Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Ye Auld Skool Spell Creator

Introduction How to Use This Supplement


This project was originally part of an attempt to see What follows are sixteen base spells. Next to them may
how far the 1974 rules of the world’s most famous appear one of two symbols: ~ which corresponds to
FRPG could be pushed. My intent was to use the rules one level of arcane magic and 9 which corresponds to
as written in order to make a means for creating various one level of divine magic. If neither appears, it indicates
kinds of powers and spells for different kinds of settings that the base spell requires an additional mechanical
and genres. Specifically, I was trying to see how possible improvement in order to become a 1st level spell.
it would be to duplicate the weird science and mental After the base spell description are a number of
abilities found in the sci-fi serials of the 1920s and 30s. mechanical improvements that can be added to the base
Therefore, I broke down all of the spells as written in spell. Next to each will be one or more of the ~ and/
the 1974 rules to simple mechanics and then looked for or 9 symbols. Each symbol indicates an additional level
patterns. In this way I was able to boil them all down to of either arcane or divine magic. Once all of the various
sixteen basic spells upon which extra mechanics could be mechanical improvements are chosen, total the number
added in order to create higher level spells. of symbols to arrive at the level of the spell.
My goal was to be able to exactly duplicate any The primary goal of this project is to have a solid
spell in the 1974 rules using this system. Unfortunatley, mechanical base onto which players can attach any kind
this proved to be a quixotic quest, particularly with of special effect. One player may want a one-shot alien
enchantment-type spells. On the whole, however, I was device, another a magic arrow that they fire and yet
able to come awfully close. In addition, where I missed another a psionic attack; however, the mechanics behind
the mark tended to involve those spells which have been these three different special effects can be identicle.
problematic over time and changed in future editions of Each of the following spells is really just a list of
the game. This system (in part) duplicates that natural mechanics and a means of deciding what spell level those
process. mechanics fall under. What those mechanics actually
My hope is that this book becomes a resource and look like inside the campaign world is entirely up to you.
tool for those who wish to use the 1974 rules to play Please note, there is only a small attempt on my part
a variety of genres or to customize their own fantasy to “balance” these spells. They are primarily the mechanics
campaign worlds. as found in the 1974 rules “smoothed out.” It is largely
up to the Referee to determine if any implementation of
those mechanics is abusive.

1  ~9  bloodofprokopius.blogspot.com
Barrier Change Environment ~9
Makes an extant portal impassable to creatures less than Make a minor change in the surrounding environment
4HD. Duration concentration. No Range. (light, temperature, etc.). Duration 6 + caster level turns.
Area Effect 3” diameter. No Range.
Improved Mechanics:
• Duration 2d6 turns ~ Improved Mechanics:
• Range 6” ~ • Duration Semi-permanent (easily dispelled) ~9
• Creates a barrier up to 6 sq. in. ~ • Effect an Area of 30 sq. in. or a single small geographic
• Impassable to all HD with one exception ~ feature ~
• Does damage to those who pass (1d6 which is • Range 12” ~9
doubled for specific type of creature)~ • Affects a specific group mechanically ~9
• Negates one class of powers (like flame/fire) ~ • Spell effect may be moved independently of the spell
• Duration permanent ~~ caster ~
• Range 12” ~~ • Range 24” ~~99
• Creates a barrier up to 12 sq. in. ~~ • Affects a general group mechanically~~99
• Impassable to all creatures ~~
Example:
Example: Air Water (4th level spell): ~Duration Semi-permanent
Rune of Warding (3rd level spell): Makes an extant (dispelled when caster leaves the water)~ Area Effect 3”
portal impassable to creatures less than 4HD. Duration diameter. No Range. Affects a general group mechanically
permanent.~~ No Range. Does damage to those who (makes water within area of effect breathable)~~
pass (1d6, doubled for those of Chaotic Alignment).~
Communication~9
Buff Read or speak a language otherwise unknown to character
Affects a specific group or type of attack. Duration 6 (fauna only). Duration 3 rounds/caster level.
turns. No Range.
Improved Mechanics:
Improved Mechanics: • Duration 6 turns ~9
• Choose any two of the following bonuses:~9 • May communicate with creatures that do not
4+1 Save have obvious means of communicating (flora, for
4+1 AC example). ~9
4+1 Morale • Targets are predisposed to do what the caster asks of
4+1 Attack them (bonus to the reation roll) ~9
4+1 Damage • Target is from a higher plane of existance. Maybe used
• Affect a general group~9 no more than once per week. Requires communication
• Area Effect 10’r. ~9 with non-fauna creatures and a Duration of 6 turns.
