Gothic Earth

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    Introduction What is Gothic !antasy"

    The word "Gothic" has had a strange evolution. Originally, the word was used to describe a tribeof Germanic "barbarians" who often opposed the Roman Empire. Oddly, Gothic literature rarely focuseson tribes of marauding barbarians and the characters we encounter in Gothic literature bear little

    resemblance to these early ! peoples what is going on here#

    $y the eighteenth century, the word "Gothic" had come to refer to anything "barbaric,""medieval," or "belonging to the past." %or e&ample, the eighteenth century saw a resurgence of Gothicarchitecture that drew upon the aesthetics of the 'iddle ges as its artistic inspiration. Gothicarchitecture is highly ornate and (uite baro(ue in its decorative comple&ity) this style of architecture wasa reaction against the popularity of neo*classical architecture, which too+ its aesthetic sense from theGree+ and Roman lassical age. The flying buttresses and adornments of a typical Gothic cathedral areentirely oppositional to the clean lines of neo*classical structures.

    The aesthetic difference between neo*classical architecture and Gothic architecture mirrors anideological difference at play in the eighteenth century. Remember, the eighteenth century was the ge of

    Enlightenment) -estern Europe was self*congratulatory over its embrace of rationality, reason, andscientific cultural progress as the way to a /ust and ascendant society. 0eo*classical architecturerepresented those Enlightenment principles through form and aesthetic unity it symboli2ed civili2ation,

    lassical learning, and a connection to the Golden ge of anti(uity.

    The Gothic, on the other hand, symboli2ed the medieval past of irrationality, unreason, andsuperstition. To disparage something as "Gothic" was to call it a thing of the past that is best forgotten ordiscarded. Gothic literature emerged as the counterpoint to mainstream fiction in much the same way thatGothic architecture was the antithesis of neo*classical aesthetics. -hereas the realist fiction of theeighteenth century concerned itself with faithfully depicting the world in sensible hues and having itscharacters behave in rational ways, the Gothic gave vent to fantastical and irrational depictions ofmadness, ghosts, violence, and all those other e&citing things that proper literature wasn3t supposed to

    deal with.There are as many definitions of 4Gothic literature5 as there are scholars wor+ing in the field of

    Gothic studies. On one hand, this is problematic because it doesn3t give us any sort of consensus opinionor agreed upon definition of the Gothic. On the other, it gives us a great deal of freedom to wor+ with thevery idea of what the Gothic is and to ma+e the topic our own.

    6n fact, scholars are unable to agree as to what te&ts should be included in the Gothic3s literarycorpus, when the Gothic begins, and when 7or if8 the Gothic has an e&piration date. One typical way ofdemarcating the Gothic3s boundaries is to assume that it begins in 19:; with the publication of

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    Gothic %antasy is the importation of Gothicliterature3s conventions to the realm of old*schoolfantasy role*playing. -hereas the early editions offantasy role*playing games used the high fantasyfiction of D. R. R. Tol+ien and the sword sorcerystories of Robert E.

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    Suggestions for Gothic #haracter Archety$es

    &The 'assions are the seeds of (ices as !ell as of (irtues) from !hich either may s'rin )accordin ly as they are nurtured.*

    + Ann ,adcliffe) The Mysteries of -dol'ho

    The first step in most character generating processes is to envision the +ind of character you would li+e to play. Of course, this can be a bit of a challenge for players who aren3t intimately familiar with the stoc+characters and archetypal protagonists that populate the pages of Gothic literature. The purpose of thissection is to provide brief descriptions of character types common to the Gothic mode) these descriptionsare meant as starting points for players who may not have time to digest the depth and breath of Gothicliterature before play begins. 0evertheless, please consider these model archetypes as points of departureor as the raw material for your own imagination feel free to customi2e these archetypes as you wish foryour own characters and do not feel constrained to slavishly imitate the conventions of Gothic literatureH

    eguiling Enchanter I Jou are a seductive hedonist with the power to bend others to your will. ?omecharacters in Gothic literature possess the uncanny ability to fascinate others and control their thoughtsand actions through the power of suggestion. %emale enchantresses are generally of the femme fataletype) they leverage supernatural power and feminine wiles to leave men powerless against their agendas.6n contrast, male enchanters tend to be far more domineering) they control others through a combinationof personal magnetism and fear. 6n both cases, a $eguiling Enchanter3s most fantastic powers tend tocome from an otherworldly source such as the inherited powers of an unnatural bloodline, innermesmerism, or the study of the occult sciences of mental domination.Su ested character classes magic*user, illusionist

    %iterary e/am'les !ionea in Kernon Fee3s 4!ionea,5 Fucas in !ion %ortune3s The Demon %o(er .

    Cunning andit I Jou are a condemned criminal who s+irts the line between loyalty and selfishness.%aceless bandits are the de ri ueur threats that lur+ in the forests and mountain passes of Gothicliterature, but the unning $andit is a different breed. Rather than being a mere footpad or thug, a

    unning $andit is an artist of the criminal underworld. ?uch a character might be a cruel thief who pitshis s+ill and devious mind against the laws of polite society or a dashing rogue forced into a life of crime

    by circumstances beyond their control. 6n any event, a unning $andit always lives in fear of discovery)since a trip to the gallows pole waits the captured criminal, most unning $andits either ta+e shelterwithin the underworld of thieves and assassins or ma+e their lairs far from the reach of civili2ed /ustice.Su ested character classes thief, ranger, fighter

    %iterary e/am'les 'ontoni in nn Radcliffe3s The Mysteries of -dol'ho , Dac+ ?heppard in -illiaminsworth

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    Dispossessed Noble I Jou are the forgotten or usurped heir of a noble house. The tra/ectory of manyGothic tales follows the path of the rags*to*riches story, but with a twist instead of later success being thereward for virtuous living, such characters are usually noblemen and noblewomen who are ultimatelyrestored to their proper station. This restoration is rarely a surprise in Gothic literature) a !ispossessed

    0oble3s aristocratic virtues 7honor, +indness, and sensibility8 are always already obvious and areintimately connected to the fact of their ran+ and class. The life of a !ispossessed 0oble is one ofstriving to return to their place at the top of the social hierarchy) such a life inevitably entails discoveringthe betrayer who caused their disinheritance and bringing them to a fitting end.Su ested character classes fighter, paladin

    %iterary e/am'les Theodore in

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    Intrepid Explorer I Jou are a restless e&peditioneer driven to see+ out untold lands and savagecircumstances. ?ome Gothic tales eschew the horrors of the home front to instead detail the terrors thatlur+ in the world3s unmapped corners. n 6ntrepid E&plorer see+s out those strange and distant locales tocon(ueror them in the name of civili2ation. ?ome 6ntrepid E&plorers are motivated by what RudyardMipling called 4The -hite 'an3s $urden,5 a belief that it was the duty of Europeans to spread theirenlightened culture and way of life to the 4dar+ places5 of the earth. Others might wish merely to puttheir names on the map by locating a fabled tomb, a lost treasure, or an un+nown tribe. ll 6ntrepidE&plorers wish for lasting glory, and hubris is often their downfall.Su ested character classes fighter, ranger

    %iterary e/am'les Nuincey 'orris in $ram ?to+er3s Dracula , Feo and

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    !ious Cleric I Jou are a servant of faith whose fervor is contested by grave doubts. Lious lerics arerarely the protagonists in Gothic stories) rather, they often serve as support for the principle characters bygiving wise counsel, reinforcing the beliefs of the righteous, and by helping the downtrodden escape fromthe clutches of the 6n(uisition. These characters tend to be mon+s, nuns, friars, and priests who aid themain actors in a tale and then slip away into the bac+ground. That said, there is no reason why a Lious

    leric couldn3t be approached as a protagonist in their own right. ertainly, there is room for charactersof faith to ta+e center stage in e&ploring a world fraught with Gothic possibilities. 0evertheless, the

    prevalence of fallen or corrupted officers of the hurch in Gothic literature perhaps gestures toward thema/or character fault that Lious lerics possess they are susceptible to having their faith horribly tested

    by earthly temptations 7such as corrupting power, wealth, or se&uality8 or by the fallibility of their ownreligious convictions.Su ested character classes cleric, paladin

    %iterary e/am'les ?ister Olivia in nn Radcliffe3s The 1talian , %ather Marras in -illiam Leter $latty3sThe 4/orcist .

    "eiled Stranger I Jou are a mysterious agent pursuing an un+nown agenda. 6n many ways, a Keiled?tranger is both the most rewarding and most difficult Gothic archetype to play. Keiled ?trangerscultivate the Gothic3s aura of the mysterious they fre(uently travel under assumed names and invent theirown histories. Often, the truth about a Keiled ?tranger is left unsolved or un+nown at a story3s end. 6nterms of playing a Keiled ?tranger, this means ta+ing on a role that is essentially 4no role5 or at least arole that is constantly shifting and uncertain. 0evertheless, such a character can be (uite en/oyable

    because Keiled ?trangers are a bit li+e spies who adapt and discard identities as if they were nothing morethan overcoats. 'uch li+e secret agents, all Keiled ?trangers possess a goal or hidden scheme) thisagenda might be benign 7such as e&posing a fraudulent prince as a parricide8 or it might be malign 7suchas a burning desire for revenge8.Su ested character classes thief, assassin

    %iterary e/am'les 'elmoth in harles 'aturin3s Melmoth the Wanderer , arwin in harles$roc+den $rown3s Wieland , 'ontressor in Edgar llan Loe3s 4The as+ of montillado.5

    =

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    Gothic %irtues and %ices

    &1t !as the 'assions about !hose ori in !e decei(ed oursel(es that tyranni5ed most stron lyo(er us. Our !eakest moti(es !ere those of !hose nature !e !ere conscious.*

    + Oscar Wilde) The Picture of Dorian Gray

    %or those who li+e to have a sense of who their character is before play begins as opposed to letting acharacter3s personality emerge during play the following list of virtues and vices might be helpful fordefining your character3s personality. Each virtue and vice is arranged in a binary pair that represents a

    possible tension within the character3s psyche) divide 1A 4points5 between the virtue and vice of each pairing to determine the e&tent to which the character favors the virtue or the vice. %or e&ample, a particularly superstitious character might have Reason C ?uperstition 9 or a character torn betweenchastity and lust might have %aithfulness Fasciviousness .

