
attempts to turn them. Level: Plant 2 Level: Evil, Magic 6, Arcane 7,
Components: V, S, F Vistanni 3
Augury Casting Time: 2 rounds Components: V, S
Divination There is no visible change to the Casting Time: 1 minute
Level: Divination 2 skin caused by this spell. Range: close
Components: V, S, F Target: Special
Casting Time: 2 rounds Duration: Permanent
Bear's Endurance Saving Throw: Will negates
Transmutation Spell Resistance: Yes
Focus: A set of marked sticks, Level: Strength 2 Arcane 2 The caster believes the target of
bones, or similar tokens of at Components: V, S, F the spell has performed an act of
least $12.50 value. Casting Time: 2 rounds
great evil. The caster must
Duration: 10 minutes/level
announce the curse in the
Aura of Evil presence of the evildoer.
Abjuration [Evil] Bestow Ancient Curse Thereafter the curse is in effect
Level: Evil 8 Necromancy but depending on the wording of
Components: V, S, F Level: Evil, Magic 7 Arcane 8,
Casting Time: 6 rounds the curse the effect may not be
Vistani 7
Range: 20 ft. noticeable for some time.
Components: V
Targets: One creature/level in a Casting Time: 1 minute
20-ft. radius burst centered on Target: Special The lifting of the curse requires
you Duration: Special Atonement and a deed of great
Duration: 1 round/level (D) Saving Throw: Will negates courage (the exact deed required
Saving Throw: See text Spell Resistance: yes may be hinted at in the wording
Spell Resistance: Yes Works like the 6th level Bestow of the curse).
(harmless) Greater Curse except that it
See text of Unholy Aura (PHB effects the descendants of the
pg. 297) targeted character. Binding
Enchantment (Compulsion)
[Mind-Affecting]
Focus: A tiny reliquary Bestow Curse Level: Arcane 8
containing incense the total cost Necromancy Components: V, S, M
at least $ 500.00 Level: Evil, Magic 3, Arcane 4, Casting Time: 8 minutes
Vistanni 3 A binding spell creates a magic
Baleful Polymorph Components: V, S restraint to hold a creature. This
Transmutation Casting Time: 1 round per spell is very powerful and takes
Level: Arcane 5 level of the spell
some time to cast.
Components: V, S,

Chapter Nine: Magic in Gothic Earth 110


In addition to the specially made Burning Hands
props suited to the specific type Evocation [Fire]
of binding (cost $ 250.00), the
Bless Weapon
Transmutation Level: Fire 1, Arcane 1
spell requires opals worth at Level: War 3 Components: V, S
least $250.00 for each HD of the Components: V, S Casting Time: 1 round
target and a vellum depiction or Casting time: 1 round Range: touch
carved statuette of the subject to Area: special
be captured. Save: None
Blight Your hands glow with the light
Evocation [Evil] of red flames. You do 1d4 points
Black Tentacles Level: Evil 4, Arcane 5
of fire damage per your caster
Conjuration (Creation) Components: V, S
Casting Time: 2 rounds level (maximum 5d4) when you
Level: Arcane 4
Components: V, S, M Range: Medium (100 ft.+10 make a successful touch attack.
Casting Time: 4 rounds ft./level)
Range: Medium (100 ft.+10 Area: 20-ft. radius spread Call Lightning
ft./level) Duration: Instantaneous Evocation [Electricity]
Effect: 20 ft radius spread. Saving Throw: Will partial Level: Weather 3
Duration: 10 minutes/level Spell Resistance: Yes Components: V, S
Saving Throw: None (See Unholy Blight PHB pg. Casting Time: 20 minutes, plus
Spell Resistance: No 297) 1 round per bolt called
(See Evard's Black Tentacles Range: Long (400 ft.+40
PHB pg. 228) Blindness/Deafness ft./level)
Arcane Material Component: A Duration: 10 minutes/level
Transmutation
piece of tentacle from a giant Level: Destruction 3, Arcane 2
octopus or giant squid. Components: V Call Lightning Storm
Casting Time: 1 round per level Evocation [Electricity]
Blade Barrier spell is cast Level: Weather 5
Components: V, S
Evocation
Casting Time: 20 minutes, plus
Level: War 6 Blur 1 round per bolt called
Components: V, S Illusion (Glamer) Range: Long (400 ft.+40
Casting Time: 4 rounds Level: Arcane 2 ft./level)
Components: V Duration: 10 minutes/level
Blasphemy Casting Time: 1 round
Evocation [Evil, Sonic] Calm Animals
Level: Evil 7 Break Enchantment Enchantment (Compulsion)
Components: V Abjuration [Mind-Affecting]
Casting Time: 4 rounds Level: Magic 5, Arcane 5 Level: Animals 1
Components: V, S
Components: V, S
Extraplanar creatures within the Casting Time: 2 minutes Casting Time: 1 round
area that are not evil are instantly Break Enchantment only lifts
teleported to the Ethereal. (temporarily) the effects of
Bestow Curse. The effects are Calm Emotions
Enchantment (Compulsion)
Bless lifted for 1 hour per level of the
[Mind-Affecting]
Enchantment (Compulsion) spell caster. Depending on the
Level: Charm, Law 2
[Mind-Affecting] circumstances an atonement or Components: V, S, F
Level: All 1, remove curse may also be Casting Time: 2 rounds
Components: V, S, F needed. Otherwise it works as
Casting Time: 1 standard action described in the PHB.
Cats Grace
Transmutation
Bless Water Bulls Strength Level: Arcane 2, Protection 2
Transmutation [Good] Transmutation Components: V, S, M
Level: All 1 Level: Strength 2, Arcane 2 Casting Time: 2 rounds
Components: V, S, M Components: V, S, M/F Duration: 10 minutes/level
Casting Time: 10 minutes Casting Time: 2 rounds Arcane Material Component: A
Material Component: 5 Duration: 10 minutes/level pinch of cat fur.
pounds of powdered silver Arcane Material Component: A
(worth $12.50 ). few hairs, or a pinch of dung,
Cause Fear
from a bull.
Necromancy [Fear, Mind-
Affecting]

Chapter Nine: Magic in Gothic Earth 111


Level: Charm 1, Arcane 1, War Components: V, S Casting Time: 8 rounds
1 Casting Time: 4 rounds Range: 20 ft.
Components: V, S There is no visible manifestation
Casting Time: 1 round Charm Person with this spell
Enchantment (Charm) [Mind- Focus: A tiny reliquary
Chain Lightning Affecting] containing some ancient relic,
Evocation [Electricity] Level: Arcane 1 Charm 2 such as a scrap of parchment
Level: Weather 6, Arcane 6 Components: V, S from a chaotic text. The
Components: V, S, F Casting Time: 1 round per level reliquary costs at least $250.00.
Casting Time: 6 rounds of the spell
The bolt inflicts 1d6 points of Note also that you must speak
electricity damage per caster the persons language to
Clone
Necromancy
level (maximum 10d6) on the communicate your commands. Level: Arcane 8
primary target. Components: V, S, M
Chill Metal Casting Time: 2 hours
Focus: A bit of fur; a piece Transmutation [Cold] Arcane Material Components:
amber, glass, or a crystal rod; Level: Weather 2 The piece of flesh, various
and one silver pin (worth at least Components: V, S, F laboratory supplies (cost
$2.00 each) for each of your Casting Time: 2 rounds $1,000.00)
caster levels.
Chill Touch Focus: Special laboratory
Changestaff Necromancy equipment (cost $500)
Transmutation Level: Arcane 1
Level: Plant 7 Components: V, S
Casting Time: 1 full round
Cloudkill
Components: V, S, F Conjuration (Creation)
Casting Time: 2 minutes Range: Touch
Level: Arcane 5
The treant-like creature created A victim of the touch who fails
Components: V, S
with this is only Large size. her Fortitude save vs. this spell Casting Time: 5 rounds
takes 1d6 points of damage and
Focus: The quarterstaff, which loses 1 point of Strength and 1
point of Constitution. If she
Color Spray
must be specially prepared. The Illusion (Pattern) [Mind-
staff must be a sound limb cut makes the save, she takes 1d6
Affecting]
from an ash, oak, or yew, then points of damage and loses 1 Level: Arcane 1
cured, shaped, carved, and point of Strength. the ability Components: V, S, M
polished (a process taking 28 damage returns at the rate of one Casting Time: 1 round
days). You cannot adventure or point per hour. Only the targets of this spell can
engage in other strenuous see the spray of color.
activity during the shaping and Clairaudience/ Arcane Material Component: A
carving of the staff. Clairvoyance pinch each of powder or sand
Divination that is colored red, yellow, and
Chaos Hammer Level: Knowledge 3, Arcane 3 blue.
Evocation [Chaotic] Components: V, S, F
Level: Chaos 4 Casting Time: 3 rounds Command
Components: V, S Focus: A small horn (for Enchantment (Charm)
Casting Time: 4 rounds hearing) or a glass eye (for [Language-Dependent, Mind-
There is no visible manifestation seeing). Affecting]
when this spell is cast. Level: Charm 1
Circle of Death Component: V
Charm Animal Casting Time: 1 standard action
Necromancy [Death]
Enchantment (Charm) [Mind- Level: Arcane 6
Affecting] Components: V, S, M Command, Greater
Level: Animal 1 Casting Time: 6 rounds Enchantment (Charm)
Components: V, S Material Components: $250.00 [Language-Dependent, Mind-
Casting Time: 1 round Black Pearl Affecting]
Level: Charm 5, War 5
Charm Monster Cloak of Chaos Component: V
Enchantment (Charm) [Mind- Abjuration [Chaotic] Casting Time: 2 rounds
Affecting] Level: Chaos 8
Level: Arcane 4 Components: V, S, F

Chapter Nine: Magic in Gothic Earth 112


Command Plants Contagion Components: V, S, M
Enchantment (Charm) [Mind- Necromancy [Evil] Casting Time: 4 rounds
Affecting] Level: Evil 3, Arcane 4 Range: Close (25 ft.+5 ft./2
Level: Plants 4 Components: V, S levels)
Components: V Casting Time: 2 rounds Targets: Up to 4 HD of undead
Casting Time: 4 rounds creatures/level, no two of
which can be more than 30 ft.
Contingency apart
Command Undead Evocation Duration: 10 minutes/level
Necromancy Level: Arcane 6 Saving Throw: Will negates
Level: Arcane 2 Components: V, S, M, F Spell Resistance: Yes
Components: V, S, M Casting Time: At least 1hour Arcane Material Component: A
Casting Time: 1 round (see text) small piece each of bone and raw
Nonintelligent Undead get a You can place another spell meat.
saving throw. upon your person so that the
latter spell comes into effect
Control Water
Commune with Nature under some condition you dictate
Transmutation
Divination when casting contingency. The Level: Arcane 6, Water 4
Level: Earth, Plant 5, contingency spell and the spell it Components: V, S, M/F
Components: V, S is to bring into effect are cast at Casting Time: 1 round per level
Casting Time: 1 hour the same time. The 1 hour of the spell being cast
casting time is the minimum Arcane Material Component: A
Comprehend Languages total for both castings; if the drop of water (to raise water) or
Divination companion spell has a casting a pinch of dust (to lower water).
Level: Knowledge 1, Arcane 1 time longer than 10 minutes, add
Components: V, S, M/F that amount of time to the one Control Weather
Casting Time: 1 round hour casting time. Transmutation
Arcane Material Components: A Level: Weather 7, Arcane 6
pinch of soot and a few grains of Arcane Material Components: Components: V, S
salt. Those of the companion spell, Casting Time: 20 minutes (see
plus a $200. Crystal or gemstone text)
Cone of Cold crushed. Range: 2 miles
Evocation [Cold] Area: A 2-mile radius circle,
Level: Arcane 5, Weather 6 Focus: A statuette of you carved centered on you (see text)
Components: V, S, M Duration: 4d12 hours
from elephant ivory and
Casting Time: 1 round per level You change the weather in the
decorated with gems (worth at
of the spell being cast local area. It takes 20 minutes to
least $1,000.00). You must carry
Arcane Material Component: A cast the spell and an additional
the focus for the contingency to
very small crystal or glass cone. 10 minutes for the effects to
work.
manifest. The current, natural
Confusion weather conditions are
Continual Flame determined by the DM. Or are
Enchantment (Compulsion) Illusion (Figment)
[Mind-Affecting] listed in the event.
Level: Creation 3, Arcane 2
Level: Arcane 4, Components: V, S, M
Components: V, S, M/F Casting Time: 3 rounds Control Winds
Casting Time: 4 rounds Transmutation
Material Component: You
sprinkle ruby dust (worth $50 Level: Air 5
Arcane Material Component: A Components: V, S
.00) on the item that is to carry
set of three nut shells. Casting Time: 5 rounds
the flame.