• Ranged ~9 4Caster gets 3 questions that will be answered
• Duration +6 turns ~9 honestly. 9 9
• +50% move~ 4Caster gets up to 12 Yes or No questions; however,
• 1/2 move~ the caster runs the risk of being lied to and going
• Immunity to one specific type of mundane attack insane. The fewer the questions, the more likely
(i.e. normal missiles, piercing melee attacks, normal the answers are false. The more questions asked,
fire, etc.)~~ the higher chance of insanity. ~~
Example: Example:
Berserker’s Rage (2nd level spell): Affects a fighting Speak in Tongues (3rd level spell): 9 Speak any humanoid
man. Duration 6 turns. No Range. +1 Attack and +1 language with a bonus to the reaction roll to every one
Damage~+50% move~ who hears. 9 Duration 6 turns. 9
2  ~9  bloodofprokopius.blogspot.com
Conjuration - Summon~ Detect~9
Summons 1 extant creature of a specific type with d6HD. Directionally detect a general characteristic or a specific
Duration concentration. No Range (creature must be in object. Duration instantaneous. Range is either:
immediate area). Caster has control of the summoned • 1” per caster level
creature. or
• 6”+1” per caster level if spell will not work through
Improved Mechanics:
a common element (i.e. lead) and cannot penetrate a
• Duration is the fulfillment of a single task (no
wall 3’ thick.
concentration necessary).~
• Range 24” (the creature can appear/be anywhere Improved Mechanics:
within 24”)~ • Range 6”+1”/caster level (works through any
• Number of Creatures can be any number totaling element and can penetrate walls) ~9
the HD summoned (If 3HD are summoned, the • Area Effect 3”r.~9
base spell summons one 3HD creature. This allows • Duration +6 turns (max of 12 turns)~9
those 3HD to be divided among a number of smaller
Example
HD creatures — three 1HD creatures or six 1/2HD
Find Chaos (2nd level spell): 9 Detects Chaotic
creatures, for example). This is a general area effect
Aligment. Duration instantaneous. Range 1”/caster level.
(sewer, swamp, lake, etc.).~
3”r area effect. 9
• Creature Type is extra planar (creature does not need
to already be available)~
Dispel~9
• Creature has 7-12 (d6+6) HD~
• Duration permanent ~~ Cancels out a specific spell or spell-like effect instantly
• Creature has 12-18 (d6+12) HD~~ and permanently. Range touch
Example: Improved Mechanics:
Summon Rat Swarm (3rd Level Spell): ~~Summons • Affects all magic ~
1d6HD worth of 1/2HD Rats from immediate area.~ • Range 12” ~9
Duration concentration. • Area Affect 3” r. ~9
• Duration 6 turns~9
Damage • Affects summoned creatures (a missed saving throw
means banishment; savemeans a morale check
Does 1d6+level of spellcaster in damage. No Range.
failure)99
Affects a single target.
• Duration 12 turns ~~99
Improved Mechanics: • Creates a shield that blocks spells in and out~~
• Damage is 1d6 per level of caster.~
Example:
• Range 24"~
Obfuscate (4th level spell): ~Creates a shield ~~ that
• Area effect, any shape total of 4 one inch squares~
cancels out Detection Spells both going in and out of the
Example: shield. Range touch. Duration 6 turns.~
Toxic Spray (1st Level Spell): Does 1d6+level of spellcaster
in damage. No Range. Area effect cone (1 and 3 one inch
squares)~

3  ~9  bloodofprokopius.blogspot.com
Enchant Healing
Target must make a save or be compelled to carry out one Requires 1 turn to take effect and can cure any one of the
command by the caster. Target is free to carry out this following:
command in a manner that reflects their basic personality • 1d6+1 hp9
and alignment. Duration until the task is complete. Area • Disease9
Effect is 1 person of 4+1 HD or less. Range 3”. Target is • Curse~~9
humanoid. • Poison (though not someone already dead) 99
Improved Mechanics: Improved Mechanics:
• Duration 6 + caster level turns (and thus possibly • Make the spell Ranged~9
more than one command). ~9 • Make the spell take effect immediately~9
• Range 12”~9 • Duration 1 turn Requires immediate effect~9
• Area effect 1 person/creature of any HD~9 • Cure an additional 1d6+1 hp 9 9 9
• Save at penalty -2~9 • Cure death Requires one other improved mechanic
• No save for creatures with less than 1/3 of caster level 999
(1/2HD at 2nd level, 1 HD at 4th level, 2 HD at 7th
Example:
level, etc.)~9
Ray of Hope (3rd level spell): Cure 1d6+1 hp. 9 Ranged.