    %irtues&%ices

    #eason$Superstition I does your character confront the supernatural with the light of reason ordo they resort to the ancient ways of fol+ belief#

    #eserve$!assion I does your character e&ercise control over their emotions or do they give theirimpassioned impulses free reign#

    #estraint$Excess I when e&posed to drin+, gambling, and other vices, does your character placelimits upon their conduct or do they indulge past the satiation of their urges#

    Faith%ulness$&asciviousness I are your character3s romantic entanglements limited to one belovedob/ect of affection or is your character prodigious with their lusts#

    Forgiveness$"engeance I does your character pass over the many slights offered by the world ordo they swear to e&act revenge against those who wrong them#

    'uthorit $&ibert I does your character respect the temporal and religious restrictions imposed by the civili2ed world or do they value their personal freedom of action above all else#

    &a(%ulness$Criminalit I does your character follow the laws of the land or are theyine&tricably pulled toward the underworld#

    !iet $)orldliness I is your character3s worldview colored by the hues of spiritual belief or arethey instead drawn to the worldly glitter of wealth#

    "alor$Fear%ulness I does your character confront the world3s dar+ness with bravery or do theycower in the face of danger#

    Merc $Cruelt I does your character temper their conduct with mercy for the wea+ and defeated or dothey e&ult in the agony of others#

    @

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    'ouse (ules for Gothic Earth #a)$aigns

    &$e ha(e done all this alone6 all alone7 From a ruin tomb in a for otten land. What more mayhe not do !hen the reater !orld of thou ht is o'en to him8 $e that can smile at death) as !ekno! him6 !ho can flourish in the midst of diseases that kill off !hole 'eo'les. Oh7 1f such anone !as to come from God) and not the De(il) !hat a force for ood mi ht he not be in this old!orld of ours7*

    + 2ram Stoker) Dracula

    Character *eneration House #ules

    #olling for A$ility %cores& roll ;d: drop lowest si& times, arrange to taste.

    #aces& Gothic Earth is a human*only setting, so 4demi*human5 races are unavailable.

    'lasses& ?ee my haracter lass

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    'ritical *its, Attac) .amage Modifiers& natural to*hit roll of >A does ma&imum damage. ?trengthmodifiers effect to*hit and damage rolls with melee weapons. !e&terity modifiers effect to*hit anddamage rolls with ranged weapons. Thrown weapons can apply ?trength modifiers instead of !e&teritymodifiers. Fight, one*handed melee weapons that do 1d: damage or less can apply !e&terity modifiersinstead of ?trength modifiers.

    /ife0s hread 'ut %hort I in general, 6 don3t li+e dic+ering about with negative

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    #haracter #lass 'ouse (ules

    &3o one is ade9uate to com'rehendin the misery of my lot7 Fate obli es me to be constantly inmo(ement 1 am not 'ermitted to 'ass more than a fortni ht in the same 'lace. 1 ha(e no Friendin the !orld) and from the restlessness of my destiny 1 ne(er can ac9uire one. Fain !ould 1 laydo!n my miserable life) for 1 en(y those !ho en:oy the 9uiet of the Gra(e.*

    + Mathe! %e!is) The Monk

    Cleric'hanges& 1d=

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    Magic.user'hanges& 1d:

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    Warlock&Witch #lass

    #e0uirements+ 60T @, < @!rime #e0uisites+ 60T, per level thereafter Maximum &evel+ noneExperience Char t+ Elf 'ttac/s$Saves+ %ighter )eapons$'rmor+ ny

    -arloc+s are the daredevils of the occult world) they barter their souls and sanity away with otherworldlyentities in return for arcane power. warloc+ might be a shaman who attains magical powers from

    primal spirits, a demonologist who bargains with infernal intelligences, a petitioner of the fey, or a cultistwho borrows the eldritch might of the strange beings who e&ist beyond the stars.

    Special 'bilities+

    lass abilities as per the elf racial class.?ee magic*user for changes in the wayspells are flavored. $ecause a warloc+

    barters for his or her spells with anotherworldly source 7such as a demon,an archfey, a voodoo spirit, a terror from

    beyond space and time, etc.8, they onlyget to choose half their spells per day) aswith the cleric, the G' chooses the otherhalf of their daily allotment of spellswith the patron entity3s agenda in mind.

    lso, warloc+s gain bonus spells as perthe cleric3s bonus spells chart) simplysubstitute harisma for -isdom whenconsulting the chart.

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    error* 'orror* and +adness (ules

    -error I 6n Gothic literature, the e&perience of terror is fre(uently described as a soul*e&pandinge&perience of awe. -hen one feels terror, one3s mind is elevated to a new understanding of the world3sterrifying possibilities) possibilities that were once repressed by the rational mind now threaten to unduethe psyche3s defenses. s such, terror is generally an inward e&perience) it is centered on psychologicalinteriority, the ways in which a sense of self is located in relation to the outside world, and the reali2ationof our inconse(uential smallness in the face of something unthin+able.

    %or concrete e&amples of how terror function in Gothic wor+s, consider the disoriented psychology of?hirley Dac+son3s The $auntin of $ill $ouse , the obfuscating mysteries and conspiracies of nnRadcliffe3s The 1talian , or the film Carni(al of Souls .

    One way to introduce the Gothic notion of terror intoyour games is to have players ma+e a ?aving Throwvs. Terror when their characters encounter somethingthat e&pands their +nowledge in a threatening way. sa G', you might call for a ?aving Throw vs. Terrorwhen the characters are confronted by a creature or

    being that defies rational e&planation, when thecharacters encounter supernatural phenomena thatcannot be e&plained away as a natural occurrence, orwhen they learn a terrifying truth about a character orsituation that goes against all of their assumptions.Reading a grimoire filled with unutterable secretsabout the cosmos could trigger a ?aving Throw vs.Terror, as could watching the dead animate and onceagain wal+ the earth. -hen the characters3 reality

    bends, so should their minds.

    ?aving Throw vs. Terror is always a ?aving Throw vs. Letrify or Laraly2e made with the followingmodifiers

    -isdom modifier 7one3s connection to the world and higher spiritual powers is a safeguard against terror8The character is well armed and armored I Q1

    n innocent is endangered I Q1 7even evil characters are affected by innocence8The terror involves a loved one I Q1The terrifying event is spectral in nature I *1The terrifying event dwarfs our insignificant human scale I *>The character has faced a similar terror within the last day I QCThe character has failed a Terror ?ave against a similar terror within the last day I *C

    1

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    6f the character passes their ?aving Throw vs. Terror, they may act normally. 6f the character fails their?aving Throw vs. Terror, roll on the following chart to determine how they react to their source of theirterror

    -error E%%ects -abled12 Effect

    1 %hoc)ed I Jour hair turns snow white due to the shoc+ of what you3ve encountered, butyour may otherwise act normally.

    2-3 %ha)en I Jou fight through your feelings of terror) you ta+e a *1 penalty to all actionsattempted within the presence of the ob/ect of your terror.

    7-4 %taggered I Jou reel bac+ward in terror) you lose any actions for the round e&cept formoving directly away from the ob/ect of your terror.

    6-= +araly>ed I Jou are momentarily stunned by the e&perience of fear) you lose any actionsfor the round.

    9-: Flee I %ear overta+es you, forcing you to retreat) you must flee the terrifying scene for

    1d: rounds.1 -11 Faint I Jour mind gives way and consciousness steals away from you) you fall

    unconscious for 1d; rounds.

    12 Madness I Jour mind cannot handle the e&tent of your terrorH Roll once on the 'adnesstable) this condition begins to afflict you at the start of your ne&t adventure.

    6f a character who has failed a ?aving Throw vs. Terror has a ,emo(e Fear spell cast upon them, itimmediately negates the effects of the failed ?aving Throw.

    1:

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    Horror I 6n many ways, the e&perience of horror is the opposite of the e&perience of terror) feelings ofhorror are soul*shrin+ing impressions of disgust or revulsion. -hen one feels horror, one3s mindcontracts and attempts to shut out the horrifying possibilities of what you3ve /ust e&perienced or attemptsto repress the horrible implications of what you3ve /ust witnessed. 6n Gothic literature, ob/ects that inspirehorror are generally e&terior to the sense of self) they are more visceral than actively psychological.

    -here we find e&amples of horror in literature Cor'ses)blood) and ore when a character encounters a decaying bodyor other remnant of human life they tend to react with disgustand are often temporarily stunned by the discovery. Thevisceral wor+ings of the body are a reminder that we too aremortal and sub/ect to bodily disintegration. 2odilytransformation when a character discovers that a villain is

    physically monstrous, misshapen, grotes(ue, or inhuman, itchallenges their perceptions of embodied sub/ectivity andfre(uently causes them to react with revulsion. The revelationthat the villain harbors a bodily secret that they are awerewolf, possess a horrible deformity, or disturbing wound cause us to e&perience horror at the thought that the form thatdefines human e&istence is fallible, mutational, or unstable.

    %or concrete e&amples of how horror functions in Gothicwor+s, consider the physical e&cesses of 'atthew Fewis3s The

    Monk , the bodily gruesomeness of !avid ronenberg3s;ideodrome , or the disassembled bodies in the film $ellraiser .

    One way to introduce the Gothic notion of horror into yourgames is to have players ma+e a ?aving Throw vs.

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    ?aving Throw vs. The character is Fawful in alignment I *1The character is haotic in alignment I Q1The scene of horror ta+es place in an enclosed or claustrophobic location I *>

    6f the character passes their ?aving Throw vs.

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    Madness I 'adness is too often the unfortunate conse(uences of encountering the supernatural and theun+nown. haracters may gain a mental illness as the results of a failed ?aving Throw vs. Terror or penalty on all rolls.

    2 Blac) Melancholia Jou are consumed by depression and ennui. Jou ta+e a *1 penalty onall rolls.

    3 'hanged +ersonality Jour e&periences have destroyed your original personality) a different personal more suited to surviving in an uncertain world has arisen in its

    place. ll of your former personality traits now operate in reverse. 6fFawful or haotic, your alignment changes to its opposite) if 0eutral,you must pic+ an alignment and role*play it to the e&treme.

    7 Fear of Enclosed%paces

    Jou are stuc+ with a permanent fear of enclosed spaces, tight fits, and premature burial. -henever you find yourself in these circumstancesyou ta+e a *> penalty on all rolls.

    4 Fear of the .ar) Jou are struc+ with a permanent fear of the dar+. Jou cannot sleep indar+ness) you must have a burning candle or lamp by your side or youdo not gain any of the benefits associated with a restful night ofslumber. dditionally, whenever you are in a dar+ environment youta+e a *C penalty on all rolls.