Confusion, Lesser Control Plants


Enchantment (Compulsion) Corpse Whisper
Transmutation Necromancy
[Mind-Affecting]
Level: Plant 8 Level: Necromancy, Arcane 3
Level: Arcane 1, Chaos 1 Components: V, S, F
Components: V, S, M/F Components: S, M
Casting Time: 4 rounds Casting Time: two rounds
Casting Time: 1 round
Range: Close (25 ft.+5 ft./2 Target: one undead creature
Arcane Material Component: A
set of three nut shells. Range: special
Control Undead Duration: 24 hours
Necromancy Saving Throw: none
Level: Arcane 7 Spell Resistance: no

Chapter Nine: Magic in Gothic Earth 113


The caster can transmit a Level: Animal 7
message to an undead creature. Create Undead Components: V, S
If it is a undead creature already Casting Time: 7 rounds
Necromancy [Evil]
under the casters control, they do Level: Necromancy, Arcane 6
not need line of sight. The Components: V, S, M Crushing Despair
message forms in the mind of the Casting Time: 2 hours Enchantment (Compulsion)
creature in the voice of the Range: Close (25 ft.+5 ft./2 [Mind-Affecting]
caster. Only self-willed undead levels) Level: Arcane 4
creatures not already under the Target: One corpse Components: V, S, M/F
Duration: Instantaneous Casting Time: 4 round
control of the caster can disobey
Saving Throw: None
the commands of the voice. The Spell Resistance: No
caster can send one sentence for Cure Critical Wounds
You may create less powerful
every 2 levels she has within a Conjuration (Healing)
undead than your level would Level: Healing 4
24-hour period. indicate if you choose. For Casting Time: 4 rounds
example, instead of a mummy
Create Food and Water you could decide to create a
Conjuration (Creation) ghoul, shadow, or wight. These
Cure Light Wounds,
Level: Creation 3 Conjuration (Healing)
would possess one HD more
Components: V, S Level: Healing 1
than the norm for an Undead of Components: V, S
Casting Time: 20 minutes
that type. Casting Time: 1 round
Create Greater Undead There are no limitations, as
Necromancy [Evil] far as time of day, for the casting
Cure Light Wounds,
Level: Necromancy, Arcane 8 of this spell. Mass
Components: V, S, M Conjuration (Healing)
Material Component: A dead
Casting Time: 2 hours Level: Healing 5
Range: Close (25 ft.+5 ft./2 body. The DM may assign
specific requirements for various Components: V, S
levels) Casting Time: 5 rounds
Target: One corpse types of undead For example, the
Duration: Instantaneous corpse must be fresh to create a
Saving Throw: None vampire, while it should be Cure Minor Wounds
Spell Resistance: No desiccated to create a mummy Conjuration (Healing)
This is a spell of great power and Level: Healing 0
normally only done by those of Casting Time: 1 round
Material Components: A clay
evil alignment there is very little pot filled with grave dirt and
chance for this spell to be cast another filled with brackish Cure Moderate Wounds
without gaining the notice of the water. The spell must be cast Conjuration (Healing)
Red Death upon a dead body, and the DM Level: Healing 2
Casting Time : 2 rounds
may assign specific requirements
You may create less powerful for various types of undead. You
undead than your level would must place a black onyx gem Cure Serious Wounds
indicate if you choose. For worth at least $25.00 per HD of Conjuration (Healing)
example, instead of a mummy the undead to be created into the Level: Healing 3
you could decide to create a Casting time: 3 rounds
mouth, eye socket, or another
ghoul, shadow, or wight. These opening of each corpse. The
would possess one HD more magic of the spell turns these Curse Water
than the norm for an Undead of gems into worthless, burned-out Necromancy [Evil]
that type. shells. Level: Evil 1, Water 1
Components: V, S, M
This spell may be cast at Casting Time: two minutes
Create Water Range: Touch
anytime. Conjuration (Creation) Material Component: 5 pounds
Level: Creation, Water 0 of powdered silver (worth
Material Component: A dead Components: V, S $12.50).
body. The DM may assign Casting Time: 1 round
specific requirements for various Effect: Up to 1 gallon per level
types of undead For example, the of the caster. Dancing Lights
corpse must be fresh to create a Illusion (Figment)
Level: Arcane 0
vampire, while it should be Creeping Doom Components: V, S
desiccated to create a mummy. Conjuration (Summoning) Casting Time: 1 action

Chapter Nine: Magic in Gothic Earth 114


Saving Throw: None
Darkness Deep Slumber Spell Resistance: See text
(See Unhallow PHB 297)
Evocation [Darkness] Enchantment (Compulsion)
Material Components: Herbs,
Level:, Destruction 2, Arcane 2 [Mind-Affecting]
oils, and incense worth at least
Components: V, M/F Level: Arcane 3
$500.00, plus $500.00 per level
Casting Time: 2 rounds Components: V, S, M
of the spell to be included in the
Casting Time: 3 rounds
unhallowed area
Arcane Material Components: A
bit of bat fur and either a drop of Deeper Darkness Delay Poison
pitch or a piece of coal. Universal Conjuration (Healing)
Level: Destruction 3
Level: Healing 2
Darkvision Components: V, S
Casting Time: 3 rounds Components: V, S, F
Transmutation Casting Time: 1 round
Level: Arcane 2
Components: V, S, M Deeppockets
Casting Time: 2 rounds Transmutation Delayed Blast Fireball
Level: Arcane 2 Evocation [Fire]
Components: V, S. M Level: Arcane 7
Daylight Casting Time: 7 rounds
Casting Time : One hour
Evocation [Light] Duration: Up to five rounds
Range: Touch
Level: Sun 3, Arcane 3 Like Fireball this takes up a
Duration: 1 hour per level
Components: V, S
Area of Effect: 1 garment somewhat smaller space (only a
Casting Time: 2 rounds
Saving Throw: none ten foot radius spread).
This spell allows the caster to
Daze prepare a garment to hold far
Enchantment (Compulsion)
Demand
more than it originally could. Enchantment (Compulsion)
[Mind-Affecting] The garment must be of superior
Level: Arcane 0 [Mind-Affecting]
make (book price + 50%) and Level: Arcane 8
Components: V, S, M
Casting Time: 1 action fashioned to contain numerous Casting time: 30 minutes
hand size pockets (no less than Saving Throw: Will Partial
12 pockets). The spell enables Spell Resistance: Yes
Arcane Material Component: A
these pockets to hold a total of Arcane Material Component: A
pinch of wool or similar
100 lbs. as if it were only 10lbs. short piece of copper wire and
substance
There are no discernable bulges some small part of the subject
were the pockets are. creaturea hair, a bit of nail,
Daze Monster etc.
Enchantment (Compulsion) If the spell duration expires
[Mind-Affecting]
Level: Arcane 2
while there are objects still in the Desecrate
Components: V, S, M pockets, or if a successful dispel Evocation
Casting Time: 1 round magic is cast, the items appear Level: Evil 2
around the wearer and fall to the Components: V, S, M, F
ground. Casting Time: 2 rounds
Death Knell This spell bestows an area
Necromancy [Death, Evil] with negative energy. Each
Level: Necromancy 2 Arcane Material Components:
Besides the garment, which is Charisma check made to turn
Components: V, S
reusable, a tiny gold needle and undead within this area suffer a
Casting Time: 2 rounds
a strip of fine cloth given a half- 3 profane penalty. Undead
twist and fastened at the ends is entering this area gain a +1
Death Ward bonus to attack rolls, damage
Necromancy needed.
rolls, and saving throws. Undead
Level: Death, Protection 4
Defile created within or summoned into
Components: V, S, F
Casting Time: 4 rounds Evocation [Evil] a desecrated area gain +2 hit
Range: Touch Level: Evil 5 points per HD.
Components: V, S, M
Casting Time: One day Material Component: A little
Deathwatch
Range: Touch Cursed Water and $12.50 worth
Necromancy[Evil]
Level: Death, Necromancy 1 Area: A 10-foot/level radius (5 lbs.) of silver dust, all of
Components: V, S emanating from the touched which must be sprinkled around
point the area.
Casting Time: 1 round
Duration: Instantaneous

Chapter Nine: Magic in Gothic Earth 115


Destruction Level: Earth, Arcane 4
Necromancy [Death] Detect Secret Doors Components: V,S, M
Level: Destruction 7 Casting Time: 4 rounds
Divination
Components: V, S, F Range: 30 yd.
Level: Knowledge 1, Arcane 1
Casting Time: 7 rounds Area: 5cube/level
Components: V, S
Duration: 1 minute/level
This awful spell instantly slays Casting Time: 1 round
Saving Throw: none
the target and consumes her Spell Resistance: yes
remains utterly fire. Detect Snares and Pits You can excavate a 125 cubic
Divination feet of earth, sand or mud per
Focus: A special Focus of silver Level: Divination, Earth 1 minute. After the first minute
marked with verses of anathema Components: V, S you can either enlarge the
(cost $500.00). Casting Time: 1 round
original hole (deeper or wider)
or you can start a new hole.
Detect Animals or Detect Thoughts
Plants Divination [Mind-Affecting] If you are digging in earth then
Level: Knowledge 2, Arcane 2 once you dig deeper than 20 feet
Divination
Level: Animal, Plant 1 Components: V, S, F there is a 15% chance that the
Casting Time: 2 rounds
Components: V, S hole collapses. You make this
Range: 60 ft,
Casting Time: 1 round check every additional 5ft.
Undead of Low intelligence or
This problem occurs sooner in
better can project their thoughts,
Detect Chaos which can be detected with this Sand (10ft.) and Mud (5ft).You
Divination spell. can tunnel with this spell only so
Level: Law 1, long as there is a place to put the
Components: V, S, F Arcane Focus: A copper piece. dirt that is removed.
Casting Time: 1 round
Detect Undead Dimension Door
Detect Law Divination Transmutation [Teleportation]
Divination Level: Death 1, Arcane 1, Level: Arcane 4,
Level: Chaos 1 Components: V
Necromancy 1
Components: V, S, F Components: V, S, M/F Casting Time: 4 rounds
Casting Time: 1 round Casting Time: 1 round Range: Long (400 ft.+40
ft./level)
Saving Throw: Yes Will Save
Target: You
Detect Magic negates
Duration: Instantaneous
Divination Undead creatures do get a save
If you are trapped, then you are
Level: Magic 0, Arcane 0 versus this spell. If four or more
Components: V, S in the Ethereal, not the Astral
are grouped close together then
Casting Time: 1 action Plane.
they have a 2 /creature there for
their save and the group saves
Detect Poison not individual creatures Dimensional Anchor
Divination Abjuration
Level: Healing 0, Arcane 0 Arcane Material Component: A Level: Summoning 4, Arcane 4
Components: V, S bit of earth from a grave. Components: V, S
Casting Time: 1 action Casting Time: 4 rounds
Alchemy skill does not help as it No visual manifestation.
is defined in this setting as
Dictum
Evocation [Lawful, Sonic]
dealing only with magical
Level: Law 7 Dimensional Lock
potions. However, Toxicology Components: V Abjuration
skill (DC 20) may be helpful. Casting Time: 7 rounds Level: Summoning 8, Arcane 8
Range: 30 ft. Components: V, S
Detect Scrying Area: Creatures in a 30-ft. Casting Time: 8 rounds
Divination radius spread centered on you No visual manifestation.
Level: Arcane 4 Duration: Instantaneous
Components: V, S, M Saving Throw: None Diminish Plants
Casting Time: 4 rounds Spell Resistance: Yes Transmutation
Range: 120 ft. Extra-planer creatures are sent to Level: Plants 3
Arcane Material the Border Ethereal Components: V, S, F
Components: A small piece of Casting Time: 3 rounds
mirror and a miniature brass Dig Range: See text
hearing trumpet. Evocation