• Target can be a monster ~9
9 Takes effect immediately. 9
• Target’s basic personality & alignment are subject to
change at the will of the caster~9
Illusion~
• Duration until dispelled~~99
• Range 24”~~99 Creates a vivid illusion approximately the size of one
• Area Effect 2d6 creatures + 1 per level above person. No Range. Duration:
8~~99 • For complex illusions concentration or until the
• Save at penalty -4~~99 illusion is touched
• Some kind of withering disease or curse affects the • For simple illusions until dispelled or when the
target when they do not fulfill the command(s) of person affected by the illusion attacks
the caster.~~99
Improved Mechanics:
Example: • Range 24” ~
Enfeeble (5th level spell): ~Target must make a save at • Area Effect +1” radius (may be taken twice)~
-4 ~~ or be compelled to carry out a single command • Permanency (can be interacted with without being
of the caster. If the target refuses, their Strength will be dispelled)~
reduced to 3. ~~ Those in heavy armor may not be able • The illusion can physically interact with the world
to move. Duration until task is complete. Area Effect 1 around it — any damage done will be according to
person of any HD.~ Range 3”. Target humanoid. the attack capabilities of the spell caster. Requires
Permanency, and is automatically dispelled after 6
turns .~~~
Example:
Phantom Horror (5th level spell): ~Illusion of a phobia
inspired abomination. No Range. Permanent until
dispelled up to 6 turns.~ Can physically interact with
environment and attack to do damage as per the spell
caster. ~~~

4  ~9  bloodofprokopius.blogspot.com
Movement - Axial Sustenance 9
Allows for movement through the Medium of Air at a Purify poisoned/spoiled food and water enough for a
Speed of 6” in either a Vertical or Horizontal direction. dozen men.
Duration 3 turns. Range self.
Improved Mechanics:
Improved Mechanics: Quantity adds (caster level x2) men 9
• Duration 1d6 + caster level turns ~ Quantity adds mounts 9
• Speed 12” ~ Substitute “create water” for “purify poisoned/spoiled
• Range 2” per caster level ~ food and water” 9
• Medium is Liquid instead of Air~ Substitute “create food” for “purify poisoned/spoiled
• Allows both Horizontal and Vertical movement~ food and water” 9 9
• Speed 36” ~~
Example:
• Medium is Solid instead of Air~~
Banquet (4th level spell) Create food 99 enough for 12
Example: + (caster level x2) men 9.
Dolphin Steed (3rd level spell): Allows horizontal
movement through water ~ at Speed 12.”~Duration Transform~
1d6 + caster level turns.~ Range self.
Gain one non-combat trait (i.e. infravision). Duration
6 + caster level turns. Range touch. Only affects living
Movement - Teleportation~
creatures.
Teleport 6” with no chance of misjudging. Duration
Improved Mechanics:
instantaneous. Range self.
• Duration 1 day~
Improved Mechanics: • Range 12”~
• Teleport 12” with no chance of misjudging ~ • Gain all non-combat traits of creature tranformed
• Range 1”~ into (target can look like a dragon and fly like a
• Teleport 36” with no chance of misjudging ~~ dragon, but cannot fight like a dragon).~
• Range 3”~~ • Affects 2-12 targets in a 6x6” area.~
• Range 2” per caster level~~~ • Traits affect combat (target can fight like a dragon).
• Teleport anywhere as long as destination is known. Requires Gain all non-combat traits~
Any uncertainty might result in death.~~~~ • Ability to transform living objects into non-living
inanimate objects. Requires Gain all non-combat
Example:
traits~
Blink (2nd level spell): Teleport target 6” with no chance
• Duration permanent.~~
of misjudging. Duration instantaneous. Range 1.”~
Note: all effects of Transform spells can be reversed and
dispelled.