    6 Fingersmith Jou are overcome with the compulsion to steal. 6f presented with theopportunity to ta+e something important that does not belong to you,you must ma+e a successful ?aving Throw vs. ?pells to avoid thetemptation.

    = Fixation on the ;ccult Jou are overcome with the irrational belief that if you master the occultyou can master your fear. ll of your e&tra income must be spent

    pursuing occult tomes and private instruction.

    9 Gluttony Jou are overcome by the irrational belief that if you consume you willnot be consumed by your fear. Jour gluttony causes you to lose four

    points of onstitution and ?trength while you suffer from this madness.

    : Imp of the +erverse Jou are overcome by an irrational urge to do the wrong thing inimportant situations. nytime you are confronted with the opportunityto do something wrong without further motive, you must ma+e asuccessful ?aving Throw vs. ?pells or do the opposite of what you

    believe to be right given the situation.

    1@

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    haracters may be restored to their former sanity by use of a Cure Disease , $eal , or ,estoration spell, ifthe G' deems mental illness to be within their scope. dditionally, a character might be cured ofmadness by a stay in an asylum that offers therapeutic psychological treatments. stay in this type ofinstitute grants a character a ?aving Throw vs. ?pells. 6f the ?aving Throw is successful, the characterregains their sanity and no longer suffers from the effects of their madness. 6f the ?aving Throw is failed,the character3s madness persists) additionally, any further ?aving Throws made to overcome the madnessare made with a cumulative *1 penalty for each ?aving Throw that has been failed against it. Fife amongthe incurably insane 7to say nothing of the brutal treatment patients encounter in such environs8 oftenhelps ease any remaining grip on sanity.

    ?ome G's may want to have a character3sclass factor into how susceptible they are toterror and horror. onsider using thefollowing

    These classes get a Q1 to ?aving Throws vs.Terror because their familiarity with the soul*e&panding power of the divine insulates themagainst the e&perience of terror clerics, druids,

    paladins, and mon+s.

    These classes get a Q1 to ?aving Throws vs.

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    ,e- S$ells

    Cause Terror Fevel leric 'agic*user C!uration 6nstant

    Range 1A3

    The victim3s mind is filled with images of the uncanny and a sensation of soul*e&panding terror. Bnlessthe target ma+es a successful ?aving Throw vs. Terror, they must roll on the Terror Effects table.'indless creatures, intelligent undead, and otherworldly beings are immune to this spell.

    The reverse of this spell, ,emo(e Terror , instantly dispels the effects of e&periencing terror for one targetwithin the spell3s range.

    Cause Horror Fevel leric 'agic*user C!uration 6nstant

    Range 1A3

    The victim3s mind is filled with images of visceral gore and bloodshed. Bnless the target ma+es asuccessful ?aving Throw vs.

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    Dangerous SorceryAlternate (ules for (ites and (ituals

    spell cast as a rite or ritual does not count against the caster3s usual spells*per*day limit. To cast a rite orritual, the character must ma+e a successful ?aving Throw vs. ?pells to see if they have properlymarshaled and controlled the forces of magical power. This ?aving Throw gains a bonus or penalty basedon the level of the spell*caster and the level of the spell being cast) simply subtract the level of the spell

    being attempted from the spell*caster3s level to find the applicable bonus. The ?aving Throw is furthermodified by the character3s ability score bonus or penalty for whichever ability score governs their spell*casting ability. %or e&ample, a th level magic*user with an 6ntelligence of 1: attempting to cast a C rd levelspell as a ritual would get a Q; bonus to their ?aving Throw 7Q> for level, Q> for 6nt bonus8.

    character may also attempt to cast a spell from a scroll or grimoire that is higher than the level of spellsthey are able to memori2e. %or e&ample, a C rd level magic*user attempting to cast a th level spell from ascroll would ta+e a *> penalty to their ?aving Throw.

    6f the spell*caster fails their ?aving Throw, the character has lost control of the eldritch energy they wereattempting to harness and must then roll on the 'agical 'ishap table found below.

    Instructions for the Magical Mishap a$le& roll d:: 7roll one d: for the 4tens5 place and one d: for the4ones5 place and consult the following table to determine e&actly how the spell goes awry. Of course, aG' may wish to use these results merely as suggestions to be riffed off of if they prefer to tailor theresults to their particular campaign.

    Magical Mishap -able 1d22311-16 Formulaic .issipation I as the arcane energy re(uired to power the spell gathers, the caster

    momentarily loses control of the mental formula that gives the spell its shape. The spell fails tohave any effect and the te&t it is cast from is destroyed.

    21 (itchlight I the errant magic culminates in a burst of unnaturally*colored light. ll creatures,including the caster, within CA3 must ma+e a ?aving Throw vs. ?pells or be blinded for 1d;rounds.

    22 Internal #upture I the errant magic attac+s the caster3s body from within, rupturing internal blood vessels. The caster ta+es 1d; points of damage per round until they ma+e a successful?aving Throw vs. ?pells.

    23 'old ransmogrification I the wild magic of the miscast spell transforms the caster into animmobile stone statue.

    27 Mental Maelstrom I the caster3s mind becomes a confusion of words, images, and esotericformulas. Roll a d: on a roll of 1*C the caster suffer the effects of Confusion for 1d; rounds) ona roll of ;*: the caster suffers the effects of Feeblemind for 1d; rounds.

    24 Fire and Brimstone I flame erupts in a :A3 radius centered on the caster) all within that areata+e 1d; points of damage and the area gains all the properties created by a Stinkin Cloudspell.

    >C

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    26 ;pening the (ay I the failed spell rends the barrier between the planes, resulting in thesummoning of a demon. The level of the failed spell determines the abilities and type ofmonster called forth from beyond) the effects of this miscast are e(ual to a Summon Monsterspell of the same level as the spell that has gone awry. ny monster summoned by this spell isautomatically hostile to all present, especially the caster.

    31 'haotic 'orruption I I magical energy twists the caster3s body in strange and unnerving ways.The caster obtains a random mutation) have the player roll on whatever random mutation chartsuits your whims.

    32 'haotic 'orruption II I 1d; randomly determined beings within the failed spell3s range mustroll on whatever random mutation chart suits your whims.

    33 Arcanum %torm I the weather within a mile changes radically and without warning, even if thecaster is indoors or deep underground. violent storm may appear, or a sudden frost, or

    blinding rays of sunlight might fill the area. %ortean phenomena, such as a rain of toads, mayalso occur at the G'3s discretion.

    37 %5ept Along $y the ide of Magic I a tornado of multi*hued wind pic+s*up the caster anddeposits them in a random location. The caster is moved to a location 7near or far8 of the G'3schoosing.

    34 he Mind Flayed ;pen I the caster3s mind is flooded with esoteric truths that are too much to bear) the casters loses 1d: points of both 6ntelligence and -isdom.

    36 .issolution of Form I I the caster3s body dissolves into that of a green slime. The caster mayta+e any actions available to a slime, but may not cast spells while in this form. The casterreforms into their original shape in >d1A turns.

    71 he Mirror of Fate I the failed spell opens a rift that allows a doppelganger of the caster to slipthrough from an alternate plane. This doppelganger has the same stats as the caster at themoment of summoning. The double immediately attac+s the caster) they will ta+e no action butto attempt to +ill the caster. 6f the double +ills the caster, the player may ta+e over thedoppelganger as their character) it possesses all of the abilities of the original character, but hasa completely different personality.

    72 .isgusting .emise I the caster is immediately +illed as the magic unleashed by the failed spelltears their body apart, ma+es them e&plode in a cloud of gore, or turns their flesh inside*out. llwho see this must ma+e an ?aving Throw vs. d1A turns.

    77 Fearful lulations I a horrific cosmic music fills the area) all within the effect must ma+e asuccessful ?aving Throw vs. ?pells or be deafened for Cd= rounds.

    74 .ragged to *ell I demonic hands erupt from the floor or ground to grab the caster and dragthem down into ;

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    41 Eldritch .etonation I a blast of arcane energy harms all within 1>A3 of the caster. nyonewithin that range ta+es 1d: points of damage per level of the failed spell) a successful ?avingThrow results in half damage.

    42 +rimal Form I the failed spell has unleashed the primal elements of the cosmos. The caster3s

    body becomes as that of a random elemental. The caster assumes their normal form in 1d:rounds.

    43 +rimal Form II I 1d; random creatures within the vicinity are transformed into a randomelemental. They assume their normal forms in 1d: rounds.

    47 Animal Form I I the caster3s body is transformed into that of a random animal. The casterassumes their normal form in 1d1A rounds.

    44 Animal Form II I 1d: random creatures within the vicinity are transformed into a randomanimal. They assume their normal forms in 1d1A rounds.

    46 !ightmares n$ound I the errant magic unrestrained by the caster delves into the deepestrecesses of the minds of all present, searching out their greatest fears and ma+ing them manifest.

    ll within the spell3s range are effected as if they had been sub/ected to a Phantasmal AA3 immediately withers, blac+ens, and dies. ll plant creatures within that range ta+e ;d1> points of damage) a successful ?aving Throw vs.?pells results in half damage.

    67 A Great %ouring I all food within >AA3 immediately rots, molds, sours, or otherwise becomesrancid and inedible.

    64 A Foul .isenchanting I all magical items with :A3 immediately lose their enchantment and allspell*casters lose the power to cast spells for a day.

    66 A (ild *ex I a booming, spectral voice pronounces a dire malediction) all within the vicinity become sub/ect to a 2esto! Curse spell.

    ,e- +agic Ite)s

    Implement of 'asting I These items are among the most common enchanted items. They generally ta+ethe form of a wand, rod, staff, orb, or athame. 6f a magic*user, illusionist, or warloc+ casts a spell whilewielding an 6mplement of asting, they receive a Q1, Q>, or QC bonus to the ?aving Throw vs. ?pells to

    successfully use a rite or ritual depending on the strength of the implement3s enchantment. 7These itemsare only of utility in games that are using the !angerous ?orcery alternate magic rules.8

    Bau$le of 'autious (i>ardry I -hen this glass bauble is crushed by a spell*caster, it allows them toalter the results of a miscast spell 7they change the results on the 'agical 'ishap Table8 by up Q1 or *1 inany direction. Greater versions of this magical item are said to e&ist which give greater control 7Q * > orC8 over the effects of a miscast spell.