Chapter Nine: Magic in Gothic Earth 116


Discern Lies would have a 65% chance of Displacement
Divination sending the target to the Ethereal Illusion (Glamer)
Level: Divination, Knowledge 4 if their spell is cast successfully. Level: Arcane 3
Components: V, S, F Components: V, M
Casting Time: 4 rounds Arcane Focus: Any item that is Casting Time: 3 rounds
distasteful to the subject Arcane Material Component: A
Discern Location creature. small strip of leather made from
Divination hide of a chameleon, twisted into
Level: Divination, Knowledge 8, Dispel Chaos a loop.
Arcane 8 Abjuration [Lawful]
Components: V, S, F Level: Law 5 Disrupt Undead
Casting Time: 20 minutes Casting Time: 5 rounds Necromancy
Range: 500 miles Level: Arcane 0
There is no visual manifestation
The range is greatly diminished. Components: V, S
of this spell.
Casting Time: 1 action
Disguise Self Dispel Evil Undead get a Reflex Save for
Illusion (Glamer) half damage.
Abjuration [Good]
Level: Arcane 1,
Components: V, S Level: Good 5
Components: V, S, F Disrupting Weapon
Casting Time: 1 round
Casting Time: 5 rounds Transmutation
If you use this spell to create a Level: Death, Good 5
There is no visual manifestation
disguise, you get +10 Components: V, S
of this spell.
enhancement bonus on your Casting Time: 5 rounds
Disguise check.
Dispelled creatures go to
Note: Creatures get Will saves to
either the Ethereal or to another Divination
location on Gothic Earth. Divination
recognize the glamer as an Level: Divination 4
illusion if they interact with it Components: V, S, M
(such as by touching you and Dispel Good Casting Time: 20 minutes
having that not match what they Abjuration [Evil]
The base chance for a correct
see, in this case of this spell). Level: Evil 5
Casting Time: 5 rounds divination is 50%, plus 1% per
caster level.
Disintegrate
Transmutation Dispel Law Material Component: Incense
Level : Destruction 7, Arcane 6 Abjuration [Chaotic] worth at least $12.50 burnt in a
Components: V, S, M /F Level: Chaos 5
brazier worth at least $25.00.
Casting Time: 1 round per level Casting Time: 5 rounds
of the spell being cast
Dominate Animal
Arcane Material Components: A Dispel Magic Enchantment (Charm) [Mind-
lodestone and a pinch of dust. Abjuration Affecting]
Level: Magic 3, Arcane 3 Level: Animal 3
Dismissal Components: V, S Components: V, S
Abjuration Casting Time: 3 rounds Casting Time: 2 rounds
Level: Summoning 4, Arcane 5
Components: V, S, F Dispel Magic, Greater Dominate Monster
Casting Time: 1 round per level Abjuration
of the spell being cast Enchantment [Compulsion]
Level: Magic 6, Arcane 6 [Mind-Affecting]
This spell can only send the Casting time: 6 rounds Level: Arcane 9
creature to the Ethereal or to As dispel magic, except that the Target: One Creature
another location on Gothic maximum bonus on the dispel Casting Time: 5 rounds
Earth. 50% chance base chance check is +20 instead of +10. As Dominate Person but not
of it being to the Ethereal. If the Additionally, greater dispelling restricted by creature type or
HD of the caster is greater than has a chance to lift any effect size.
that of the target of the spell, the that remove curse can If the caster rolls a 1 on her
chance that the creature is sent to temporarily remove . If it does, Spellcraft roll then the Monster
the Ethereal is increased by 5% then the effects are lifted for 3 has in fact managed to dominate
per HD. For example, if a 10th hours per level of the caster. the caster.
level caster was attempting to
dismiss a 7th level outsider, they

Chapter Nine: Magic in Gothic Earth 117


Dominate Person Energy Drain Components: V, S
Enchantment (Charm) [Mind- Necromancy Casting Time: 1 round
Affecting] Level: Evil 9, Arcane 9
Level: Arcane 5 Casting Time: 9 rounds Explosive Runes
Components: V, S If the target fails their save, they Abjuration [Force]
Casting Time: 3 rounds permanently lose 4 hit points as Level: Arcane 3
well as suffer all the effects Components: V, S
Doom listed in the PHB. Casting Time: 3 rounds
Enchantment (Compulsion)
[Fear, Mind-Affecting] Enervation Eyebite
Level: Destruction 1 Necromancy [Evil]
Necromancy
Components: V, S, F Level: Arcane 6
Level: Arcane 4
Casting Time: 1 round Components: V, S
Components: V, S
Casting Time: 2 rounds Casting Time: 3 rounds
Dream If the target fails their save, they The duration of the spell effects
Illusion (Phantasm) [Mind- permanently lose 2 hit points as (not the spell) are 1 minute /
Affecting] caster level.
well as suffer all the effects
Level: Arcane 5 listed in the PHB.
Components: V, S Eyes of Undead
Casting Time: 2 minutes Necromancy
Range: On Gothic Earth Enlarge Person Level: Necromancy 3, Arcane 4
Transmutation Components: V, S, M
Level: Arcane, Strength 1 Casting Time: 1 round
Eagle's Splendor Components: V, S, M
Transmutation Duration: 1hour/caster level
Casting Time: 1 round Range: Close (25 ft+5
Level: Arcane, Charm 2
Components: V, S, F ft./2levels)
Casting Time: 2 rounds Entangle Target: One Corpse or Undead
Transmutation creature
Duration: 10 minutes/level
Level Plant 1, Saving Throw: Special see text
Components: V, S, F The caster can use this spell on
Earthquake Casting Time: 1 action any dead or undead body. Once
Evocation Range: Medium (100ft+10 cast a link is forged with the
Level: Destruction, Earth 8 ft./level body that allows the caster to see
Components: V, S, F Area: Plants in a 20-ft. radius and hear anything that the corpse
Casting Time: 8 rounds spread can. The caster can not control
an undead creature with this
Elemental Swarm spell. The more self-will and
Enthrall intelligent the undead the greater
Conjuration (Summoning) [see Enchantment (Charm)
text] chance of hearing/seeing
[Language-Dependent, Mind- something useful. If the Undead
Level: Summoning 9 Affecting, Sonic] creature is serving the caster
Components: V, S Level: Charm 2
Casting Time: 20 minutes willingly then no saving throw is
Components: V, S made. A dead body also does not
You cannot reach the elemental Casting Time: 2 rounds get a save.
Plane itself, however there are
some creatures that had
Entropic Shield Although the range requirement
originated on the Elemental must be meet when casting the
Abjuration
Planes that have been stranded Level: Chaos 1, spell, the corpse/undead can
here or on the Ethereal plane. Components: V, S travel as far as a mile away from
There is only a 25% chance that Casting Time: 1 round the caster and the spell will still
you can reach a creature of The Shield is only visible to you. function.
nature you wish.
Arcane Material Component: An
Erase eye and an ear of a dead man.
Endure Elements Transmutation
Abjuration Level: Arcane 1
Level: Arcane, Fire, Sun, Components: V, S Fabricate
Strength, Protection, Weather Casting Time: 1 round Transmutation
1 Level: Arcane 5
Components: V, S Components: V, S, M
Casting Time: 1 round
Expeditious Retreat Casting Time: See text
Transmutation
Level: Arcane 1

Chapter Nine: Magic in Gothic Earth 118


Casting requires one minute per Components: V Level: Knowledge 2, Divination
10 cubic feet (or foot) of Casting Time: 1 free action 2
material to be affected by the Components: V, S
spell. Feeblemind Casting Time: 2 rounds
Enchantment (Compulsion)
As most machines which use [Mind-Affecting] Finger of Death
electricity use more than one Level: Arcane 5 Necromancy [Death]
type of material this spell will Components: V, S, M Level: Death 8, Arcane 7
not fabricate them. Range: Close (25 feet +5 feet/2 Casting Time: 1 minute
levels)
Casting Time: 5 rounds Fire Seeds
Arcane Material Component:
The original material. Conjuration (Creation) [Fire]
Feign Undead Level: Fire 6
Necromancy Components: V, S, M
Faire Fire Level: Necromancy 4, Arcane 5 Casting Time: 2 rounds /seed
Evocation Components: V, S, M Range: Touch
Level: Magic 1 Casting Time: 2 rounds Targets: Up to four touched
Components: V, S, F Range: Touch acorns or up to eight touched
Casting Time: 1 round Target: One creature holly berries
Duration: 10 minutes/level All damage is fire damage.
False Life The caster or any willing person
Necromancy to masquerade as a zombie. The Material Component: Acorns or
Level: Arcane 2, Death, person looks undead, ceases to holly berries.
Necromancy 2 breath, and feels no pain or
Components: V, S, F
Casting Time: 1 round
emotion. The person still suffers Fire Shield
damage, but no pain. Spells that Evocation [Fire or Cold]
If the character dies within 24
effect Undead do not effect Level: Fire 5, Arcane 4
hours of casting the spell, they
them. Components: V, S, M/F
rise as an undead (NPC) within
Casting Time: 1 round per level
1d3 minutes. If they are 5 HD or of the spell
The body looks like a corpse
less they rise as a Zombie with Arcane Material Component: A
and the joints become stiff
the same number of HD. If they bit of phosphorous for the warm
making movement jerky and
have 6 or more HD at time of shield, a live firefly or glow
slow. She no longer attacks as a
death they rise as a Ghoul with worm or the tail portions of four
PC, instead attacking as a
the same number of HD. dead ones for the chill shield.
zombie.

False Vision Any creature that sees the Fire Storm


Illusion (Glamer) zombie assumes it is real. Evocation [Fire]
Level: Arcane 5, However actions that are out of Level: Fire 8
Components: V, S, M Components: V, S
line with normal behavior (for a
Casting Time: 5 rounds Area: One 10 foot cube/ level
Duration: 30 minutes/level zombie) gives the viewer a Will
Check (DC 10+level of the Casting Time: 1 minute
Arcane Material Component:
The ground dust of jade worth at spell).
least $25.00, which is sprinkled Arcane Material Component: a Fire Trap
bit of bone and dirt from a grave. Abjuration [Fire]
into the air when the spell is cast.
Level: Fire 2, Arcane 4
Components: V, S, M
Fear Find the Path Casting Time: 20 minutes
Divination
Necromancy [Fear, Mind- Material Components: A half-
Affecting] Level: Knowledge 6
Components: V, S, F pound of gold dust (cost: 12.50)
Level: Arcane 4 sprinkled on the warded object.
Casting Time: 1 minutes
Components: V, S, M Attuning the trap to another
Casting Time: 2 rounds Focus: A set of divination
counters of the sort favored by individual requires a hair or
Arcane Material Component: similar object from that
Either the heart of a hen or a youbones, ivory counters,
sticks, carved runes, etc. individual.
white feather.