Example:
Freeze Ray (3rd level spell): Turns target into ice (Gains
all non-combat traits;~ transforms living objects into
non-living objects~). Duration 6 + caster level turns.
Range 12.”~

5  ~9  bloodofprokopius.blogspot.com
Appendix Change Environment~9
• Light (Base Spell, creates light)
For those who are interested, here are all the spells from • Continual Light (Duration Semi-permanent ~9;
the 1974 rules listed with the mechanical improvements Affects a specific group mechanically [equal to
layered on top of the base spell as they would be sunlight] 9)
implemented using this system. Note that some spells do • Water Breathing (Affects a general group
differ from their original both mechanically and in spell mechanically [makes water breathable]~~)
level. The differences are either minor (to standardize • Telekinesis (Affects a specific group mechanically
Duration or Range, for example) or because the mechanics [objects up to a weight of (200gp x caster level)]~;
in the original simply demand it (especially with Enchant Spell effect may be moved independently of the spell
where the machanics of higher level spells like Geas and caster~~; Range 12”~)
Quest are actually weaker than lower level spells like Sleep • Transmute Rock to Mud (Effect an Area of 30 sq.
and Charm Person). in. or a single small geographic feature ~; Affects
Barrier Spells a specific group mechanically [Movement through
• Hold Portal (Duration 2d6 turns ~) mud is reduced by 90%]~; Duration Semi-
• Wizard Lock (Duration permanent~~) permanent (dries in 3d6 days)~; Range 12” ~
• Wall of Fire (Does 1d6 damage to those who pass • Cloud Kill (Affects a general group mechanically
and 2d6 to undead~;Range 6”~; Creates a Barrier [Creates a poisonous vapor in a cloud that is deadly
up to 12 sq. in ~~) to all with less than 5HD]~~; Spell effect may be
• Wall of Ice (Does 1d6 damage to those who pass and moved independtenly of caster [the cloud may be
2d6 to fire using creatures~; Negates the powers moved 6”/turn with the wind]~; Range 12”~)
of fire using creatures~; Range 12”~~; Creates a • Lower Water (Effect an Area of 30 sq. in. or a single
Barrier up to 12 sq. in ~~) small geographic feature[Lowers the water level of a
• Wall of Stone (Creates a Barrier up to 12 sq. in. river or similar body of water by 50%] ~; Affects a
~~; Impassable to all HD except for those that can general group mechanically~~; Range 24”~~)
break through a normal stone wall~; Range 6”~; • Part Water (Effect an Area of 30 sq. in. or a single
Duration permanent~~) small geographic feature[Parts 10’ deep water] ~;
• Wall of Iron (Creates a Barrier up to 6 sq. in.~; Affects a general group mechanically~~; Range
Impassable to all creatures~~; Range 6”~; 12”~)
Duration 2d6 turns~) • Move Earth (Effect an Area of 30 sq. in. or a
single small geographic feature [Moves hills and/
Buff Spells or ridges]~; Range = 24”~~; Affects a specific
• Protection from Evil (+1 Save, +1 AC~9; +6 turns 9) group mechanically~; Spell effect may be moved
• Bless (+1 Morale, +1 Attack 9) independtenly of caster [Terrain is moved at a rate of
• Protection from Evil 10’r. (+1 Save, +1 AC ~9; 6” per turn]~)
Area Effect~ 9; +6 turns 9) • Control Weather (Effect an Area of 30 sq. in. or a
• Protection from Normal Missiles (immunity to single small geographic feature [Can change current
normal missiles~~; +6 turns~) weather into any of the following: Rain, Stop Rain,
• Haste (+50% move~; Area Effect~; Ranged~) Cold Wave, Heat Wave, Tornado, Stop Tornado,
• Slow (1/2 move~; Area Effect~; Ranged~) Deep Clouds, Clear Sky]~; Spell effect may be
moved independtenly of caster~; Affects a general
group mechanically~~;Range 12”~)

6  ~9  bloodofprokopius.blogspot.com
Communication~9 • C lairaudience (Duration 12 turns~~)
• Read Magic (Base Spell) • Wizard Eye (Range = 6” + 1”/level of caster and
• Read Languages (Base Spell) can penetrate any wall or element~; Duration 6
• Speak with Animals (Duration 6 turns 9) turns~; Radius 3” ~)
• Speak with Plants(May communicate with creatures Dispel~9
that do not have obvious means of communicating • Knock (Range 12”~)