    >

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    Whi)s of the Subli)eAlternate Divine +agic (ules

    &To make anythin (ery terrible) obscurity seems in eneral to be necessary) for a reat deal ofa''rehension (anishes !hen !e are able to see the full e/tent of any dan er. 3i ht adds to ourdread of hosts6 almost all the heathen tem'les !ere dark.*

    + 4dmund 2urke) A Philoso'hical 4n9uiry into the Ori in of Our 1deas of the Sublimeand 2eautiful

    -hile divine magic is far more reliable than arcane magic, woe unto the clerics, druids, rangers, and paladins who offend the beings that grant them holy powerH 6f such a character has acted egregiouslycontrary to the tenets of their faith or their deity3s purview, they must ma+e a ?aving Throw vs. !eathevery time they cast a spell. 6f the ?aving Throw is successful, the spell ta+es effect as normal) if the?aving Throw is failed, they must roll on the following table to see what doom befalls them.

    Divine Doom -able

    d2 #esult1-1 Repeat the Holy Words nce More I The caster3s spell does not ta+e effect this round, but the

    spell will go off ne&t round if they spend it continuing to utter the holy words of theirinvocation. 6f they choose not to continue their prayers in the ne&t round the spell is lost.

    11 !uffer for "our #od I The caster3s spell ta+es effect if they are willing to ta+e 1d: points ofdamage as an offering of repentance to their deity.

    12 Re$el in My %earful #lory I The caster3s spell is successful but they are stunned for 1d; roundsas their mind is filled with an unthin+able divine glory.

    13-14 "our &ac' of %aith is Distur(ing I The caster3s spell is lost.

    16 )neel Before My #lory I The caster must immediately +neel and pray to their god for 1d;rounds or lose the ability to cast spells until they venture to a temple, shrine, church, sacredgrove, etc. to repent and pray for forgiveness.

    1= !*ote (y the Di$ine I The caster ta+es >d1A points of damage and loses the ability to cast spellsuntil they venture to a temple, shrine, church, sacred grove, etc. to repent and pray forforgiveness.

    19-1: "our &ac' of %aith is ffensi$e in Mine +yes I The caster3s ability to cast spells is lost untilthey venture to a temple, shrine, church, sacred grove, etc. to repent and pray for forgiveness.

    2 %ace My ,udg*ent I divine emissary arrives from the caster3s god) the caster must fight thisholy champion. 6f they lose, they permanently lose all divine spell*casting. 6f they win, they arerestored in status in the eyes of their deity.

    !ote& divine casters who receive their spells from nature deities or primal spirits get a bonus or penalty totheir ?aving Throw based on the current phase of the moon

    1 < !e5 Moon 7*> penalty8,2 < (axing 'rescent 7*1 penalty8, 3 < First ?uarter 7no bonus or penalty8,7 < (axing Gi$$ous 7Q1 bonus8, 4 < Full Moon 7Q> bonus8,6 < (aning Gi$$ous 7Q1 bonus8,= < hird ?uarter 7no bonus or penalty8, 9 < (aning 'rescent 7*1 penalty8.

    >:

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    Strange !a)iliars able

    &Come) you s'iritsThat tend on mortal thou hts7 unse/ me here)

    And fill me from the cro!n to the toe) to'#full Of direst cruelty*

    + William Shakes'eare) Macbeth

    Ta+e a loo+ at the Summon Familiar spell. 6t definitely has a historical basis, but it3s a bit boring. 6 givespell*casters a choice they can ta+e a normal and inconspicuous animal familiar as per the spelldescription or they can opt to receive an outlandish familiar by rolling on the following table

    d12 Familiar %ense Augmented

    1 ll*too*human Blac) 'at 7wears a dapper waistcoat, wal+supright on hind legs, philosophi2es about the will*to*power8

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    Ascending Ar)or #lass able

    Armor 'ost Armor 'lass (eight

    $anded 'ail = gp. Q C lb.hain 'ail 9A gp. Q; CA lb.

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    Attack onus #hart

    'leric or hief/evel

    Fighter /evel Magic-user/evel

    Monster *it.ice

    Attac) Bonus

    1*C 1*> 1*C 1 Q1

    ;* C ;*9 > Q>

    :*= ; =*1A C QC

    @*1A 11*1> ; Q;

    11 : 1C Q

    1> 9*= 1;*1 : Q:

    1C*1; @ 1:*1= 9 Q9

    1 *1: 1A*11 1@*>A =*@ Q=

    19*1= 1> >1*>C 1A*11 Q@

    1@*>A 1C >;Q 1>*1C Q1A

    >1Q 1; 1;*1 Q11

    1 1:*19 Q1>

    1: 1=*1@ Q1C

    19 >A*>1 Q1;

    1= >>Q Q1

    1@Q Q1:

    leric and Thief column includes leric, !ruid, Thief, 'on+, and ssassin. %ighter columnincludes %ighter, Laladin, Ranger, and -arloc+. 'agic*user column includes 'agic*user and6llusionist. 'onsters with Q

    roll of >A is always a hit) a roll of 1 is always a miss.

    >@

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    A Gothic Earth Gri)oire

    When the De(il !ould ha(e us to sin) he !ould ha(e us to do the thin s !hich the forlornWitches use to do. Perha's there are fe! 'ersons) e(er allured by the De(il unto an 4/'licitCo(enant !ith himself.

    + Cotton Mather) On Witchcraft

    Cleric Spells

    !a$onarola-s Boo*ing MaledictionFevel leric 1!uration 6nstantaneousRange 1>A3

    This spell momentarily gives the caster the ability to channel the voice of their deity to ma+e a dire pronouncement against one foe. The foe must ma+e a saving throw or suffer 1d: points of damage and bestunned 7unable to ta+e any actions8 for 1 round.

    Tor.ue*ada-s Di$ine !cepter of Righteous Bloodletting Fevel leric 1!uration ; rounds Q 1 round levelRange A

    This spell causes a shining mace to appear in the caster3s hands. This mace does >d; points of damageand has a Q1 bonus to hit. dditionally, any corporeal undead creatures struc+ by this mace begin to

    bleed profusely) they suffer an e&tra 1d; points of damage per round. This e&tra damage only ceaseswhen the wielder of the mace is dead) unfortunately, this often ma+es the caster the sole target of anyundead creature that has been struc+ by the weapon. The mace cannot be given or wielded by anyone butthe caster) if dropped, it dissipates and the spell ends.

    The %o/ !isters- Wreath of !oulsFevel leric >!uration C rounds Q1 round levelRange A

    fter ma+ing a fell sign, the caster is surrounded by a whirling mass of specters who help deflect anyattac+s aimed at the caster. ll incoming missile attac+s ta+e a *; penalty to hit the caster and allincoming melee attac+s ta+e a *> penalty to hit.

    ,ohn Murray !pear-s Control 0uto*atonFevel leric ;

    !uration > rounds per levelRange 1>A3

    This spell grants the caster complete control of an automaton of up to :

    CA

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    The %o/ !isters- !pectral +nsnare*entFevel leric ;!uration 1 round levelRange 1>A3

    This spells summons a howling, amorphous mass of angry ghosts who latch on to the target withectoplasmic hoo+s. ny time the target which can be either a creature or a mobile ob/ect such as arolling boulder moves toward the caster its movement rate is reduced to a third of how (uic+ly it wouldnormally move as it must strain against the ensnaring spirits. 6f the target creature is slain and the spell3sduration has not yet e&pired, the caster may designate a new target for the spirits to ensnare.

    +dward )elley-s !pectral Pro*enadeFevel leric :!uration 6nstantaneousRange Touch

    The victim of this spell must ma+e a ?aving Throw vs. ?pells) a failed ?aving Throw means that thevictim is visited by the spectral apparitions of everyone they have ever +illed. The following bonuses and

    penalties apply to the ?aving Throw Q1 if victim is haotic, *1 if victim is Fawful, *1 I *C depending onhow many people the victim as +illed, *C if the victim has intentionally ta+en the life of a loved one. 6fthe ?aving Throw is failed, the victim immediately gains the $lac+ 'elancholia, 'urderous Rages, andLrone to 0ightmares madnesses. 6f the victim of this spell has never ta+en a life it has no effect.

    Increase Mather-s Unction of the +ternally Peaceful #ra$eFevel leric 9!uration LermanentRange 3

    -hen this ritual is performed over a properly interred corpse whether buried or sealed in a vault itinsures that the body will not arise as an undead creature, nor can it be raised from death and returned to

    life. corpse thus blessed cannot be the recipient of a ,aise Dead , Animate Dead , or ,esurrection spell.

    Druid Spells

    Bulwer1&ytton-s ,aunty Tune to Repel Ver*inFevel !ruid 1!uration 1A rounds levelRange A

    $y playing this magical song on a wooden flute the caster surrounds themselves with an invisible barrier1A3 in diameter that no vermin 7such as rats, bats, insects, etc.8 can cross or penetrate. 7Giant vermin of >

    C1

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    &e%ay-s 0pples of Internal !orrowFevel !ruid 1!uration 1 day Q1 day per levelRange A

    This spell con/ures >d; golden, enticing apples. 6f eaten, each apple causes e&treme gastric pain thatresults in 1 point of damage per apple ingested. dditionally, if a creature eats two apples con/ured bythis spell they must ma+e a saving throw or be struc+ blind for a day.

    Manfred-s +nraging DirgeFevel !ruid >!uration 1 round levelRange 1>A3

    $y playing this mournful tune on a violin the caster grants as many allies as he or she has levels thefollowing bonuses Q1 to all melee attac+s, Q1 to all damage rolls, and Q1 to all saving throws. penalty to rmor lass and a *> penalty to all missile attac+ rolls. The caster mustcontinue to play his or her violin until the spell3s duration e&pires to maintain the effects of the spell.

    Roger Bacon-s Visage of Bestial !a$ageryFevel !ruid C!uration 1 round levelRange A

    To cast this spell the druid must strip the face from a freshly slain beast. The spell is cast and the gory beast*face is transformed into a hardened mas+ that only the caster may wear. -hen wearing the mas+the druid gains a Q> bonus to attac+ rolls, damage rolls, and ?aving Throws. dditionally, the mas+ma+es the caster immune to fear effects. The mas+ may be prepared ahead of time) the spells durationonly begins when the mas+ is donned. t the end of the spell3s duration the mas+ (uic+ly rots away into

    nothingness.

    Rasputin-s The Hungry BranchesFevel !ruid ;!uration > rounds levelRange CA3

    This spell must be cast upon a tree. The spell causes 1d; branches, Q1 additional branch per level, todrop from the tree and transform into scuttling, voracious beasts. These monsters are under control of thespell*caster and can be directed to attac+ foes, perform guard duty, etc. t the end of the spell3s durationthe monsters revert to being fallen branches.