Find Traps Fireball


Feather Fall Evocation [Fire]
Transmutation Divination
Level: Arcane 3
Level: Arcane 1, Air 1 Components: V, S, M

Chapter Nine: Magic in Gothic Earth 119


Casting Time: 3 rounds Components: V, S, M Arcane Material Component: A
Range: Long (400 ft.+40 Casting Time: 3 rounds hummingbirds feather.
ft./level) Arcane Material Component: A
Area: A 10-ft.-radius spread wing feather from any bird.
Arcane Material Component: A
Forget
Enchantment (Compulsion)
tiny ball of bat guano and sulfur. Fog Cloud (Mind -Affecting)
Conjuration (Creation) Level: Arcane 2
Flame Arrow Level: Arcane, Air, Water, Components: V, S
Transmutation (Creation) Weather 2 Range: Close (25' + 5'/caster
Level: Arcane 3 Components: V, S level)
Components: V, S, M Casting Time: 2 rounds Target: One Person
Casting Time: 1 round Duration: Instantaneous
Duration:1 round/level Fools Gold Casting Time: 1 round
Can not be used on ammunition Saving Throw: Negates (Will)
Illusion [Glamer]
for firearms. By means of this spell the caster
Level: Arcane 2
can make the target forget what
Casting Time: 2 rounds
Arcane Material Component: A occurred in the 5 minutes
Components: V,S,M
previous. For every 3 caster
drop of oil and a small piece of Area: 10 cubic in. per level
levels the time span (that the
flint. Range: Close (25' + 5' every 4
target forgets) increases by 5
caster levels)
minutes.
Duration: 1 hour/level
Flame Blade Saving Throw: Special
Evocation [Fire] Fox's Cunning
You can make copper, brass or
Level: Fire 2 Transmutation
Components: V, S, F iron look like gold. The viewer
has a Will Save to see through Level: Arcane 2, Knowledge 2
Casting Time: 2 rounds
the illusion. The save is at a 1 Components: S, M
for every 2 levels of the caster. Casting Time: 2 rounds
Flame Strike Duration: 10 minutes/level
Evocation [Fire]
Level: Fire, War 5 Forbiddance Freedom
Components: V, S, F Abjuration Abjuration
Casting Time: 5 rounds Level: Guardian 6 Level: Arcane 9
All of the damage is from fire. Components: V, S, M, F Components: V, S, M
Casting Time: 10 minutes Casting Time: 5 rounds
Material Components: A
Flaming Sphere sprinkling of holy water and rare
Evocation [Fire] incenses worth at least $500.00
Freedom of Movement
Level: Fire 2, Arcane 2 Abjuration
per 60-foot cube. If a password Level: War 4, Protection 4
Components: V, S, M
lock is desired, this requires the Components: V, S, M, F
Casting Time: 2 rounds
burning of additional rare Casting Time: 4 rounds
Arcane Material Components: A
incenses worth at least $500.00 Material Component: A leather
bit of tallow, a pinch of sulfur,
per 60-foot cube. thong, bound around the arm or
and a dusting of powdered iron.
similar appendage.
Flare Forcecage
Evocation [Light]
Evocation Gaseous Form
Level: Arcane 7 Transmutation
Level: Fire 0, Arcane 0 Components: V, S, M (see text)
Components: V Level: Arcane 3
Casting Time: 7 rounds Components: S, M
Casting Time: 1 standard action
Arcane Material Component: Casting Time: 3 rounds
Ruby dust worth $750.00.
Flesh to Stone Arcane Material Components: A
Transmutation
Level: Arcane 6
Foresight bit of gauze and a wisp of
Divination smoke.
Components: V, S, M
Level:, Divination 9,Arcane 9
Casting Time: 6 rounds
Components: V, S, M/F
Arcane Material Components:
Casting Time: 9 rounds
Gate
Lime, water, and earth. Conjuration (Creation,
The sixth sense mentioned in the
Summoning)
text in the PHB bears no Level: Creation, Planer 9,
Fly resemblance to Sixth Sense skill Arcane 9
Transmutation in MotRD. Components: V, S
Level: Arcane 3

Chapter Nine: Magic in Gothic Earth 120


Casting Time: 1 hour Ghost Sound Level: Arcane 6
In most cases can only open to Illusion (Figment) Casting Time: 6 rounds
Ethereal Plane or to a location on Level: Arcane 0
Gothic Earth. If the caster rolls a Components: V, S, M Globe of Invulnerability,
natural 20 when attempting to Casting Time: 1 standard
Action
Lesser
cast the spell (and they were Abjuration
attempting to reach a plane other Arcane Material Component: A
Level: Arcane 4
than the Ethereal) there is a 25% bit of wool or a small lump of Casting Time: 4 rounds
chance that the Gate connects to wax.
the Plane spell caster original Glyph of Warding
designated. Ghoul Touch Abjuration
Necromancy Level: Guardian 3
Gaze Reflection Level: Arcane 2 Components: V, S, M
Level: Arcane 1 Components: V, S, M Casting Time: 20 minutes
Components: V, S Casting Time: 1 standard action Range: Touch
Casting Time: 1 standard action Arcane Material Component: A Target or Area: Object touched
Duration: 1 round/level small scrap of cloth taken from or up to 5 square ft./level
Range: Personal clothing worn by a ghoul or a Duration: Until discharged
Saving Throw: Negates pinch of earth from a ghouls Saving Throw: See text
By means of this spell the casters lair. Spell Resistance: Yes (object)
eyes become gleaming silver Material Component: You trace
orbs. Any gaze attack is reflected the glyph with incense, which
back at the creature. If not Giant Vermin must first be sprinkled with
already immune the originator of Transmutation powdered diamond worth at least
the gaze can attempt to make a Level: Animal 4,
$120.00.
save vs. the reflected attack at Components: V, S, F
+4. Casting Time: 4 rounds
Range: Close (25 ft.+5 ft./2 Glyph of Warding,
Geas/Quest levels) Greater
Targets: Up to three vermin, no Abjuration
Enchantment (Compulsion) two of which can be more
[Language-Dependent, Mind- Level: Guardian 6
than 30 ft. apart Casting Time: 6 minutes
Affecting]
Duration: 1 minute/level
Level: All, Charm 6, Arcane 6 As glyph of warding, except that
Saving Throw: None
Target: One living creature the blast deals up to 10d8
Spell Resistance: Yes
Saving Throw: None damage and the greater glyph
Casting Time: 6 rounds can store a harmful spell of up to
Glibness 6th level.
Transmutation
Geas, Lesser Level: Charm 4
Enchantment (Compulsion) Material Component:
Components: V, S, M
[Language-Dependent, Mind- Diamond dust worth at least
Casting Time: 4 rounds
Affecting] $240.00.
Level: All, Charm, Arcane 4 Duration: 5 minute/level
Target: One living creature with
less than 7HD Glitterdust Goodberry
Saving Throw: Will Negates Conjuration (Creation) Transmutation
Casting Time: 4 rounds Level: Arcane 2 Level: Plant 1
Duration: 1 day/2 levels or Components: V, S, M Components: V, S, F
until discharged Casting Time: 2 rounds Casting Time: 1 round
Range: Medium (100 ft.+10
Gentle Repose ft./level) Grease
Area: Creatures and objects Conjuration (Creation)
Necromancy within 10-ft. spread
Level: Death 2, Arcane 3 Level: Arcane 1
Duration: 1 round/level Components: V, S, M
Components: V, S, M/F Saving Throw: Will negates
Casting Time: 2 rounds Casting Time: 1 round
(blinding only) Arcane Material Component: A
Arcane Material Spell Resistance: Yes
Components: A pinch of salt, bit of pork rind or butter.
Arcane Material Component:
and a copper piece for each eye Ground mica.
the corpse has (or had). Guards and Wards
Abjuration
Globe of Invulnerability Level: Arcane 6
Abjuration Components: V, S, M, F

Chapter Nine: Magic in Gothic Earth 121


Casting Time: 1 hour (D) Components: V, S, M Component: V
Arcane Material Components: Casting Time: 3 rounds Casting Time: 3 rounds
Burning incense, a small Arcane Material Component: A
measure of sulfur and oil, a shaving of licorice root. Heroism, Greater
knotted string, and a small Enchantment(Compulsion)[Mind
amount of Lions' blood. Heal -Affecting]
Conjuration (Healing) Level: Arcane 6
Arcane Focus: A small silver Level: Healing 6 Component: V
rod. Components: V, S Casting Time: 6 rounds
Casting Time: 6 rounds
Guidance Hide From Animals
Divination Heal, Mass Abjuration
Level: Divination 0 Conjuration (Healing) Level: Animal 1
Components: V, S Level: Healing 8 Components: S, F
Casting Time: 1 round Casting Time: 8 rounds Casting Time: 1 round
This spell imbues the subject Targets: Up to 1 creature/3 Range: Touch
with a touch of guidance from levels
the Spiritworld. Hide From Undead
Heat Metal Abjuration
Level: Death, Guardian 1
Gust of Wind Transmutation
Components: V, S, F
Evocation Level: Weather, Sun 2
Components: V, S, F Casting Time: 1 round
Level: Arcane 2, Air 3
Casting Time: 2 rounds All Undead get Will Saves
Components: V, S, F
Casting Time: 3 rounds Range: Close (25 ft.+5 ft./2 versus this spell.
Focus: A tiny leather bellows. levels)
Target: Metal equipment of one Hideous Laughter
creature/2 levels, no two of
Hallucinatory Terrain whom can be more than 30 ft. Enchantment (Compulsion)
Illusion (Glamer) apart; or 25 lbs. of Level: Arcane 2
Level: Arcane 4 metal/level, all of which must Components: V, S, M
Components: V, S, M be within a 30-ft. circle Casting Time: 2 rounds
Range: Medium Duration: 7 rounds Arcane Material Component:
Casting Time: 20 minutes Saving Throw: Will negates Tiny tarts that are thrown at the
Arcane Material Components: A Spell Resistance: Yes target and a feather that is waved
stone, a twig, and a bit of green If this is cast on firearms, then in the air.
plant. during the round in which the
metal heats to searing all bullets Hold Animal
Halt Undead in the weapon will explode. Enchantment (Compulsion)
Necromancy Damage will vary by the amount [Mind-Affecting]
Level: Arcane 3 of bullets in the weapon and the Level: Animal 2
Components: V, S, M type of weapon. Components: V, S
Casting Time: 2 rounds Casting Time: 2 rounds
Saving Throw: See text Helping Hand
Spell Resistance: Yes Evocation Hold Monster
Even non-intelligent Undead get Level: Guardian 3 Enchantment (Compulsion)
a Will saving throw. Components: V, S, F [Mind-Affecting]
Casting Time: 3 rounds Level, Charm, Law 6, Arcane 5
Arcane Material Components: A The hand is only visible to you Components: V, S, M / F
pinch of sulfur and powdered and the person it is looking for. Casting Time: 1 round per level
garlic. of the spell
Arcane Material Component:
Heroes Feast
Harm One hard metal bar or rod, which
Conjuration
Necromancy Level: Creation 6 can be as small as a three-penny
Level: Destruction 6 Components: V, S, F nail.
Components: V, S Casting Time: 20 minutes
Casting Time: 3 rounds Hold Person
Heroism Enchantment (Compulsion)
Haste Enchantment(Compulsion)[Mind [Mind-Affecting]
Transmutation -Affecting] Level: Charm 2, Arcane 3
Level: Arcane 3 Components: V, S, F/F
Level: Arcane 3

Chapter Nine: Magic in Gothic Earth 122


Casting Time: 1 round per level Illusory Script
of the spell Illusion (Phantasm) [Mind- Inflict Critical Wounds
Arcane Focus: A small, straight Affecting] Necromancy
piece of iron. Level: Arcane 3 Level: Destruction 4
Components: V, S, M Casting Time: 2 rounds
Hold Portal Casting Time: 10 minutes or
Abjuration longer
Arcane Material Component: A
Inflict Light Wounds
Level: Arcane 1 Necromancy
Component: V lead-based ink (cost of not less
Level: Destruction 1
Range: Close than $15.00). Components: V, S
Casting Time: 1 round Casting Time: 1 round
Illusory Wall
Horrid Wilting Illusion (Figment) Inflict Light Wounds,
Necromancy Level: Arcane 4
Level: Arcane 8, Water 8 Components: V, S Mass
Components: V, S, M/F Casting Time: 4 rounds Necromancy
Casting Time: 4 rounds Level: Destruction 5
Arcane Material Component: A Components: V, S
Imbue with Spell Ability Casting Time: 4 rounds
bit of sponge. Evocation
Level: Magic 4
Hypnotic Pattern Components: V, S, F Inflict Minor Wounds
Casting Time: 20 minutes Necromancy
Illusion (Pattern) [Mind-
Level: Destruction, Evil 0
Affecting]
Level: Arcane 2 The Dark Powers check for Casting Time: 1 round
Components: (V), S, M casting this spell is the sum of
Casting Time: 2 rounds the level of the spell + the level Inflict Moderate
Arcane Material Component: A of the spell that is placed in the Wounds
glowing stick of incense or a target. When the hero with the Necromancy
crystal rod filled with spell place in her head cast the Level: Destruction 2
phosphorescent material. spell she must make both a Casting Time: 2 rounds
casting check and a Dark Powers
Hypnotism check. Inflict Serious Wounds
Enchantment (Compulsion) Necromancy
[Mind-Affecting] Implosion Level: Destruction 3
Level: Arcane 1 Evocation Casting time: 2 rounds
Components: V, S Level: Destruction 9
Casting Time: 1 round Components: V, S Insanity
Casting Time: Up to 16 rounds Enchantment (Compulsion)
Ice Storm (see text) [Mind-Affecting]
Evocation [Cold] By use of this spectacular spell, Level: Arcane 7
Level: Arcane 4, Weather 5 you create a destructive Components: V, S
Components: V, S, M/F resonance in a corporeal Casting Time: 7 rounds
Casting Time: 1 round per level creatures body. At the end of
of the spell the 4th round and every 4 rounds
Arcane Material Components: A
Insect Plague
after that of casting the spell, Conjuration (Summoning) [see
pinch of dust and a few drops of you can cause one creature to text]
water. collapse in on itself, killing it. Level: Animal 5
Components: V, S, F
Identify Imprisonment Casting Time: 1 minute
Divination Abjuration
Level: Arcane 1 Level: Arcane 9 Invisibility
Components: V, S, M Components: V, S Illusion (Glamer)
Casting Time: 16 hours Casting Time: 9 rounds Level: Arcane 2
Arcane Material Components: A Components: V, S, M/F
pearl of at least $100.00 value, Casting Time: 2 rounds
crushed and stirred into wine
Incendiary Cloud Arcane Material
Conjuration (Creation) [Fire]
with an owl feather; the infusion Components: An eyelash and a
Level: Fire 8, Arcane 8
must be drunk prior to spell Components: V, S bit of gum arabic, the former
casting. Casting Time: 8 rounds encased in the latter.