[plants] 9; Targets are predisposed to do what the • Dispel Magic (Affects all magic~; Range 12”~)
caster asks of them [bonus to the reation roll] 9; • Dispel Evil (Affects summoned creatures 99; Area
Duration 6 turns 9) Effect 3”r. 9; Range 12” 9)
• Commune (May communicate with creatures that do • Antimagic Shell (Shield that blocks magic in
not have obvious means of communicating 9; Target and out~~; Area of Effect 3”r.~; Duration 12
is from a higher plane of existance. Maybe used no turns~~)
more than once per week. Caster gets 3 questions that
will be answered honestly. 99;Duration 6 turns 9) Enchant
• Contact Higher Plane (May communicate with • Charm Person (Duration until dispelled~~; Range
creatures that do not have obvious means of 12”~)
communicating ~; Target is from a higher plane of • Sleep (Area effect 2d6 creatures +1 per level above
existance. Maybe used no more than once per week. 8~~; Range 24”~~)
Caster gets up to 12 Yes or No questions; however, • Hold Person (Affects 1 person of any HD ~9;
the caster runs the risk of being lied to and going Save at -2 penalty ~9; Target’s basic personality
insane. The fewer the questions, the more likely the & alignment are subject to change at the will of the
answers are false. The more questions asked, the caster~9; Duration 6 + caster level turns~9;
higher chance of insanity~~; Duration 6 turns ~) Range 12” ~ 24” 99)
• Charm Monster (Target can be a monster ~; Area
Conjuration-Summon~ effect 2d6 creatures +1 per level above 8~~;
• Animate Dead (Duration permanent~~;Range Duration until dispelled~~; Range 12”~)
24”~) • Confusion (Area effect 2d6 creatures +1 per level above
• Conjure Elemental (Creature has 12-18HD~~; 8~~; Target’s basic personality & alignment are
Creature is extra-planar~) subject to change at the will of the caster~; No save for
• Invisible Stalker (Duration is the fulfillment of one creatures with less than 1/3 of caster level (1/2HD at
task~;Creature has 7-12HD~~; Creature is extra- 2nd level, 1 HD at 4th level, 2 HD at 7th level, etc.)~;
planar~) Duration 6 + caster level turns~; Range 12”~)
Damage • Feeble Mind (Affects 1 person of any HD ~;
• Fireball (Damage 1d6 per caster level~; Area effect Target’s basic personality & alignment are subject to
of 4” square~; Range 24”~) change at the will of the caster~; Save at -4 penalty
• Lightning Bolt (Damage 1d6 per caster level~; Area ~~;Range 24”~~)
effect of 6”x.75” line~; Range 24”~) • Hold Monster (Affects 1 target of any HD ~; Target
can be a monster ~; Save at -2 penalty ~; Target’s
Detection~9 basic personality & alignment are subject to change
• Detect Magic (Base Spell) at the will of the caster~; Duration 6 + caster level
• Detect Invisible (Duration 6 turns~9) turns~; Range 12” ~)
• Locate Object (Range = 6” + 1”/level of caster and • Quest (Affects 1 person of any HD 9; Some kind
can penetrate any wall or element~9; Duration 6 of withering disease or curse affects the target when
turns 9) they do not fulfill the command(s) of the caster 99)
• Detect Evil (Duration 6 turns~9) • Geas (Affects 1 person of any HD ~; Some kind of
• ESP (Duration 12 turns~~) withering disease or curse affects the target when they
• Find Traps (Duration 6 turns 9; Radius 3” 9) do not fulfill the command(s) of the caster.~~)
• Clairvoyance (Duration 12 turns~~)
7  ~9  bloodofprokopius.blogspot.com
Healing Transform~
• Cure Light Wounds (Heals 1d6+1 hp 9) • Infravision (Duration 1 day~)
• Remove Curse (~~9) • Polymorph Self (Gain all non-combat traits of
• Cure Disease (9; takes immediate affect 9) creature tranformed into~)
• Neutralize Poison (99; takes immediate affect 9 • Polymorph Other (Gain all non-combat traits of
Duration 1 turn 9) creature tranformed into~; Traits affect combat~;
• Cure Serious Wounds (Heals 1d6+1 hp 9; plus Duration permanent ~~)
additional 1d6+1 999) • Plant Growth (Gain all non-combat traits of creature
• Raise Dead (Heals 1d6+1 hp 9; Ranged 9; Cures tranformed into~; Affects 2-12 targets in a 6x6”
death 999) area.~; Duration permanent ~~; Range 12” ~)
• Turn Sticks to Snakes (Gain all non-combat traits