    The beasts created by this spell have the following stats

    Branch Beasts'ove 1>A3 7;A38 1C ttac+s 1 7 $ Q>8 !am 1d;Q1 7bite8 'or 1>

    C>

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    Iso(el Dowdie-s Curse of the !poiled !eed Fevel !ruid !uration LermanentRange Touch

    The victim of this spell must ma+e a successful ?aving Throw vs. Loison or be unable to father or bearchildren. ,emo(e Curse spell negates the effects of this charm.

    Magic.4ser Spells

    Crowley-s Curry of Ma2estic PresenceFevel 'agic*user >!uration 1> hoursRange CA3

    Bpon casting this spell, a beautifully*spiced curry appears in an elegantly*carved wooden bowl. The first person to consume a bite of the curry receives a Q; bonus to harisma for the duration of the spell. llothers who eat of the curry3s meat receive no such benefit. fter the curry is eaten, the wooden platter itarrived upon disappear in a pleasingly*scented waft of smo+e.

    ,ohn Dee-s Blood of the !tarsFevel 'agic*user >!uration 1 round levelRange A

    %or the duration of this spell the caster3s blood is replaced with an acidic li(uid that burns when e&posedto normal air. nyone damaging the caster must ma+e a successful ?aving Throw vs. -ands or suffer 1d;

    points of acid damage from the blood that spurts forth from the wound. caster may wound themselvesin order to ma+e use of the acid3s corrosive properties.

    &a Voisin-s Caustic 0rrowFevel 'agic*user >!uration 6nstantaneousRange 1 A3

    This spell sends forth an arrow made of caustic acid at one foe. The arrow is a missile attac+ made as ifthe magic*user were a fighter of the same level. The caustic arrow does >d; points of damage) for everythree levels, the acid persists for another round and automatically inflicts another >d; points of damage.7 t third level the arrow lasts for two rounds, at si&th level it lasts for three rounds, etc.8

    CC

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    Mel*oth-s #allows Hu*or Fevel 'agic*user >!uration 1 round levelRange CA3

    The victim of this spell is struc+ with a pin+ish bolt of crac+ling arcane energy that causes them to beginto laugh maniacally and suffer from spasmodic movements that vaguely resemble an untrained attempt todance. creature thus afflicted suffers a *C penalty to all attac+ rolls and saving throws. A3

    Bpon finishing the dread utterance that triggers this spell an area CA3 in diameter erupts with writhing blood*red tendrils. The spell effects 1d; creatures in the effected area) each effected creature must ma+e a?aving Throw vs. $reath -eapons or be held fast 7unable to move or attac+8 and constricted for 1d;

    points of damage. Each subse(uent round an effected creature may ma+e a new ?aving Throw to brea+

    free from the constriction) each failed ?aving Throw continues the constriction and causes the creature tota+e another 1d; points of damage.

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    Mada*e Bla$ats'y-s Caul Fevel 'agic*user ;!uration : turns levelRange Touch

    The sub/ect of this spell finds a disconcerting blac+ caul enveloping their head. The sub/ect may see andhear normally through the caul. 'ore importantly, the caul allows the sub/ect to breath normally inenvironments that lac+ o&ygen, such as underwater and in planes or alien worlds that lac+ breathable air.This spell also ma+es the sub/ect immune to any substances that ta+e effect through respiratory ingestion,such as poisoned spores, sleeping gas, hallucinogenic fumes, etc.

    Machen-s Curse of the 3ight*are fro* Beyond Fevel 'agic*user ;!uration specialRange CA3

    The target of this spell must ma+e a ?aving Throw vs. ?pells or suffer through a night of horrificnightmares. 6f the target is a spell*caster, he or she cannot regain any spells that they would normallyreceive with rest. Bpon wa+ing from the nightmares con/ured by this spell, the target will discovervicious claw wounds all over their body) they ta+e 1d1A points of damage from these wounds.

    Moina Mathers- %light of the PenanggalanFevel 'agic*user ;!uration > rounds levelRange A

    Bpon the completion of this spell the caster3s head detaches from his or her body, gains the power offlight 7ma&imum movement :A3 per round8, and sprouts several gore*dripping tentacles from where theirnec+ used to be. These tentacles can be used to attac+ at the caster3s normal ttac+ $onus and do 1d:

    points of damage for every two levels the character possesses. dditionally, any damage done by these

    tentacles saps the life*force of the target creature and transfers it to the caster) the caster gains half asmany

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    Carwin-s Voice of the MarionetteFevel 'agic*user !uration ; rounds Q 1 round levelRange 1>A3

    The target of this spell must ma+e a ?aving Throw vs. ?pells or have control of their voice ceded to thecaster. -hile under the effects of this spell the target creature must say anything the caster wishes) he orshe cannot spea+ unless the caster bids it.

    Christina of !weden-s Inspiring %east for !ellsword CaptainsFevel 'agic*user !uration 1> hoursRange CA3

    Bpon casting this spell, a magnificent ban(uet table appears. The table arrives with as many chairs as thecaster has levels) similarly, the table is laden with an assortment of feasting foods that will feed as manydiners as the caster has levels. The feast ta+es an hour to consume) all the while the diners are served bymute, inhuman servants who are also con/ured by this spell.

    Those who eat the food created by this spell are cured of all disease, become immune to poison and fearfor the spell3s duration, gain Q1 bonuses to attac+ rolls, damage rolls, and a Q; bonus to morale chec+s.

    Marie &a$eau-s Danse Maca(reFevel 'agic*user !uration > rounds per levelRange :A3

    ll undead within :A3 of the caster may ma+e an additional attac+ per round for the spell3s duration andgain an additional

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    Poe-s Mor(id TidingsFevel 'agic*user !uration 6nstantaneousRange Bnlimited

    This spell summons a magical raven who will carry a short message 7four sentences or less8 to any onerecipient the caster +nows personally. The raven finds the intended recipient instantaneously. Therecipient automatically +nows who has sent the raven. 6f the message sent tells the recipient of a woe or

    bad turn of events that would involve the recipient emotionally 7for e&ample, 4Jour wife is dead at myhandsH58 the recipient must ma+e a ?aving Throw vs. ?pells or fall into an enervating depression that sapshis or her life*force for d: points of damage. The message must be true) the raven will not carryfalsehoods.

    Margaret Matson-s Baleful +yesFevel 'agic*user !uration 1 round C levelsRange CA3

    This spell imbues the caster with the ability to stric+en his foes with a horrific, fearful curse. -hen underthe effect of the curse a creature visibly trembles, feels intense nausea, and sweats blood. The caster mayafflict one creature per round of the spell3s duration. The effects of the the spell are dependent on thetarget3s A3 area of highly acidic fog. ll vegetation in the area is destroyed) furthermore, allanimals not immune to acid ta+e ;d; points of damage while in the fog cloud. The fog cloud can only bemoved by a strong wind, but it is dispersed by fire effects.

    C9

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    A Gothic Earth estiary

    Format+ 'ovement, rmor lass, 7 $ Q 8 .am& 1d: 7short sword8 Mor& =%pecial A$ilities& S'iritual Se(er I anyone hit by an ccursed -ight3s sword feels their connection to thespiritual cosmos rent and torn) this effect causes the victim to lose 1d; points of -isdom. This bility?core damage can be repaired by a ,estoration or $eal spell. -ndead .

    'nimate Hiden nimate

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    arnacle,d Chanter$arnacle3d hanters are the re*animated remains of sailors who have died at sea, sun+ to the furthestreaches of an underwater hell, and returned to impart horrific revelations to the living.

    Move& @A3 7CA38A'& 1= *.& : Attac)s& 1 7 $ Q:8 .am& 1d: 7short sword8 Mor& 1>%pecial A$ilities& Damnable Secrets I a $arnacle3d hanter continually sings the dreadful secrets of thegrave) anyone who can hear these dreadful revelations must ma+e a ?aving Throw vs. Terror. 2riny

    Death I anyone struc+ by a $arnacle3d hanter3s attac+ must ma+e a ?aving Throw vs. !eath or havetheir lungs fill with spectral salt water) a character must spend the ne&t round e&pelling this water ordrown. -ndead .

    attering HoundLlaces of ?atanic cult activity are often guarded by $attering A3 7;A38A'& 1C *.& 1 Attac)s& 1 7 $ Q18 .am& 1d: 7bite8 Mor& 1A%pecial A$ilities& 2lood#drinker I when a $lood7thirsty8

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    Cambion Seducerambions are the product of unholy unions between mortal women and demons. ambion ?educer

    plots to obtain power through guile and charm. They might appear human, but somewhere on their bodyis a feature that tells of their infernal heritage.

    Move& 1>A3 7;A38A'& 1C *.& @Attac)s& 1 7 $ Q@8 .am& 1d: 7rapier8 Mor& @%pecial A$ilities& De(ilish Phantasma oria I a ambion ?educer casts spells as a @ th level illusionist.

    Demon .

    Cambion Con0uerorambions are the product of unholy unions between mortal women and demons. ambion on(ueror

    plots to obtain power through military prowess and battlefield stratagem. They have blood*red s+in and prominent horns atop their heads.

    Move& 1>A3 7;A38A'& 1= *.& 1A Attac)s& C 7 $ Q1A8 .am& 1d= 7longsword8 Mor& 11%pecial A$ilities& Ga5e of the Con9ueror I the ga2e of a ambion on(ueror can act as a $old Personspell three times per day. 2rutal I a ambion on(ueror re*rolls all 1s rolled for damage. Warma e I a

    ambion on(ueror casts spells as a th level magic*user. Demon .

    Cambion Enigmaambions are the product of unholy unions between mortal women and demons. ambion Enigma is a

    devilish figure completely wrapped in chains that floats three feet off the ground. -hat a ambionEnigma is after is usually a complete mystery) they are inscrutable plotters who play games with the livesof men as if it were nothing more than a game of chess.

    Move& %light 1=A3 7:A38 1=*.& 1> Attac)s& ; 7 $ Q1>8 .am& >d= 7chain whip8 Mor& 1A%pecial A$ilities& 2ad 0u:u I a ambion Enigma casts spells as a 1> th level magic*user. 2rutal I a

    ambion Enigma re*rolls all 1s rolled for damage. Fortress of the 1ron Mind I a ambion Enigma isimmune to all forms of mind*reading, charm effects, and scrying. Demon .

    Cambion Hell/nightambions are the product of unholy unions between mortal women and demons. ambion

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    Cand *olemandy Golems are strange automatons made of roc+ candy used to guard the fantastical confection

    laboratories of a nattily*dressed man +nown only as -ilhelm -on+e.