Chapter Nine: Magic in Gothic Earth 123


Level: Knowledge 7, Arcane 6
Invisibility, Greater Rash: 1d4 rounds after the spell Components: V, S, M, F
has been cast, the targets entire Casting Time: See text
Illusion (Glamer)
skin surfaces breaks out in a Legend lore brings to your mind
Level: Arcane 4
Components: V, S rash. The rash persists until legends about an important
Casting time: 4 rounds either a cure disease or dispel person, place, or thing. If the
As invisibility, except the spell magic is cast upon it. While rash person or thing is at hand, or if
doesnt end if the target attacks. persists, you lose 1 point of you are in the place in question,
Charisma per day (max 4 points) the casting time is only 1d430
minutes. If you have only
Invisibility, Mass and 1 point of Dex for every two
days (max 4). detailed information on the
Illusion (Glamer)
Level: Arcane 7 person, place, or thing, casting
Components: V, S Material component is a leaf time is 1d10+2 days, and the
Casting time: 7 rounds of poison ivy, oak or sumac. resulting lore is less complete
Maximum Number of People and specific (though it often
effect is equal to the casters HD. provides enough information to
Iron Body help you find the person, place,
Transmutation
Invisibility Purge Level: Earth 8, Arcane 8 or thing, thus allowing a better
Evocation Components: V, S, M legend lore next time). If you
Level: Guardian 3 Casting Time: 8 rounds only know rumors, casting time
Components: V, S is 2d6+2 weeks, and the
Casting Time: 3 rounds Ironwood resulting lore is vague and
Transmutation incomplete (though it often
Invisibility Sphere Level: Plant 6 directs you to more detailed
Illusion (Glamer) Components: V, S information, thus allowing a
Level: Arcane 3 Casting Time: 10 minutes/lb. better legend lore).
Components: V, S, M transformed
Casting Time: 3 rounds Material Component: Incense
Area: A 10-foot radius sphere Jump worth at least $25.00.
around the creature or object Transmutation
touched Level: Arcane 1 Focus: Four strips of ivory
Components: V, S, M (worth $15.00 each) formed into
Irritation Casting Time: 1 round a rectangle.
Transmutation Arcane Material Component: a
Level: Arcane 2 grasshoppers hind leg, which Levitate
Components: V, S, M you break when the spell is cast. Transmutation
Casting Time: 1 round
Level: Arcane 2
Range: Medium (100+
10ft/level)
Keen Edge Components: V, S, F
Transmutation Casting Time: 2 rounds
Target: one creature
Duration: see text Level: Arcane 3 Levitate allows you to move
Saving Throw: Fortitude Components: V, S yourself, another willing
negates Casting Time: 3 rounds creature, or an object up and
Spell Resistance: yes Does not work on bullets for down up to 1 foot per caster
You effect the epidermis of the firearms. level.
targeted creature in one of two
ways. Knock Focus: Either a small leather
Transmutation loop or a piece of golden wire
Itch: causes subject to Level: Arcane 2 bent into a cup shape with a long
immediately feel an itching Components: V shank on one end.
sensation on a part of her body. Casting Time: 2 rounds
If one round is not spent Light
scratching effected body part, Know Direction Evocation [Light]
the next three rounds the Divination Level: Sun 0, Arcane 0
sensation will be so intense that Level: Knowledge 0, Plant 0 Components: V, M/F
the victim can not help Components: V, S
Casting Time: 1 action
squirming and twisting Casting Time: 1 round
Arcane Material Component: A
(Concentration check at DC of firefly or a piece of
15 to cast- lose Dex bonuses to Legend Lore phosphorescent moss.
AC and attacks are at a -2) Divination

Chapter Nine: Magic in Gothic Earth 124


Lightning Bolt Target: A non-magical, Magic Stone
Evocation [Electricity] unattended object weighing Transmutation
Level: Arcane 3 up to 5 pounds Level: War 1, Earth 1
Components: V, S, M Duration: Concentration Components: V, S, F
Casting Time: 3 rounds Saving Throw: None Casting Time: 1 round
Spell Resistance: No
Arcane Material Components: A
bit of fur and an amber, crystal, Magic Vestment
or glass rod. Magic Circle against Transmutation
Chaos Level: Strength, War 3
Limited Wish Abjuration [Lawful] Components: V, S, F
Universal Level: Law 3, Arcane 3, Casting Time: 3 rounds
Protection 3 This will work on ordinary
Level: Arcane 7
Casting time: 3 rounds clothing; however, the clothing
Components: V, S, XP
Casting Time: 1 minute must be more substantial than a
Magic Circle against loin cloth, underwear or a
Evil bathing suit. You can not put it
Liveoak on a shirt and then on a jacket,
Transmutation Abjuration [Good]
Level: Good 3, Arcane 3, no stacking on individual items.
Level: Plant 6
Components: V, S Protection 3
Casting Time: 20 minutes Casting time: 3 rounds Magic Weapon
Area: Emanates 10 ft. from Transmutation
Locate Creature touched creature Level: War 1, Arcane 1
Duration: 10 minutes/level Components: V, S, F, F
Divination
Level: Arcane 4 Spell Resistance: No (see text) Casting Time: 1 round
Components: V, S, M Focus: The weapon.
Casting Time: 4 rounds Magic Circle against
Duration: 10 minutes/level Good Magic Weapon, Greater
Arcane Material Component: Abjuration [Evil] Transmutation
A bit of bloodhounds fur. Level: Evil 3, Arcane 3, Level: War 4, Arcane 3
Protection 3 Components: V, S, M
Locate Object Casting time: 3 rounds Casting Time: 1 round per level
Divination of spell cast
Duration: 1 hour/level
Level: Divination 3, Arcane 2, Magic Circle against Saving Throw: Will negates
Components: V, S, F
Casting Time: 2 rounds Law (harmless, object)
Arcane Focus: A forked twig. Abjuration [Chaotic] Spell Resistance: Yes
Level: Chaos 3, Arcane 3, (harmless, object)
Protection 3 Arcane Material Components:
Mage Armor Casting time: 3 rounds Powdered lime and carbon.
Conjuration (Creation) [Force]
Level: Arcane 1
Components: V, S, F
Magic Jar Major Creation
Necromancy Conjuration (Creation)
Casting Time: 1 round
Level: Arcane 5 Level: Arcane 5
Range: Touch
Target: Creature touched Components: V, S, F Casting Time: 1 hour
Casting Time: 3 rounds
Duration: 1 hour/level (D)
Focus: A gem or crystal worth at
Saving Throw: Will negates
least $100.00.
Major Image
(harmless) Illusion (Figment)
Spell Resistance: Yes Level: Arcane 3
(harmless) Magic Mouth Casting Time: 3 rounds
Focus: A piece of cured leather. Illusion (Glamer) Duration: Concentration+3
Level: Arcane 2 rounds
Mage Hand Components: V, S, M
Transmutation Casting Time: 2 rounds Make Whole
Level: Arcane 0 No visible mouth. Transmutation
Components: V, S Arcane Material Component: A Level: Creation 2
Casting Time: 1 action small bit of honeycomb and jade Casting Time: 2 rounds
Range: Short (25 ft.+5 ft./2 dust worth $10.00.
levels)
Mark of Justice
Necromancy

Chapter Nine: Magic in Gothic Earth 125


Level: Law 5 twisted hemp to create rope, and You summon a light horse or a
Components: V, S, F so forth. pony (your choice) to serve you
Casting Time: 1 hour as a mount. If one is in the area,
Minor Image The steed serves willingly and
Maze Illusion (Figment) well. The mount does not
Conjuration (Creation) [Force] Level: Arcane 2 automatically come with a bit
Level: Arcane 8 Casting Time: 2 rounds and bridle and a riding saddle.
Components: V, S Duration: Concentration+2
Casting Time: 8 rounds rounds Arcane Material Component: A
bit of horse hair.
Meld into Stone Mirage Arcana
Transmutation
Level: Earth 3
Illusion (Glamer) Move Earth
Level: Arcane 5 Transmutation
Components: V, S, F Components: V, S
Casting Time: 3 rounds Level: Arcane, Earth 6
Casting Time: 5 rounds Components: V, S, M
Casting Time: See text
Mending Mirror Image For every 150 foot square (up to
Transmutation Illusion (Figment) 10 feet deep), casting takes 20
Level: Creation 0, Arcane 0 Level: Arcane 2 minutes. The maximum area,
Components: V, S Components: V, S 750 feet by 750 feet, takes 8
Casting Time: 1 round Casting Time: 2 rounds hours and 20 minutes to move.
Only one image is created with
Message this spell. Arcane Material Components: A
Transmutation [Language- mixture of soils (clay, loam, and
Dependent] Misdirection sand) in a small bag and an iron
Level: Arcane 0
Illusion (Glamer) blade.
Components: V, S, F
Level: Arcane 2
Casting Time: 1 round Components: V, S
Focus: A short piece of copper Casting Time: 2 rounds
Neutralize Poison
wire. Conjuration (Healing)
Level: Healing 4,
Mislead Components: V, S, M, F
Meteor Swarm Illusion (Figment, Glamer) Casting Time: 2 rounds
Evocation [Fire] Level: Arcane 6 Arcane Material Component: A
Level: Arcane 9 Components: S bit of charcoal.
Components: V, S Casting Time: 4rounds
Casting Time: 9 round
Nightmare
Modify Memory Illusion (Phantasm) [Mind-
Mind Blank Enchantment (Compulsion) Affecting, Evil]
Abjuration [Mind-Affecting] Level: Arcane 5
Level: Charm, Protection 8, Level: Arcane 4 Components: V, S
Arcane 8 Components: V, S Casting Time: 20 minutes
Components: V, S Casting Time: 4 rounds (see
Casting Time: 8 rounds text)
Nondetection
Mind Fog The time that can be modified is Abjuration
Level: Arcane 3,
Enchantment (Compulsion) longer. You can modify up to
Components: V, S, M
[Mind-Affecting] one hour of memory. Casting Time: 3 rounds
Level: Arcane 5
Components: V, S Material Component: A pinch of
Casting Time: 5 rounds Moment of Prescience diamond dust worth $25.00.
Divination
Level: Arcane 8 Divination 8
Minor Creation Components: V, S
Obscure Object
Conjuration (Creation) Casting Time: 1 minute Abjuration
Level: Arcane 4 Level: Guardian 3, Arcane 2
Components: V, S, M Components: V, S, M/F
Casting Time: 310 minutes Mount Casting Time: 1 round per level
Arcane Material Component: A Conjuration (Summoning) of the spell being cast
Level: Arcane 1 Arcane Material Component:
tiny piece of matter of the same
Components: V, S, M A piece of chameleon skin.
type of item you plan to create Casting Time: 2 rounds
with minor creationa bit of