Illusion~
of creature tranformed into 9; Traits affect combat
• Phantasmal Forces (Complex Illusion; Range 24”~)
9; Affects 2-12 targets in a 6x6” area 9; Range 12”
• Invisibility (Simple Illusion; Range 24”~)
9) Please note that this spell is not allowed using this
• Invisibility 10’r. (Simple Illusion; Area Effect +1”
system because it affects non-living objects. Allowing
radius~; Range 24”~)
non-living objects to be transformed would open up
• Massmorph (Complex Illusion; Duration
this spell category to all kinds of abuse. For example,
permanent~; Area Effect 2” r. ~~; Range 24”~)
one could turn lead into gold for 6 turns with a 1st level
• Hallucinatory Terrain (Complex Illusion; Area
spell; however, I do include it here as it would otherwise
Effect 2” r. ~~; Range 24”~)
be implemented in case one wanted to include the
• Projected Image (Simple Illusion; The illusion can
complicatons implied by allowing non-living things to
physically interact with the world around it —
be transformed.
any damage done will be according to the attack
• Animal Growth (Affects 2-12 targets in a 6x6”
capabilities of the spell caster~~~; Duration
area.~; Gain all non-combat traits of creature
permanent [up to 6 turns]~; Range 24”~)
tranformed into~; Traits affect combat~; Range
Movement Axial 12” ~)
• Levitate(Vertical movement; Duration 1d6 + caster • Reincarnation (Gain all non-combat traits of
level turns~; Range 2”per caster level~). creature tranformed into~; Traits affect combat~;
• Fly (Both vertical and horizontal movement~; Duration permanent~~) Please note that this spell
Duration 1d6 + caster level turns ~; Speed 12”~) is not allowed using this system because it affects non-
• Pass-Wall (Horizontal movement; Medium is living objects; however, I include it here to show how it
through a Solid ~~; Range 2” per caster level~) would be implemented.
• Stone to Flesh (Gain all non-combat traits of
Movement Teleport~
creature tranformed into~; Traits affect combat~;
• Dimension Door (Teleport up to 36” with no chance
Duration permanent~~; Range 12” ~)
of misjudging ~~; Range 1”~)
• Death Spell (Affects 2-12 targets in a 6x6” area.~;
• Teleport (Teleport anywhere as long as destination
Gain all non-combat traits of creature tranformed
is known. Any uncertainty might result in
into~; Traits affect combat~; Duration
death.~~~~ )
permanent~~; Range 12” ~)
Sustenance 9 • Disintegrate (Gain all non-combat traits of creature
• Purify Food & Water (Base Spell). tranformed into~; Traits affect combat~; Duration
• Create Water (Quantity adds [caster level x2] men 9; permanent~~; Range 12” ~) Please note that
Quantity adds mounts 9 ; Substitute “create water” according to this system, this spell only affects living
for “purify poisoned/spoiled food and water” 9) objects.
• Create Food (Quantity adds [caster level x2] men 9; Also note that Reincarnation (if allowed), Death Spell and
Quantity adds mounts 9 ; Substitute “create food” for Disintegrate are all subject to being Dispelled according to
“purify poisoned/spoiled food and water” 99) this system.

8  ~9  bloodofprokopius.blogspot.com
Legal material as Open Game Content, You represent that Your Contributions are
OPEN GAME CONTENT: Your original creation and/or You have sufficient rights to grant the rights
Open Game Content may only be Used under and in terms of the Open Game conveyed by this License.
License Version 1.0a (OGL). This entire work is designated as Open Game 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Content under the OGL, with the exception of of all artwork. These items, portion of this License to include the exact text of the COPYRIGHT
and the Trade Dress of this work (font, layout, style of artwork, etc.) are all NOTICE of any Open Game Content You are copying, modifying or
reserved as Product Identity. distributing, and You must add the title, the Copyright date, and the Copyright
OPEN GAME LICENSE Version 1.0a holder’s name to the COPYRIGHT NOTICE of any original Open Game
The following text is the property of Wizards of the Coast, Inc. and is Content you Distribute.