    Move& :A3 7>A38A'& 1C *.& > Attac)s& > 7 $ Q>8 .am& 1d; 7stic+y fists8 Mor& 1>%pecial A$ilities& Delicious in Death I upon reaching 2ero

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    Daughter o% the *rave-hen a pregnant woman is seduced and converted to unlife by a vampire there is a chance that herunborn child can still be delivered.

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    Dro(ned )itch6n the moors of Jor+shire it was once tradition to seal demon*worshiping witches into wells as

    punishment for their blasphemy. The witches drown within the well, but sometimes see+ vengeance beyond death and return as !rowned -itches. !rowned -itches are pallid, water*logged wretches) theirfaces are continually obscured by long manes of sodden blac+ hair.

    Move& 1>A3 7;A38A'& 1 *.& @Attac)s& > 7 $ Q@8 .am& 1d: 7claws8 Mor& 11%pecial A$ilities& S'ectral 2linkin I a !rowned -itch possesses the blin+ing ability of a $lin+ !og.

    Accursed Touch I anyone hit by a !rowned -itch3s claws must ma+e a ?aving Throw or be afflicted by 2esto! Curse ) the curse is averted if the victim tric+s someone else into her clutches within 9 days.-ndead .

    Ebon utter%l S(armEbony $utterfly ?warms are whirling masses of blac+*winged death. ncient Dapanese legends hold thateach butterfly in the swarm is the reincarnated soul of a peasant who somehow displeased the gods.-hile no one +nows whether this legend is true, it is +nown that the wings of the butterflies who ma+e upthe Ebony $utterfly ?warm are as sharp as steel. Ebony $utterfly ?warms are carnivorous and have been+nown to attac+ livestoc+ in fields and have occasionally descended on mass to feast upon humanvillagers in the countryside.

    Move& 1A3 7 38A'& 1C *.& Attac)s& none 7see special abilities8 .am& none Mor& 1>%pecial A$ilities& ,endin Cloud I an Ebony $utterfly ?warm doesn3t really attac+ per se. Rather, theswarm covers an area of >A3) any living creatures within the swarm suffer the follow effects if the beinghas C

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    Fla ed )al/er%layed -al+ers are 2ombies that are created through unwholesome rites +nown only to the necromancer*

    priests that revere 0yarlathotep. The victim of these rites is first stripped of his or her s+in whilst stillalive, dosed with alchemical potions, and then buried prematurely. -hen the victim claws their way outof their grave seven days later they emerge as a %layed -al+er, a s+inless 2ombie whose musculature has

    become dense and hardened.

    Move& 1>A3 7;A38A'& 1> *.& C Attac)s& 1 7 $ QC8 .am& 1d: 7claw8 Mor& 1>%pecial A$ilities& Dis9uietin Aura I because of their horrific appearance, anyone who sees a %layed-al+er must ma+e a saving throw or suffer the effects of a Cause Fear spell. 2rutali5ed Physio nomy Idue to the damage already inflicted upon them, %layed -al+ers are tough and difficult to wound further.

    ll weapon attac+s directed against them do half the normal amount of damage. -ndead .

    Forsa/en 6ne %orsa+en One is the undead remains of a child who has died due to being abandoned by its parents.

    %orsa+en One has a body of shriveled flesh and a s+eletal head. 7Their heads sometimes resemble animals+ulls rather than human.8

    Move& 1>A3 7;A38A'& 11 *.& > Attac)s& C 7 $ Q>8 .am& 1d; 1d; 1d; 7claw claw bite8Mor& @ %pecial A$ilities& ;oice Thief I anyone struc+ by the bite attac+ of a %orsa+en One must ma+e asuccessful ?aving Throw vs. ?pells or lose their power of speech. This loss persists until the %orsa+enOne is destroyed. 6f a %orsa+en One steals a person3s voice, it then gains the ability to spea+ in thatcharacter3s voice. -ndead .

    Frost Maiden%rost 'aidens are ghostly undead women of great beauty who haunt the countryside of the Dapan. 6n lifethey were the geisha, but during a puritanical purge by a local lord they were driven out and their homewas burned to the ground. s they huddled together for warmth, they made a pact that they would not lettheir deaths go unavenged. Their bodies died of e&posure, but their spirits live on to attac+ the living anddemand the whereabouts of the lord and his soldiers.

    Move& 1>A3 7;A38A'& 1; *.& 9 ttac+s 1 7 $ Q98 .am& 1d1A 7free2ing touch8 Mor& 1A%pecial A$ilities& -ndead . 4cto'lasmic I a %rost 'aiden only ta+es half damage from physical attac+s.

    2reath of Winter I a %rost 'aiden may e&hale a Cone of Cold in lieu of attac+ing with her free2ing touch. %rost 'aiden can use this ability three times per day. $eart of 1ce I %rost 'aidens are immune to both

    cold and fire attac+s. %urthermore, a %rost 'aiden e&udes an aura of intense cold that gives a *> penaltyto*hit to anyone in close combat with her.

    ;;

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    *alvanic 7ombieGalvanic ombies are the creations of the merican spiritualist Dohn 'urray ?pear. ?pear was obsessedwith harnessing the power of electricity for spiritual ends) his e&periments managed to use lightning bothas an animating force for his 2ombies as well as using it to bestow upon them a dangerous method ofdefense.

    Move& 1>A3 7;A38A'& 1C *.& C Attac)s& 1 7 $ QC8 .am& >d: 7electrical touch8 Mor& 1>%pecial A$ilities Gal(anic Field I anyone attac+ing a Galvanic ombie with a metal weapon orimplement ta+es >d: points of damage from the electrical current running throughout its body.

    1mmune to 4lectrical Attacks I a Galvanic ombie ta+es no damage from electrical attac+s.-ndead .

    *erm.Free 'dolescentGerm*%ree dolescents are the alchemical children constructed by the men of ?tepford, onnecticut.These adolescent children are vastly different from the stereotypical teenager. They always agree withtheir 4parents,5 are fanatically opposed to any sort of rebellion or non*conformity, and are obsessed withtidiness, cleaning, and are overly cheerful.

    Move& 1>A3 7;A38A'& 11 *.& 1 Attac)s& 1 7 $ Q18 .am& as per weapon Mor& :%pecial A$ilities& Aura of 2anality I while within CA3 of a Germ*%ree dolescent, a character must ma+ea successful ?aving Throw vs. ?pells to do anything untoward, illegal, or impolite. 6f the character failsthe ?aving Throw, they find themselves behaving in what is li+ely an uncharacteristically pleasant way. 6fthey pass the ?aving Throw they may act as normal. $atred of ,iotous Sound I Germ*%ree dolescentsta+e 1d: points of damage per round when e&posed to loud, discordant music or noise. Construct .

    *lass E e 7ombieGlass Eye ombies are made from normal 2ombies that have had their eyes removed by the necromancerwho animates them) after removing the original eyes, the necromancer replaces them with enchantedglass eyes that give the undead creature additional powers. Glass Eye ombies are often found guardingtreasure vaults secret beneath the old cemeteries of $oston.

    Move& 1>A3 7;A38A'& 1> *.& ; Attac)s& 1 7 $ Q;8 .am& 1d= 7slam8 Mor& 1>%pecial A$ilities& 2aleful 4ye ,ays I in addition to its normal slam attac+, a Glass Eye ombie can usethe power granted by its enchanted glass eyes once per round. The power granted by the necro*artificialeyes is determined by their color 7choose or roll 1d:8 1. $lue I Dominate >. $rown * ,ay of

    4nfeeblement C. Green I Feeblemind ;.

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    *host in the Machine Ghost in the 'achine is a mechanical construct 7which loo+s something li+e a large, upturned buc+et

    festooned with wand*li+e protrusions8 that is inhabited by the spirit of a savage. These monsters arerumored to have been created by some sort of alien 4deathless master.5

    Move& @A3 7CA38A'& 1@ *.& Attac)s& 1 7 $ Q 8 .am& >d: 7burning ray8 Mor& 1>%pecial A$ilities& Annihilate = Destroy I twice per day a Ghost in the 'achine can emit a beam thatfunctions as a Disinte rate spell. Symbiotic S'irit I a Dis'el 4(il or 4/orcise spell automatically destroysa Ghost in the 'achine. -ndead .

    *rim #eaperGrim Reapers are personifications of the forces of undeath. Grim Reapers are s+eletal figures with

    burning eyes) they are always robed in dar+*colored shrouds and they carry fearsome scythes. Theysometimes pursue those mar+ed for destruction mounted on 0ightmares.

    Move& 1>A3 7;A38A'& 1: 7 $ Q98 .am& 1d1A 7scythe8 Mor& 1>%pecial A$ilities& Death>s ,e ards + anyone hit by the scythe attac+ of a Grim Reaper also loses 1d=

    points of onstitution. -ndead .

    ;:

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    *uardian !ra er -reencient hinese legends tell the tale of a wandering mon+ who made it his life3s ambition to bestow a

    powerful blessing on the holiest $uddhist temples of Dapan. This blessing too+ the form of granting oneor more trees near the temple a limited form of life as Guardian Lrayer Trees. 6f a temple that receivedthis blessing is attac+ed, the blessed tree will animate and come to the temple3s defense.

    Move& :A3 7>A38A'& 1: *.& @Attac)s& > 7 $ Q@8 .am& Cd: 7smashing branch8 Mor& 1>%pecial A$ilities& Prayer Stri's I each Guardian Lrayer Tree has 1d;Q1 prayer strips entwined in its

    branches) each prayer strip can be used as a clerical scroll. Once a prayer strip is used by the GuardianLrayer Tree, it is consumed) a Guardian Lrayer Tree can use one prayer strip per round in place of itsnormal attac+s. To determine what +ind of prayer strips a Guardian Lrayer Tree has, roll Cd: on thefollowing table

    3d6 %pell

    3 Con:ure 4arth 4lemental

    7 $oly Word

    4 Cause 2lindness6 Dis'el Ma ic

    = Cause Fear

    9 Cure Serious Wounds ?on self@

    : Cause Serious Wounds

    1 Call %i htnin

    11 Flame Strike

    12 Sticks to Snakes

    13 Cause Disease

    17 2esto! Curse

    14 2lade 2arrier

    16 S'iritual Wea'on

    1= 1nsect Pla ue

    19 $arm

    ;9

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    Headhunter )ormA38A'& 1: *.& 9Q1 Attac)s& 1 7 $ Q98 .am& 1d1A 7bite8 Mor& =%pecial A$ilities& $eadhunter I anyone bitten by a sight, C hearing, or ; taste. This sensecan only be regained if the 7 $ Q98 .am& >d:QC 7Mi*draining claws8 Mor& 1A%pecial A$ilities& -ndead . Demon . Obsessi(e + if grains of rice are spilled in front of a

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    Hungr Shroud 7 $ Q98 .am& >d; 7fiery burst8 Mor& 1>%pecial A$ilities& $eart of Flames I twice per day an 6nfernal rocus can spew forth a Fire 2all as if itwere a 9 th level magic*user. 6nfernal rocuses are immune to all fire attac+s. Demon .