Chapter Nine: Magic in Gothic Earth 126


Obscuring Mist Level: Arcane 6 Poison
Conjuration (Creation) Casting Time: 6 rounds Necromancy
Level: Air, Weather, Arcane, Arcane Material Component: A Level: Destruction, War 4
Creation, Water 1 bit of fleece plus powdered jade Components: V, S, F
Components: V, S worth $75.00. Casting Time: 4 rounds
Casting Time: 1 round
Persistent Image Polar Ray
Open/Close Illusion (Figment) Evocation[cold]
Transmutation Level: Arcane 5 Level: Arcane 8
Level: Arcane 0 Casting Time: 5 rounds Components: V, S, M
Components: V, S, F Duration: 1 minute/level (D) Casting Time: 8 rounds
Casting Time: 1 action Arcane Material Components: A
Focus: A brass key. bit of fleece and several grains of Polymorph Any Object
sand. Transmutation
Orders Wrath Level: Arcane 8
Evocation [Lawful] Phantasmal Killer Components: V, S, M
Level: Law 4 Illusion (Phantasm) [Fear, Mind- Casting Time: 8 rounds
Components: V, S Affecting] Arcane Material Components:
Casting Time: 3 rounds Level: Arcane 4 Mercury, gum arabic, and
Only the caster sees the grid. Components: V, S smoke.
Casting Time: 4 rounds
Overland Flight Arcane Material Component: An
Transmutation Phantom Steed empty cocoon.
Level: Arcane 5 Conjuration (Creation)
Components: V, S, M Level: Arcane 3 Polymorph
Casting Time: 5 rounds Components: V, S Transmutation
Arcane Material Components: 3 Casting Time: 20 minutes Level: Arcane 4
pieces of straw from a broom. Components: V
Phase Door Casting Time: 4 rounds
Owl's Wisdom Conjuration (Creation) Can only take the form of a
Transmutation Level: Arcane 7, creature that you have seen.
Level: Arcane, Divination 2 Components: V Cannot take the form of an
Components: V, S, M Casting Time: 7 rounds aberration, dragon, fey, giant,
Casting Time: 2 rounds magical beast, construct, or
Duration: 10 minutes/level Plane Shift outsider
Conjuration
Passwall Level: Magic, Planer 5, Arcane Power Word, Blind
Transmutation 7 Enchantment (Compulsion)
Level: Arcane 5 Components: V, S, F [Mind-affecting]
Components: V, S, M Casting Time: 1 round per level Level: Arcane 7, War 7
Casting Time: 5 rounds of the spell being cast Components: V
Arcane Material Component: A The only plane accessible is the Casting Time: 4 rounds
pinch of sesame seeds. Ethereal. It does not matter
where the focus is keyed for you Power Word, Kill
Pass without Trace will either end up on the Ethereal Enchantment (Compulsion)
Transmutation or somewhere on the Gothic [Mind-affecting]
Level: Plant 1 Earth. Unless the "key" is for the Level: Arcane 9, War 9
Components: V, S, F Ethereal Plane there is a 50% Components: V
Casting Time: 1 round chance that upon successful Casting Time: 5 rounds
completion of the spell you are
Permanency shifted to someplace on Gothic Power Word, Stun
Universal Earth. Enchantment (Compulsion)
Level: Arcane 5 [Mind-affecting]
Components: V, S, XP Plant Growth Level: Arcane 8, War 8
Casting Time: 1 minute Components: V
Transmutation
Range: See text Casting Time: 4 rounds
Level: Plant 3
Components: V, S, F
Permanent Image Casting Time: 3 rounds
Illusion (Figment)

Chapter Nine: Magic in Gothic Earth 127


Prayer Casting Time: 2 rounds Casting Time: 3 minutes
Enchantment (Compulsion) Range: Touch Only the caster can see the eyes.
[Mind-affecting] This works against bullets.
Level: All 3, Purify Food and Drink
Components: V, S, F Focus: A piece of shell from a Transmutation
Casting Time: 3 rounds tortoise or a turtle. Level: All 0
Components: V, S
Prestidigitation Protection from Chaos Casting Time: 1 round
Universal Abjuration
Level: Arcane 0 Level: Law, Protection 1, Purify Place
Components: V, S Arcane 1 Evocation[Good]
Casting Time: 1 round Casting Time: 1 round Level: All 2
Components: V, S, M, F
Prismatic Sphere Protection from Energy Casting Time: 1 round
Abjuration Range: Close (25 ft.+5 ft./2
Abjuration
Level: Arcane 9 levels)
Level: Mystic, Protection,
Components: V Area: A 20-ft. radius emanation
Arcane 3
Range: 10 ft. Duration: 2 hours/level
Components: V, S, F
Effect: 10-ft. radius sphere Saving Throw: None
Casting Time: 3 rounds
centered on you Spell Resistance: No
Duration: 10 minutes/level or
until discharged (See Consecrate PHB pg. 212)
Prismatic Spray Material Components: A little
Evocation Protection from Evil holy water and $25.00 worth (10
Level: Arcane 7 Abjuration
Components: V, S lbs.) of silver dust, all of which
Level: Good 1, Arcane 1
Casting Time: 7 rounds Components: V, S, M/F must be sprinkled around the
Only the victims who fail their Casting Time: 1 round area.
save vs. this spell see the visual
aspect of the spell. Arcane Material Component: A Pyrotechnics
little powdered silver with which Transmutation
Prismatic Wall you trace a 3-foot-diameter Level: Arcane 2
circle on the floor (or ground) Components: V, S, M
Abjuration
around the creature to be Casting Time: 2 rounds
Level: Arcane 8
Components: V, S warded.
Casting Time: 8 rounds Quench
Protection from Good Transmutation
Produce Flame Level: Water 4
Abjuration
Components: V, S, F
Evocation [Fire] Level: Evil, Protection 1, Arcane
Casting Time: 4 rounds
Level: Fire 2 1
Components: V, S
Casting Time: 2 rounds Protection from Law Rage
Abjuration Enchantment (Compulsion)
Programmed Image [Mind-Affecting]
Level: Chaos, Protection,
Level: Arcane 3
Illusion (Figment) Arcane 1
Level: Arcane 6 Components: V,S
Casting Time: 6 rounds Casting Time: 3 rounds
Prying Eyes This spell can not be dismissed
Effect: A visual figment that
Divination by the caster in Gothic Earth.
cannot extend beyond a 20-ft.
Level: Arcane 5
cube+one 10-ft. cube/level (S)
Components: V, S, M
Casting Time: 2 minutes Rainbow Pattern
Arcane Material Component: A Only the caster can see the eyes. Illusion (Pattern) [Mind-
bit of fleece and jade dust worth Affecting]
$50.00. Arcane Material Component: A Level: Arcane 4
Components: S, M, F
handful of crystal marbles.
Casting Time: 4 rounds
Protection from Arrows/ Arcane Material Component: A
Bullets Prying Eyes, Greater piece of phosphor.
Abjuration Divination
Level: Arcane 2 Level: Arcane 8 Arcane Focus: A crystal prism.
Components: V, S, F Components: V, S, M

Chapter Nine: Magic in Gothic Earth 128


Raise Dead Level: Arcane 4 Level: Magic, Good 3, Arcane 4,
Conjuration (Healing) Components: V, S, M Vistani 1
Level: Healing 5 Casting Time: 8 rounds Components: V, S
Components: V, S, M, F Casting Time: 1 round
Casting Time: 2 minutes Refuge Remove curse only lifts the curse
If the caster fails in properly Transmutation [Teleportation] one round per level of the caster.
casting the spell by rolling a Level: Guardian 7, Arcane 9 Once the time has expired if
natural 1, then the person who Component: V,S,M other conditions are not met the
was supposed to be raised from Casting Time: 1 action curse returns. As the cause of
the dead comes back as an each curse is different the
Undead with the same HD as Regenerate conditions required for lifting the
they had in life. Conjuration (Healing) curse may be different.
Level: Healing 7
Material Component: A Components: V, S, F Remove Disease
diamond worth at least $ 500.00. Casting Time: 3 minutes Conjuration (Healing)
Level: Healing 3
Ray of Enfeeblement Reincarnate Components: V, S
Transmutation Casting Time: 3 rounds
Necromancy
Level: Healing 4
Level: Arcane 1
Components: V, S
Components: V, S, F Remove Fear
Casting Time: 1 round Casting Time: 20 minutes Abjuration
Level: Charm 1
Use chart below: Components: V, S
Ray of Exhaustion D% Incarnation Casting Time: 1 round
Necromancy 01-19 Human
Level: Arcane 3
20-79 Animal Remove Greater Curse
Components: V, S
Casting Time: 2 rounds 80- 89 Zombie Abjuration
90- 95 Shadow Level: Magic, Good 6, Arcane 7
96- 100 Ghost Vistanni 3
Ray of Frost Components: V, S
Evocation (Creation) [Cold] Casting Time 1 minute
Anything other than "Human" as
Level: Arcane 0 Range: close
Components: V, S a result mean the hero is now an
NPC. Target: Special
Casting Time: 1 round Duration: Permanent
Saving Throw: Will negates
Read Magic Remove Ancient Curse Spell Resistance: Yes
Divination Abjuration Works as Remove Curse.
Level: Magic 0, Arcane 0 Level: Magic, Good 7 Arcane 8,
Components: V, S, F Vistani 7
Components: V Remove Paralysis
Casting Time: 1 round Conjuration (Healing)
See earlier discussion on magic Casting Time: 1 minute
Target: Special Level: Charm 2,
for limitations of this spell. Components: V, S
Duration: Special
Saving Throw: Will negates Casting Time: 2 rounds
Focus: A clear crystal or mineral Spell Resistance: yes
prism. Works as Remove Curse; Repel Metal or Stone
however it normally requires a Abjuration
Reduce Animal specific deed of Atonement/ Level: Earth 8
Transmutation Restoration to be completed. Components: V, S
Level: Animal 3 Casting Time: 8 rounds
Components: V, S, M
Casting Time: 1 round
Remove
Blindness/Deafness Repel Vermin
Abjuration
Conjuration (Healing)
Reduce Person Level: Healing 3
Level: Animal 4,
Transmutation Components: V, S, F
Components: V, S Casting Time: 4 rounds
Level: Arcane 1 Casting Time: 3 rounds
Components: V, S, M
Casting Time: 2 rounds
Remove Curse Repel Wood
Transmutation
Abjuration
Reduce Person, Mass Level: Plant 6
Transmutation Components: V, S

Chapter Nine: Magic in Gothic Earth 129


Casting Time: 6 rounds Level: Arcane 7 Scrying
Components: V, S, M Divination
Repulsion Casting Time: 7 rounds Level: Divination 5, Arcane 4
Abjuration Arcane Material Components: A Components: V, S, M/ F
Level: Guardian, Protection 7, lodestone and iron filings. Casting Time: 2 hours
Arcane 6 Arcane, Focus: A mirror of
Components: V, S, F/F Righteous Might finely wrought and highly
Casting Time: 1 round per level Transmutation polished silver costing not less
of the spell being cast. Level: Strength 5 than $500.00. The mirror must
Arcane Focus: A pair of small Components: V, S, F be at least 2 feet by 4 feet.
iron bars attached to two small Casting Time: 5 rounds
canine statuettes, one black and Mystic Focus: a purified bowl
one white valued at $50.00. Rope Trick costing not less than $100.00.
Transmutation
Resistance Level: Arcane 2
Scrying, Greater
Abjuration Components: V, S, M
Divination
Level: Guardian, Strength, Casting Time: 2 rounds
Level: Arcane 7, Divination 7
Protection 0, Arcane 0 Arcane Material Components:
Components: V, S
Components: V, S, M/F Powdered corn extract and a Casting Time: 7 rounds
Casting Time: 1 round twisted loop of parchment. Duration: 1 hour/level
Range: Touch
Arcane Material Component: A Sanctuary
miniature cloak.
Searing Light
Abjuration Evocation
Level: Guardian, Good 1 Level: Sun 3
Resist Energy Components: V, S, F Components: V, S
Abjuration Casting Time: 1 round Casting Time: 3 rounds
Level: Protection, Fire8 2,
Arcane 2 Scare Secret Page
Components: V, S, F Necromancy [Fear, Mind-
Casting Time: 2 rounds Transmutation
Affecting] Level: Arcane 3
Duration: 10 minute/level Level: Arcane 2 Components: V, S, M
Components: V, S, M Casting Time: 20 minutes
*In Fire Domain the spell only Casting Time: 2 rounds Arcane Material Components:
offers protection from fire or Arcane Material Component: A Powdered herring scales and
cold energy type. bit of bone from an undead will-o-wisp essence.
skeleton, zombie, ghoul, ghast,
Restoration or mummy.
Conjuration (Healing) See Invisibility
Level: Magic, Creation 4 Divination
Casting Time: 4 rounds
Scintillating Pattern Level: Arcane 2
Components: V, S, M Illusion (Pattern) [Mind- Components: V, S, M
affecting] Casting Time: 2 rounds
Material Component: Diamond
Level: Arcane 8 Arcane Material Components: A
dust worth $100.00 that is Components: V, S
sprinkled over the target. pinch of talc and a small
Casting Time: 6 rounds sprinkling of powdered silver.
Restoration, Greater Screen
Necromancy Seeming
Illusion (Glamer) Illusion (Glamer)
Components: V, S, XP Level: Arcane 8, Guardian 7
Level: Magic, Creation 7 Level: Arcane 5
Components: V, S Components: V, S
Casting Time: 20 minutes Casting Time: 20 minutes Casting Time: 5 rounds

Restoration, Lesser Scorching Ray Sending


Conjuration (Healing) Evocation [Fire] Evocation
Level: Creation, Magic 2 Level: Arcane 2 Level: Guardian, Knowledge 4,
Components: V, S Components: V, S, M/F Arcane 5
Casting Time: 3 minutes Casting Time: 3 rounds Components: V, S, M/F
Does only 3d6 damage per ray. Casting Time: 20 minutes
Reverse Gravity Arcane Material Component: A
Transmutation short piece of fine copper wire.