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 7. Use of Product Identity: You agree not to Use any Product Identity, including
1. Definitions: (a)”Contributors” means the Copyright and/or trademark as an indication as to compatibility, except as expressly licensed in another,
owners who have contributed Open Game Content; (b)”Derivative Material” independent Agreement with the owner of each element of that Product
means Copyrighted material including derivative works and translations Identity. You agree not to indicate compatibility or co-adaptability with any
(including into other computer languages), potation, modification, correction, Trademark or Registered Trademark in conjunction with a work containing
addition, extension, upgrade, improvement, compilation, abridgment or other Open Game Content except as expressly licensed in another, independent
form in which an existing work may be recast, transformed or adapted; (c) Agreement with the owner of such Trademark or Registered Trademark. The
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly use of any Product Identity in Open Game Content does not constitute a
display, transmit or otherwise distribute; (d)”Open Game Content” means the challenge to the ownership of that Product Identity. The owner of any Product
game mechanic and in- cludes the methods, procedures, processes and routines Identity used in Open Game Content shall retain all rights, title and interest in
to the extent such content does not embody the Product Identity and is an and to that Product Identity.
enhancement over the prior art and any additional content clearly identified as 8. Identification: If you distribute Open Game Content You must clearly
Open Game Content by the Contributor, and means any work covered by this indicate which portions of the work that you are distributing are Open Game
License, including translations and derivative works under Copyright law, but Content.
specifically excludes Product Identity. (e) “Product Identity” means product 9. Updating the License: Wizards or its designated Agents may publish updated
and product line names, logos and identifying marks including trade dress; versions of this License. You may use any authorized version of this License to
artifacts; creatures characters; stories, storylines, plots, thematic elements, copy, modify and distribute any Open Game Content originally distributed
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, under any version of this License.
formats, poses, concepts, themes and graphic, photographic and other 10 Copy of this License: You MUST include a copy of this License with every
visual or audio representations; names and descriptions of characters, spells, copy of the Open Game Content You Distribute.
enchantments, personalities, teams, personas, likenesses and special abilities; 11. Use of Contributor Credits: You may not market or advertise the Open
places, locations, environments, creatures, equipment, magical or supernatural Game Content using the name of any Contributor unless You have written
abilities or effects, logos, symbols, or graphic designs; and any other trademark permission from the Contributor to do so.
or registered trademark clearly identified as Product identity by the owner of 12 Inability to Comply: If it is impossible for You to comply with any of the
the Product Identity, and which specifically excludes the Open Game Content; terms of this License with respect to some or all of the Open Game Content
(f ) “Trademark” means the logos, names, mark, sign, motto, designs that due to statute, judicial order, or governmental regulation then You may not Use
are used by a Contributor to identify itself or its products or the associated any Open Game Material so affected.
products contributed to the Open Game License by the Contributor (g) 13 Termination: This License will terminate automatically if You fail to comply
“Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, with all terms herein and fail to cure such breach within 30 days of becoming
translate and otherwise create Derivative Material of Open Game Content. (h) aware of the breach. All sublicenses shall survive the termination of this License.
“You” or “Your” means the licensee in terms of this agreement. 14 Reformation: If any provision of this License is held to be unenforceable, such
2. The License: This License applies to any Open Game Content that contains a provision shall be reformed only to the ex- tent necessary to make it enforceable.
notice indicating that the Open Game Content may only be Used under and in 15 COPYRIGHT NOTICE
terms of this License. You must affix such a notice to any Open Game Content Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
that you Use. No terms may be added to or subtracted from this License except Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
as described by the License itself. No other terms or conditions may be applied System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
to any Open Game Content distributed using this License. Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original
3. Offer and Acceptance: By Using the Open Game Content You indicate Your material by E. Gary Gygax and Dave Arneson.
acceptance of the terms of this License. System Reference Document Copyright 2000-2003, Wizards of the Coast,
4. Grant and Consideration: In consideration for agreeing to use this License, the Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
Contributors grant You a perpetual, world- wide, royalty-free, non-exclusive license Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
with the exact terms of this License to Use, the Open Game Content. Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
5. Representation of Authority to Contribute: If You are contributing original Dave Arneson.

You might also like