    &a &loronaFa Florona are the ghosts of women who have abandoned their children in order to be with a man. Oncesuch a woman dies she will be barred entry into the afterlife until she has been re*united with and madeamends to her children. Bnfortunately, if the woman3s children have died before her she is li+ely cursedto wal+ the world in search of children who no longer e&ist. Fa Florona will sei2e upon any child shefinds and attempt to carry them off) a Fa Florona will mista+e any child she encounters for one of herown.

    Move& 1>A3 7;A38A'& 1: *.& C Attac)s& 1 7 $ QC8 .am& 1d: 7mournful wail8 Mor& 1>%pecial A$ilities& 4cto'lasmic I a Fa Florona ta+es half damage from all physical attac+s. MournfulWail I in combat a Fa Florona attac+s by unleashing a terrible, heart*rending shrie+ in the face of a foe)any foe struc+ by the force of the wail must ma+e a successful ?aving Throw vs. ?pells or becomedemorali2ed with grief. ?uch a character ta+es a *> penalty to all rolls until they have had a chance tomourn on their own.

    ;@

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    Memento Mori 'emento 'ori is a spirit bound to a location such as a crypt or vault. These spirits are usually called

    forth from beyond the veil to guard a coffer of treasure, but they sometimes remain in the world of theirown accord to safeguard a treasure dear to them in life. They appear to be spectral s+eletons drippingwith ectoplasm.

    Move& 1>A3 7;A38A'& 19 *.& ; Attac)s& 1 7 $ Q;8 .am& 1d=Q; 7chilling touch8 Mor& 1>%pecial A$ilities& 2ound S'irit I a 'emento 'ori cannot be turned. d=Q; damage on the ne&t hit.8 -ndead .

    Morgue.D(eller'orgue*!wellers were serial murderers in life who have been brought bac+ in a state of undeath by thewill to +ill again. These creatures loo+ li+e s+eletal remains with chun+s of flesh adhering to their frameshere and there) in a 'orgue*!weller3s chest cavity is an abnormally*long, pulsating tongue. This tonguefills the chest and spills out of the creature3s mouth.

    Move& 1>A3 7;A38A'& 19 *.& @Attac)s& C 7 $ [email protected]& 1d= 1d= 1d: 7claw claw tongue lash8Mor& 1> %pecial A$ilities& Paralytic Sali(a I anyone struc+ by a 'orgue*!weller3s tongue lash attac+must ma+e a successful ?aving Throw vs. Laraly2e or be paraly2ed for 1d: rounds. -ndeath>s $erald Ianyone +illed by a 'orgue*!weller immediately rises again as a 2ombie under its control. -ndead .

    Muca8oid -reeThe 'uca2oid Tree loo+s li+e a stunted, gnarled tree that is in a state of perpetual rot. 6ts bar+ is coatedin a glistening layer of mucus*li+e slime. 6ts trun+ features many mouths that mutter incomprehensiblewords and randomly titter as if laughing at some unheard /o+e.

    Move& 1>A3 7;A38A'& 1: *.& = Attac)s& > 7 $ Q=8 .am& 1d1A 7branch smash8 Mor& 1>%pecial A$ilities& Poison Mucus I anyone coming into contact with a 'uca2oid Tree 7for e&ample, ifthey are hit by its branch smash attac+8 must ma+e a successful ?aving Throw vs. Loison or suffer theeffects of Type ; poison. Demon .

    Mucus *ob1lin3'ucus Goblins loo+ li+e regular Goblins, e&cept their s+in has a pronounced slimy sheen to it. They arenot, in fact, fey creatures li+e usual goblins, but are instead alchemical constructions made by the goblinsto serve as decoys.

    Move& :A3 7>A38A'& 11 *.& 1*; %pecial A$ilities& Snot 2omb I when reduced to A

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    Necrotic SphinxThe leaders of the modern ?et cult in Egypt employ scavengers to bring them any sphin& corpses theyfind in the wild*lands. The priests use these corpses as the raw material to create 0ecrotic ?phin&es horrific combinations of automaton constructs and undead beasts.

    Move& 1=A3 7:A38A'& 19 *.& 9 Attac)s& C 7 $ Q98 .am& >d: >d: 1d= 7blade blade stinger8Mor& 1> %pecial A$ilities& Poisonous Stin er I any creature hit by the tail stinger of a 0ecrotic ?phin&must ma+e a ?aving Throw or suffer the effects of Type 19 poison. -ndead . 3ecrotic 2reath I once perround a 0ecrotic ?phin& e&hales a CA3 cloud of gas. To determine what +ind of gas the 0ecrotic ?phin&e&hales, roll once every round on the following chart

    1d6 Gas ype

    1-2 !apping Cloud I ?ave vs. Loison or lose 1d; points of ?trength

    3-7 +ner$ating Cloud I ?ave vs. Loison or lose 1d; points of onstitution

    4-6 3er$e To/in Cloud I ?ave vs. Loison or lose 1d; points of !e&terity

    6bsidian SoldierObsidian ?oldiers are mindless warriors constructed from shards of blac+ stone that are held together bydar+ magic. Obsidian ?oldiers are sometimes found in the retinues of German warloc+s.

    Move& 1>A3 7;A38A'& 1; *.& 1 Attac)s& 1 7 $ Q18 .am& 1d= 7longsword8 Mor& 1>%pecial A$ilities& Wa(e of Mutilation I when reduced to A d: 7thump8 Mor& 1>?pecial bilities Dirty 2omb I when an Offal Golem reaches A

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    !enanggalan Lenanggalan is a woman cursed with undeath. !uring the day, a Lenanggalan appears to be a normal

    human woman. 7?he often has class levels li+e a player character.8 t night, the woman3s head detachesfrom her body and flies about in search of prey trailing beneath it a writhing mass of innards that driphorrid acidic secretions. Lenanggalan feed off the blood of the living) they use their powers of hypnotismto ensnare mortal slaves and to create their own personal herd of feeding thralls. Lenanggalan prefer toma+e victims of beautiful women they only feed off of men when no better option is available.

    Move& A3 7;A38 %lying head 1=A3 7:A38A' 11 7human form8 or 1C 7flying head8 *.& as per class level 7human form8 or human form Q; 7flying head8 Attac)s& 1 7human form8 or > 7flying head87 $ class level Q;8 .am& by weapon 7human form8 or 1d: 1d; 7bite acidic tendrils8 Mor& 1A%pecial A$ilities& Maddenin 2lood Drain I the bite of a Lenanggalan drains 1 point each of 6ntelligenceand -isdom. $y'notic 4yes I the ga2e of a Lenanggalan have the effect of a $y'notism spell, but any?aving Throw against it has a *C penalty. 6f a character has been previously hypnoti2ed by the creature itta+es a cumulative *1 additional penalty e(ual to the number of times it has been hypnoti2ed by theLenanggalan. Acidic Tendrils I anyone hit by the Lennanggalan3s intestinal*tendrils ta+es 1d; points ofacidic damage until they wash off the slime that coats its intestinal appendages. $orrifyin Deca'itation

    I anyone who witnesses a Lenanggalan3s head detach from its body must ma+e a successful ?avingThrow vs. ?pells or fall unconscious for a day) thereafter they suffer the effects of Feeblemind for anadditional three days. $uman Form 1mmunities I in its human form a Lenanggalan is immune to thingsthat usually wor+ against undead, such as Turn Bndead, curative magic, holy water, etc. -ndead .

    !rimordial etra erLrimordial $etrayers are hunch*bac+ed vulture*men who were formerly 0ative merican shamansserving the world3s primal spirits, but they betrayed their nature gods and diverted their power to thewhite man3s devils. Lrimordial $etrayers were 4blessed5 with their current form as a reward for servingdevils) they may only eat carrion and often stin+ of rotting flesh.

    Move& 1>A3 7;A38A'& 1; *.& ; Attac)s& > 7 $ Q;8 .am& 1d; 7claw8 Mor& ;%pecial A$ilities& 2lindin Gesture I a Lrimordial $etrayer may forgo one of its claw attac+s to insteadma+e a blasphemous gesture toward a character) that character must ma+e a successful ?aving Throw vs.?pells or be blinded for 1d: rounds. Summoner I a Lrimordial $etrayer can summon 1d; ?hadows perday. %ive or more $etrayers wor+ing together can summon a Kroc+.

    >

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    !ump/inheadLump+inheads have the bodies of gaunt, nearly*s+eletal men with great grinning /ac+*o*lantern*es(ueheads. n eerie, burning light pours from their eye soc+ets and mouths. Lump+inheads are often foundacting as bodyguards and sentries for 6rish witches and warloc+s.

    Move& 1>A3 7;A38A'& 1C *.& > Attac)s& 1 7 $ Q>8 .am& 1d; 7fist8 or by weapon Mor& =%pecial A$ilities& Arrestin Ga5e I three times per day a Lump+inhead can cast $old Person as a ga2eattac+ in addition to its normal attac+.

    ! ro(i%eLyrowives are mutant fire elementals created by the alchemical e&periments of ?panish wi2ards. Theyoutwardly appear to be normal human women, but when they wish they can set themselves abla2e withriotous flame. %or some untold reason, Lyrowives maneuver within the marriage mar+et to ma+e surethey are matched with men who own vast and ancient estates which the pyrowife then proceeds to burndown in the name of sacred pyromania.

    Move& 1>A3 7;A38A'& 1> *.& 1 Attac)s& 1 7 $ Q18 .am& 1d; 7flaming touch8 Mor& 9%pecial A$ilities& Start a Fire I anyone hit by the Lyrowife3s flaming touch attac+ must ma+e asuccessful ?aving Throw vs. -ands or be lit aflame. burning character ta+es an additional 1d; pointsof damage per round until they are doused or stop, drop, and roll.