Chapter Nine: Magic in Gothic Earth 130


Focus: A pair of platinum rings Additionally, the spell requires
Sepia Snake Sigil (worth at least $50.00 each) powdered ruby worth $100.00.
Conjuration (Creation) worn by both you and the XP Cost: 1,000 XP.
Level: Arcane 3 warded creature.
Components: V, S, M Slay Living
Casting Time: 20 minutes Shillelagh Necromancy [Death]
Spell Resistance: No Transmutation Level: Necromancy 5
Arcane Material Components: Level: War 1 Components: V, S
$25.00 worth of powdered Components: V, S, F Casting Time: 3 rounds
amber, a scale from any snake, Casting Time: 1 round
and a pinch of mushroom spores. Sleep
Shocking Grasp Enchantment (Compulsion)
Sequester Evocation [Electricity] [Mind-Affecting]
Abjuration Level: Arcane 1 Level: Arcane 1
Level: Arcane 7 Components: V, S Components: V, S, M/F
Components: V, S, M Casting Time: 1 round Casting Time: 1 round
Casting Time: 7 rounds Arcane Material Component: A
Arcane Material Components: A Shout pinch of fine sand, rose petals, or
basilisk eyelash, gum arabic, and Evocation [Sonic] a live cricket.
a dram of whitewash. Level: Arcane 4
Components: V Sleet Storm
Shatter Casting Time: 1 round Conjuration (Creation) [Cold]
Evocation [Sonic] Level: Weather 4, Arcane 3
Level: War, Chaos, Destruction Shout, Greater Components: V, S, M/F
2, Arcane 2 Evocation [Sonic] Casting Time: 1 round per level
Components: V, S, M/F Level: Arcane 8 of the spell being cast
Casting Time: 2 rounds Components: V Arcane Material Components: A
Arcane Material Component: A Casting Time: 4 rounds pinch of dust and a few drops of
chip of mica. water.
Shrink Item
Shambler Transmutation Slow
Conjuration (Creation) Level: Arcane 3 Transmutation
Level: Plant 9 Components: V, S Level: Arcane 3
Components: V, S, Casting Time: 3 rounds Components: V, S, M
Casting Time: 1 hour Casting Time: 3 rounds
Effect: one mound Arcane Material Component: A
Duration: 7 days Silence drop of molasses.
Illusion (Glamer)
Level: Guardian 2
Shield Components: V, S Snare
Abjuration [Force] Casting Time: 2 rounds Transmutation
Level: Arcane 1 Level: Plant 3
Components: V, S Components: V, S, F
Casting Time: 1 round Silent Image Casting Time: 3 minutes
Illusion (Figment)
Level: Arcane 1
Shield of Law Components: V, S, F Soften Earth and Stone
Abjuration [Lawful] Casting Time: 1 round Transmutation
Level: Law 8 Level: Earth 2
Components: V, S, F Components: V, S, F
Casting Time: 8 rounds Simulacrum
Casting Time: 2 rounds
Only the caster sees the shields. Illusion (Shadow)
Level: Arcane 7
Components: V, S, M, XP Solid Fog
Focus: A tiny reliquary that Casting Time: 24 hours Conjuration (Creation)
costs at least $500.00. Arcane Material Component: Level: Arcane 4, Weather 4
The spell is cast over the rough Components: V, S, M
Shield Other snow or ice form, and some Casting time: 4 rounds
Abjuration piece of the creature to be Duration: 1 minute/level
Level: Guardian, Protection 2 duplicated must be placed inside Arcane Material Components: A
Components: V, S, F the snow or ice. pinch of dried, powdered peas
Casting Time: 2 rounds

Chapter Nine: Magic in Gothic Earth 131


combined with powdered animal Components: V, S Components: V, S, F
hoof. Casting Time: 2 rounds Casting Time: 1 round
Range: Personal
Spell Resistance Target: You
Soul Bind Duration: 1 minute
Necromancy Abjuration
Level: Magic, Protection 5 (See Divine Favor PHB pg. 224)
Level: Necromancy 9, Arcane 9
Components: V, S, F The caster is calling upon the
Components: V, S, F
Casting Time: 9 rounds Casting Time: 7 rounds strength and wisdom of the
Focus: A black sapphire gem of spiritworld.
at least $1,000.00 value for Spell Turning
every Hit Die possessed by the Abjuration Spirit Place
creature whose soul is to be Level: Magic 7, Arcane 7 Evocation [Good]
bound. If the gem is not valuable Components: V, S, M/F Level: All 5
enough, it shatters when the Casting Time: 7 rounds Components: V, S, M, DF
Arcane Material Component: A Casting Time: two days
binding is attempted. (While
small silver mirror. Range: Touch
characters have no concept of
(See Hallow PHB pg. 238).
level as such, the value of the
gem needed to trap an individual Spider Climb Material Components: Herbs,
can be researched. Remember Transmutation
Level: Arcane 2 oils, and incense worth at least
that this value can change over
Components: V, S, M $1,000.00 plus $500.00 per level
time as characters advance.)
Casting Time: 2 round of the spell to be included in the
Arcane Material Components: A hallowed area.
Sound Burst drop of bitumen and a live
Evocation [Sonic]
Level: Air 2
spider, both of which must be Spirit Power
Components: V, S, F/ eaten by the spell subject. Evocation
Casting Time: 2 rounds Level: Good, War 4
Spike Stones Components: V, S, F
Focus: A small musical
Casting Time: 4 rounds
instrument. Transmutation
Range: Personal
Level: Earth 4
Target: You
Components: V, S, F
Speak with Animals Casting Time: 4 rounds
Duration: 3 rounds
Divination (See Divine Power PHB pg. 224)
Level: Animals 2
Components: V, S Spirit Aura The caster is calling upon the
Casting Time: 2 rounds Abjuration [Good] power of the Spiritworld.
Range: Personal Level: Good 8
Components: V, S, F
Focus: A soldier of your
Speak with Dead Casting Time: 6 rounds
Range: 20 ft. character level or higher, who
Necromancy [Language- acts as a conduit for the power
Dependent] Targets: One creature/level in a
20-ft. radius burst centered on and must be within arms reach
Level: Death 3
you when the spell is cast.
Components: V, S, F
Casting Time: 20 minutes Duration: 1 round/level (D)
Saving Throw: See text Spirit Shield
Range: Close (25 ft.+5 ft./2
Spell Resistance: Yes
levels) Abjuration
Target: One dead creature (harmless)
Level: Protection 1
Duration: 1 minute/level (See Holy Aura PHB pg. 241) Components: V, S, M
Saving Throw: Will negates Casting Time: 1 round
(see text) The caster is calling on the Range: Touch
Spell Resistance: No Spiritworld. Casting this spell Target: Creature touched
has a 10% notice by evil power Duration: 1 minute/level
Speak with Plants check. Saving Throw: Will negates
Divination (harmless)
Focus: A reliquary containing Spell Resistance: Yes
Level: Plant 3
blessed water. The reliquary (harmless)
Components: V, S
Casting Time: 3 rounds costs at least $500.00 (See Shield of Faith PHB pg.
278)
Spectral Hand Spirit Favor
Necromancy Evocation
Level: Arcane 2 Level: War 1

Chapter Nine: Magic in Gothic Earth 132


Material Component: A small Target: Creature touched Level: Arcane 4, Earth, Strength
parchment with a bit of ancient Duration: 1 hour/level (D) 6
lore about the spirit world on it. Saving Throw: Will negates Components: V, S, M
(harmless) Casting Time: 1 round per level
Spell Resistance: Yes of the spell
Spirit Strike (harmless) Range: Touch
Evocation [Good] The initial transformation Material Components: Granite
Level: Good 4 from flesh to stone requires 1 and $125.00 worth of diamond
Components: V, S
full minute after the spell is cast. dust sprinkled on the targets
Casting Time: 4 rounds
Range: Medium (100 ft.+10 During that time the victim can skin.
ft./level) only make small movements as
Area: A 20-ft. radius burst their muscles stiffen during the Stone Tell
Duration: Instantaneous change. Divination
Saving Throw: Reflex half Level: Earth 6
Spell Resistance: Yes If they already have a Components: V, S, F
(See Holy Smite PHB pg. 241) weapon in hand, they may be Casting Time: 20 minutes
able to use it at a -4 during the Range: Personal
The caster draws down the first two rounds after the spell Target: You
power of good aligned spirits to has been cast (no Dexterity Duration: 1 minute/level
smite your enemies. modifiers).
Stone to Flesh
Spirit Voice Arcane Material Components: Transmutation
Evocation [Good, Sonic] Lime, sand, and a drop of water Level: Arcane 6
Level: Good 7 stirred by an iron bar, such as a Components: V, S, M
Components: V nail or spike. Casting Time: 6 rounds
Casting Time: 1 round Spell Resistance: Yes
Range: 30 ft. Arcane Material Components: A
Area: Creatures in a 30-ft.
Status pinch of earth and a drop of
radius spread centered on you Divination blood.
Duration: Instantaneous Level: Guardian 2
Saving Throw: None Components: V, S
Casting Time: 3 rounds Storm of Vengeance
Spell Resistance: Yes Conjuration (Summoning)
Target: One living Creature
(See Holy Word PHB pg. 242.) Level: Weather 9
Components: V, S
Extraplanar creatures within Stinking Cloud Casting Time: 1 minute
the area that are not good are Conjuration (Creation)
sent to the Ethereal. Level: Arcane 3
Components: V, S, M Suggestion
Casting Time: 3 rounds Enchantment (Compulsion)
Spiritual Weapon Arcane Material Component: A [Mind-Affecting, Language-
Evocation [Force] rotten egg or several skunk Dependent]
Level: War 2 Level: Arcane 3
cabbage leaves.
Components: V, S, F Components: V, M
Casting Time: 2 rounds Casting Time: 3 rounds
Range: Medium (100 ft.+10 Stone Shape Arcane Material Components: A
ft./level) Transmutation snakes tongue and either a bit of
Effect: A magical weapon of Level: Earth, 3, Arcane 5 honeycomb or a drop of sweet
force Components: V, S, M/ F oil.
Duration: 1 round/level (D) Casting Time: 1 round per level
Saving Throw: None of the spell
Spell Resistance: Yes Spell Resistance: No Summon Natures Ally I
The weapon will take the shape Arcane Material Component: Conjuration (Summoning) [See
of a melee weapon you know Soft clay, which must be worked text]
how to use. Otherwise it works into roughly the desired shape of Level: Summoning 1
Components: V, S, F
as in the PHB. the stone object and then
Casting Time: 1 minute
touched to the stone while the Range: 1 mile/level
Statue spell is uttered. Effect: One or more summoned
Transmutation animals, no two of which can
Level: Arcane 7 Stoneskin be more than 30 ft. apart
Components: V, S, M Abjuration Duration: 1 round/level (D)
Casting Time: 7 rounds Saving Throw: None
Range: Touch Spell Resistance: No