    #imed SoldierRimed ?oldiers are the undead remains of an obscure branch of the Templars who were wiped out inRussia under forgotten circumstances. They are the ran+ and file of the Rimed A3 7;A38A'& 1; *.& 1 Attac)s& 1 7 $ Q18 .am& 1d= 7longsword8 Mor& 1>%pecial A$ilities& -ndead . Frostborn only ta+es half damage from cold attac+s on a failed save) ta+esno damage on a successful save.

    #imed Knight

    Rimed Mnights are the undead remains of an obscure branch of the Templars who were wiped out inRussia under forgotten circumstances. They are the upper caste of the Rimed A3 7;A38A'& 1 *.& C Attac)s& 1 7 $ QC8 .am& 1d1A 7greatsword8 Mor& 1>%pecial A$ilities& -ndead. Frostborn only ta+es half damage from cold attac+s on a failed save) ta+esno damage on a successful save. 2lack 2lade of Winter the first successful attac+ made by a RimedMnight deals additional damage as per a Shockin $ands spell, but the damage is cold*related instead ofelectrical.

    #imed &ordRimed Fords are the undead remains of an obscure branch of the Templars who were wiped out in Russiaunder forgotten circumstances. They are the leaders of the Rimed A3 7;A38A'& 1= *.& : Attac)s& > 7 $ Q:8 .am& 1d= 7longsword8 Mor& 1>

    %pecial A$ilities& -ndead . Frostborn only ta+es half damage from cold attac+s on a failed save) ta+esno damage on a successful save. 2lack 2lade of Winter the first successful attac+ made by a RimedFord deals additional damage as per a Shockin $ands spell, but the damage is cold*related instead ofelectrical. 2rutal re*roll all ones rolled for damage.

    C

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    Sc the Mantis?cythe 'antises, li+e 0ecrotic ?phin&es, are bi2arre combinations of the animated dead andtechnomanctic contruction. They have the lower bodies of mantis*shaped automatons and the uppertorsos of s+eletal humans) their heads are always encased in a fierce iron death mas+ and their arms end invicious scything talons. They are used as bodyguards and assassins by the cult of ?et.

    Move& 1:A3 7 A38A'& 1= *.& Attac)s& > 7 $ Q 8 .am& 1d: 7scythes8 Mor& 1>%pecial A$ilities& 2rutal re*roll any ones for a ?cythe 'antis3s damage rolls. -ndead . 1m'ale on anatural twenty on a ?cythe 'antis3s damage roll they do double their ma&imum amount of damage.

    Scorpi(hale?corpiwhales are a chaotic hybrid of +iller whales and giant scorpions that haunt 0orth merica3s tlanticcoast.

    Move& >;A3 7=A38A'& 19 *.& 1> Attac)s& 1 7 $ Q1>8 .am& >d1A 7stinger8 Mor& 1A%pecial A$ilities& Poison Stin er I if a ?corpiwhale hits a creature with its stinger attac+ they must ma+ea successful ?aving Throw vs. Loison or be paraly2ed for 1d; rounds 7which can be catastrophic at sea8.

    Shado(born ?hadowborn were once human, but they pledged their eternal service to death itself after e&periencing agreat and profound personal tragedy. They appear as humans, but everything about them seems faded andunreal.

    Move& 1>A3 7;A38A'& 1@ *.& 1> Attac)s& C 7 $ Q1>8 .am& >d; 7bladed chain8 Mor& 11%pecial A$ilities& Shado! %ament I when reduced to A A38A'& 1C *.& C Attac)s& 1 7 $ QC8 .am& 1d: 7pec+8 Mor& 1>%pecial A$ilities& -ndead . They Make ou 2leed I anyone hit by the ?+elemingo3s pec+ ta+es anadditional point of damage on the following round.

    Sons o% the H dra,s -eeth6n life the ?ons of the

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    Spectral Spar/s?pectral ?par+s are a mass of un(uiet spirits who appear as a swarm of ghostly balls of luminous light.Fegend has it that the spirits who comprise ?pectral ?par+s were minions of an evil leader in life) whiletheir own misdeeds were not great enough to earn them a return as a more powerful form of undead, theseminions are cursed to serve another great malefactor even in undeath.

    Move& 1=A3 7:A38A'& 1 *.& C Attac)s& 1 7 $ QC8 .am& 1d1A 7spiritual burning8 Mor& 9%pecial A$ilities& 4cto'lasmic I ?pectral ?par+s ta+e half damage from all physical attac+s. Curse of

    A es I anyone hit by ?pectral ?par+s must ma+e a successful ?aving Throw vs. Letrify or suffer theeffects of a Slo! spell. -ndead.

    Sporepod Cultist?porepod ultists are floating pods covered in unblin+ing eyes. There serve as conduits for the dar+

    power of demons and devils.

    Move& %ly I >1A3 79A38A'& 1: *.& ; Attac)s& > 7 $ Q;8 .am& 1d= 7eye rays8 Mor& 1>%pecial A$ilities& Ordained I a ?porepod ultist can cast spells as a ; th level !ruid. Demon .

    Suc/le(eed?uc+leweed is a mobile demonic plant of a purplish hue that moves itself by means of four leg*li+e stal+s)it also has two long feeder tendrils that end in fanged apertures. The ?uc+leweed emanates a fiendish

    purple glow at all times, and it howls in agony when struc+.

    Move& @A 7CA38A'& 1; *.& : Attac)s& > 7 $ Q:8 .am& 1d1> 7feeder tendril8 Mor& 1>%pecial A$ilities& ;am'iric Plant I anyone struc+ by the feeder tendril attac+ of the ?uc+leweed alsoloses 1d; points of onstitution. %or each point of onstitution drained the ?uc+leweed regains a li+enumber of *.& = Attac)s& 1 7 $ Q=8 .am& 1d= 7fist8 Mor& 1>%pecial A$ilities& Stran ulatin

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    -axiderm ulldog?ome $ritish bulldog owners become so attached to their pets that they ta+e the corpse of their belovedcompanion to a wi2ard to be re*animated as mobile ta&idermy by using magic stolen from Germannecromancers.

    Move& 1>A3 7;A38A'& 1 *.& : Attac)s& 1 7 $ Q:8 .am& >d: 7bite8 Mor& 1>%pecial A$ilities& Psychotronic Ga5e I once per round a Ta&idermied $ulldog may fi& its ga2e on avictim in addition to its bite attac+) the victim of its ga2e must ma+e a ?aving Throw or suffer the effectsof a Confusion spell. -ndead .

    -i/i *olemTi+i Golems are animated wooden constructs that are used by some Lolynesian magic*users to guard theirlairs and to frighten the natives into thin+ing that they have power over the gods themselves. Ti+i Golemshave spindly arms, s(uat legs, and absurdly large heads) their faces are often carved into grotes(uecomedic grimaces.

    Move& 1>A3 7;A38A'& 1: *.& : Attac)s& 1 7 $ Q:8 .am& >d: 7headbutt8 Mor& 1>%pecial A$ilities& Construct . Wooden I a War' Wood spell, or similar effect, deals Cd= points of damageto a Ti+i Golem. 1nto/icatin 2reath I once per day a Ti+i Golem can e&hale a cloud of into&icating mistin a A3 spray from its mouth. Roll on the following table to see what +ind of into&icating mist is e&haled

    by the golem

    d6 Effect

    1 Bahama Mama Mist I each character caught in the spray must ma+e a successful ?aving Throwvs. $reath -eapons or suffer the effects of a Slo! spell.

    2 Blue *a5aiian Mist I each character caught in the spray must ma+e a successful ?aving Throwvs. $reath -eapons or be demorali2ed for >d1A rounds. demorali2ed character suffers a *>

    penalty to all attac+ rolls.

    3 'aptain0s Grog Mist I each character caught in the spray must ma+e a successful ?aving Throwvs. $reath -eapons or suffer the effects of a Confusion spell.

    7 Mai ai Mist I each character caught in the spray must ma+e a successful ?aving Throw vs.$reath -eapons or suffer the effects of a Phantasmal

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    )eirdbeard -eirdbeard is the re*animated corpse of a lumber/ac+ that has been possessed by an ectoplasmic spirit

    of the Lacific 0orthwest. -eirdbeards appear to be 2ombie lumber/ac+s, save for the fact that a numberof writhing, spectral tentacles emerge from their thic+ beards.

    Move& 1>A3 7;A38A'& 1C *.& > Attac)s& 1 7 $ Q>8 .am& 1d= 7a&e8 Mor& 1>%pecial A$ilities& That 2eard is Weird I in addition to a -eirdbeard3s attac+, they get 1d; additional

    beard*tentacle attac+s per round) these attac+s do 1d; points of damage. -ndead .

    )hispering *houl-hispering Ghouls are peculiar undead creatures who prowl the wastelands of the 'iddle East) a-hispering Ghoul constantly ma+es comments to itself in low, chattering voice. t night, sentries postedin wilderness encampments listen intently for the tell*tale sign that a -hispering Ghoul is approaching.

    Move& @A3 7CA38A'& 1 *.& ; 7Turn as d; 7claws8 Mor& 1>%pecial A$ilities& Sorcerous Plant I twice per day a -ormfrond may cast Polymor'h Other . Once perday a -ormfrond may cast Charm Person , 1n(isibility , and Cloudkill . -ormfrond gains a Q> bonus toall ?aving Throws vs. ?pells. Demon .

    7ombie &iege%or reasons not yet +nown by researchers into the necromantic arts, 2ombies occasionally "awa+en5 gaining sentience, intelligence, and power over their fellow undead. These awa+ened 2ombies are +nownas ombie Fieges.

    Move& 1>A3 7;A38A'& 1: *.& 1C Attac)s& > 7 $ Q1C8 .am& 1d1A 7slam8 Mor& 1A%pecial A$ilities& %ord of the Dead I ombie Fieges can control undead as a 1Cth level cleric. lso, evenif uncontrolled by the ombie Fiege, mindless undead will never attac+ such a creature. 6f commanded todo so, mindless undead will simply stand inert in the presence of a ombie Fiege. Even intelligentundead will be reluctant to attac+ a ombie Fiege. Secrets of the Gra(e I ombie Fieges cast spells as a1Ath level cleric or magic*user. 2rutal I re*roll all ones rolled for damaged caused by a ombie Fiege.-ndead .

    9

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    (iffing on Already E/istent +onsters

    'xe Spirit I ?entient manifestation of violence) some say that Fi22ie $orden was possessed byone when she +illed her father and step*mother. ?tats as per a Ghost , but it can ta+e control of amelee weapon if the bearer fa