Chapter Nine: Magic in Gothic Earth 133


The creatures summon travel Symbol of Pain
normally to reach the caster they Summon Swarm Necromancy [Evil]
are not transported via magic. Conjuration (Summoning) Level: Evil, Arcane 5
An elemental can mot be called Level: Summoning, Arcane 2 Casting Time: 20 minutes
by this spell. Components: V, S, M/F Duration: 5 minutes per caster
Casting Time: 1 minute level
Arcane Material Component: A Material Components: Mercury
Summon Natures Ally
square of red cloth. and phosphorus, plus powdered
II diamond and opal with a total
Conjuration (Summoning) [See value of at least $2, 500.00 each.
text] Sunbeam
Level: Summoning 2 Evocation
Casting time: 2 minutes Level: Sun 7 Symbol of Persuasion
Components: V, S, F Enchantment (Charm)[Mind-
Casting Time: 7 rounds affecting]
Summon Natures Ally Level: Charm, Arcane 6
III Sunburst Components: V, S, M
Conjuration (Summoning) Evocation Casting Time: 20 minutes
Level: Summoning 3 Duration: 5 minutes per caster
Level: Arcane 8, Sun 8
Casting Time: 3 minutes Components: V, S, M/F level
Casting Time: 8 rounds Material Components Mercury
Summon Natures Ally Arcane Material Components: A and phosphorus, plus powdered
diamond and opal with a total
IV piece of sunstone and a naked
value of at least $2, 500.00 each.
Conjuration (Summoning) flame.
Level: Summoning 4
Casting Time: 4 minutes Symbol Of Death Symbol of Sleep
Necromancy [Death] Enchantment (Compulsion)
[Mind-affecting]
Summon Natures Ally Level: Necromancy 8, Arcane 8
Level: All, Guardian, Arcane 5
Components: V, S, M
V Casting Time: 20 minutes Components: V, S, M
Conjuration (Summoning) Duration: 5 minutes per caster Casting Time: 20 minutes
Level: Summoning 5 level or until it has affected Duration: 5 minutes per caster
Casting Time: 5 minutes 150 hps worth of creatures level
Material Components Mercury Material Components: Mercury
Summon Natures Ally and phosphorus, plus powdered and phosphorus, plus powdered
diamond and opal with a total
VI diamond and opal with a total
value of at least$2,500.00 each.
Conjuration (Summoning) [See value of at least$2 5,00.00 each.
text]
Level: Mystic 6 Symbol of Fear Symbol of Stunning
Casting Time: 6 minutes Necromancy [Fear, Mind- Enchantment (Compulsion)
affecting] [mind-affecting]
Level: All, Good, Arcane 7
Summon Natures Ally Level: Evil, Arcane 6
Casting Time: 20 minutes
Casting Time: 20 minutes
VII Target: All within 30 feet of the
Conjuration (Summoning) symbol Material Components: Mercury
Level: Summoning 7 and phosphorus, plus powdered
Material Components: Mercury
Casting Time: 7 minutes diamond and opal with a total
and phosphorus, plus powdered
diamond and opal with a total value of at least $2, 500.00 each.
Summon Natures Ally value of at least $2, 500.00 each.
VIII Symbol of Weakness
Conjuration (Summoning) [See Symbol of Insanity Necromancy
text] Enchantment (Compulsion) Level: All, Destruction, Arcane
Level: Summoning 8 [mind-affecting] 7
Casting Time: 8 minutes Level: Destruction, Arcane 8 Components: V, S, M
Casting Time: 20 minutes Casting Time: 20 minutes
Summon Natures Ally Duration: 5 minutes/caster level Duration: 5 minutes per caster
Material Components: Mercury level
IX Material Components Mercury
and phosphorus, plus powdered
Conjuration (Summoning) and phosphorus, plus powdered
Level: Summoning 9 diamond and opal with a total
value of at least $2, 500.00 each. diamond and opal with a total
Casting Time: 9 minutes value of at least $2, 500.00 each.

Chapter Nine: Magic in Gothic Earth 134


Casting Time: 9 rounds
Sympathy Transmute Rock to Mud
Enchantment (Compulsion) Tomb Ward Transmutation
[Mind-Affecting] Level: Death, Guardian 7 Level: Earth 5, Arcane 5
Level: Charm 9, Arcane 8 Components: V, S, M Components: V, S, M/F
Components: V, S, M Casting Time: 2 days Casting Time: 5 round
Casting Time: 2 hours Range: Touch Arcane Material Component:
Material Components: $ 750.00 Duration: Permanent Clay and water.
worth of crushed pearls and a Area: 1 tomb, a cube 30
drop of honey. feet/side
Saving Throw: None Transport via Plants
Spell Resistance: No Transmutation
Telekinesis Enables a mystic to cast a Level: Plant 6
Transmutation Components: V, S
conditional curse upon a tomb.
Level: Arcane 5 Casting Time: 6 rounds
The mystic sets done the exact
Components: V, S
Casting Time: 5 rounds conditions for the activation of
the curse as well as the curse and Trap the Soul
the methods for lifting the curse Conjuration (Summoning)
Teleport if any.
Level: Arcane 8
Conjuration [Teleportation] Components: V, S, M, (F)
Level: Arcane 5 Casting Time: 1 action or see
Components: V Material components: inks text
Casting Time: 5 rounds and incenses (value of $50.00) Material Component: Before the
gems (value $150.00) and one actual casting of trap the soul,
pint of blood (to mix in the ink)
Teleport, Greater or a live human (who is
you must prepare the prison, a
Conjuration [Teleportation] gem of at least $1,000.00 value
Level: Arcane 7 entombed). for every Hit Die possessed by
Casting Time: 7 rounds the creature to be trapped. (See
Tongues PHB text for further
Teleport Object Divination information.)
Conjuration [Teleportation] Level: Knowledge 4, Arcane 3
Level: Arcane 7 Components: V, M/F Focus (Trigger Item Only): If
Components: V Casting Time: 1 round per level the trigger item method is used,
Casting Time: 7 rounds of the spell being cast a special trigger item, prepared
Material Component: A small as described above, is needed.
clay model of a ziggurat, which
Teleportation Circle shatters when the spell is
Conjuration[Teleportation] pronounced. Tree Shape
Level: Arcane 9 Transmutation
Components: V, M Level: Plant 2
Casting Time: 20 minutes Touch of Fatigue Components: V, S, F
Range: Touch Necromancy Casting Time: 2 rounds
Arcane Material Component: Level: Arcane 0
Components: V, S, M
Amber dust to cover the area of Tree Stride
the circle (cost $500.00). Casting Time: 1 standard action
Conjuration (Teleportation)
Level: Plant 5
Temporal Stasis Touch of Idiocy Components: V, S, F
Transmutation Enchantment (Compulsion) Casting Time: 5 rounds
Level: Arcane 8 [Mind-affecting]
Components: V, S, M Level: Arcane 2 True Seeing
Casting Time: 8 rounds Components: V, S, M
Divination
Arcane Material Component: Casting Time: 2 rounds Level: Divination, Knowledge 5,
A powder composed of Duration: 1 minute/level Arcane 6
diamond, emerald, ruby, and Components: V, S, M
sapphire dust with a total value Transmute Mud to Rock Casting Time: 1 round per level
of at least $2500.00. Transmutation of the spell being cast
Level: Earth 5, Arcane 5 Range: Touch
Components: V, S, M/F Target: Creature touched
Time Stop Casting Time: 5 rounds Duration: 1 minute/level
Transmutation Arcane Material Component: Saving Throw: Will negates
Level: Arcane 9 (harmless)
Sand, lime, and water.
Components: V

Chapter Nine: Magic in Gothic Earth 135


Spell Resistance: Yes Veil Material Component: A small
(harmless) Illusion (Glamer) piece of quartz or similar rock
Further, the subject can focus her Level: Arcane 6 crystal
vision to see into the Ethereal Components: V, S
Plane. The range of true seeing Casting Time: 6 rounds Wall of Iron
conferred is 120 feet. Conjuration (Creation)
Ventriloquism Level: Arcane 6
Material Component: An Illusion (Figment) Components: V, S, M
ointment for the eyes that costs Level: Arcane 1 Casting Time: 5 rounds
$125.00 and is made from very Components: V, F Arcane Material Component: A
rare mushroom powder, saffron, Casting Time: 1 round small piece of sheet iron plus
and fat. Range: Close (25 ft.+5 ft./2 gold dust worth $50.00.
levels)
True Strike Arcane Focus: A parchment
rolled up into a small cone.
Wall of Stone
Divination Conjuration (Creation)
Level: Arcane 1 Level: Creation, Earth, Strength,
Components: V, S, F Virtue Arcane 5
Casting Time: 1 round Transmutation Components: V, S, M/F
Focus: A small wooden replica Level: All 0 Casting Time: 5 rounds
of an archery target. Components: V, S, F Arcane Material Component: A
Casting Time: 1 round small block of granite.
Undeath to Death
Necromancy Vision Wall of Thorns
Level: Death, Arcane 6 Divination Conjuration (Creation)
Components: V, S Level: Arcane 7 Level: Plant 5
Casting Time: 3 rounds Components: V, S, M, XP Components: V, S
Material Component: The Casting Time: 7 rounds Casting Time: 5 rounds
powder of a crushed diamond Range: Medium (100 ft.+10
worth $250.00 Wail of the Banshee ft./level)
Necromancy [Death, Sonic]
Undetectable Aura Level: Death 9, Arcane 9 Warp Wood
Components: V Transmutation
Abjuration
Level: Guardian, Magic 2 Casting Time: 9 rounds Level: Plant 2
Components: V, S Components: V, S
Casting Time: 2 rounds Wall of Fire Casting Time: 2rounds
Evocation [Fire]
Unseen Servant Level: Fire 4, Arcane 4 Water Breathing
Conjuration (Creation) Components: V, S, M/F Transmutation
Casting Time: 4 rounds Level: Arcane 3, Water 3
Level: Arcane 1
Components: V, S, M Arcane Material Component: Components: V, S, M/F
Casting Time: 1 round Phosphorus. Casting Time: 3 rounds
Arcane Material Component: A
Arcane Material Components: A Wall of Force short reed or piece of straw.
piece of string and a bit of wood. Evocation [Force]
Level: Strength 7, Arcane 5 Water Walk
Components: V, S, M
Vampiric Touch Casting Time: 1 round per level
Transmutation
Necromancy Level: Water 3
of the spell being cast Components: V, S, F
Level: Arcane 3
Arcane Material Component: A Casting Time: 3 rounds
Components: V, S
Casting Time: 3 rounds pinch of powder made from a
For every die of hit points you clear gem. Waves of Exhaustion
take from the victim, the victim Necromancy
loses 1 hit point permanently. If Wall Of Ice Level: Arcane 7
the victim loses 2d6 points Evocation[Cold] Components: V, S
temporarily (as in regular D&D)l Level: Arcane 4, Creation 5 Casting Time: 3 rounds
then of those 2 hit points are lost Components: V, S, M
permanently. Casting Time: 4 rounds Waves of Fatigue
Effect: 5 feet/level or radius of Necromancy
up to 2ft+1ft/level Level: Arcane 5

Chapter Nine: Magic in Gothic Earth 136


Components: V, S Components: V, S
Casting Time: 3 rounds Casting Time: 2 rounds
Word of Chaos
Evocation [Chaotic, Sonic]
Web Wind Walk Level: Chaos 7
Conjuration (Creation) Transmutation Components: V
Level: Arcane 2 Level: Air 6 Casting Time: 7 rounds
Components: V, S, M Components: V, S, F Creatures are banished to the
Casting Time: 2 rounds Casting Time: 6 rounds
Ethereal
Arcane Material Component: A
bit of spider web. Wind Wall Word of Recall
Evocation
Transmutation [Teleportation]
Weird Level: Air 3, Arcane 3
Level: Guardian 6
Illusion (Phantasm) [Fear, Mind- Components: V, S, M/F
Components: V
Affecting] Casting Time: 3 rounds
Casting Time: 6 rounds
Level: Arcane 9 Arcane Material Components: A
Word of Recall teleports you
Casting Time: 9 rounds tiny fan and a feather of exotic
instantly back to your sanctuary
Targets: Any number of origin.
when the word is uttered. The
creatures, no two of which can
be more than 30 ft. apart actual casting of the spell in
Wish preparation takes 6 rounds the
Universal activation is only one action.
Whirlwind Level: Arcane 9
Evocation [Air] Components: V, XP
Level: Air 8, Casting Time: 1 minute Zone of Truth
Components: V, S, F Enchantment (Compulsion)
Casting Time: 8 rounds [Mind-Affecting]
Wood Shape Level: Divination 2
Transmutation Components: V, S, F
Whispering Wind Level: Plant 2 Casting Time: 2 rounds
Transmutation Components: V, S, F
Level: Arcane 2 Casting Time: 2 rounds

Chapter Nine: Magic in Gothic Earth 137

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