Index - Compiled-Equipment & Spell-Services
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Transcript of Index - Compiled-Equipment & Spell-Services
Compiled Equipment &
Spell Services
Armor
Armor Cost Weight Improves AC by
Banded Mail 200 GP 35 lbs. 6
Chitin Armor 80 GP 30 lbs. 6
Hide Armor 15 GP 30 lbs. 4
Lamellar Armor 100 GP 35 lbs. 5
Brigandine Armor
Armor Cost Weight Improves AC by
Brigandine 120 GP 35 lbs. 4
Oriental Brigandine 180 GP 30 lbs. 4
Chain Mail Armor
Armor Cost Weight Improves AC by
Chain Mail 75 GP 40 lbs. 5
Dark Elven Chain 125,000 GP 25 lbs. 6
Elven Chain 125,000 GP 25 lbs. 6
Cuirass
Armor Cost Weight Improves AC by
Bronze Cuirass 125 GP 30 lbs. 4
Leather Cuirass 50 GP 20 lbs. 3
Wooden Cuirass 15 GP 10 lbs. 2
Gladitorial Armor
Armor Cost Weight Improves AC by
Gallic Gladiator Armor 32 GP 20 lbs. 4
Samnite Gladiator Armor 82 GP 40 lbs. 5
Thracian Gladiator Armor 10 GP 10 lbs. 1
Half Plate
Armor Cost Weight Improves AC by
Dark Elven Half Plate 225,000 GP 30 lbs. 8
Dwarven Half Plate 275,000 GP 40 lbs. 9
Elven Half Plate 225,000 GP 30 lbs. 8
Half Plate 2,500 GP 45 lbs. 7
Helmet *
Helmet Cost Weight Improves AC by
Cap 3 SP 1 lbs. 1
Coif 5 SP 1 lbs. 1
Sallet 5 GP 2 lbs. 2
Helm (Closed) 5 GP 4 lbs. 2
Helm (Open) 5 GP 4 lbs. 2
Basinet 25 GP 5 lbs. 3
Great Helm 30 GP 6 lbs. 3
Leather Armor
Armor Cost Weight Improves AC by
Leather 5 GP 15 lbs. 2
Gnomish Workman's Leather 35 GP 15 lbs. 3
Padded Leather 4 GP 10 lbs. 2
Studded Leather 20 GP 25 lbs. 3
Spiked Leather 20 GP 25 lbs. 3
Plate
Armor Cost Weight Improves AC by
Ankheg Plate 3,250 GP 30 lbs. 7
Bronze Plate 400 GP 45 lbs. 6
Dwarven Plate 337,500 GP 65 lbs. 10
Dragon Scale Plate 23,750 GP 55 lbs. 10
Field Plate 2,000 GP 65 lbs. 8
Full Plate 5,750 GP 70 lbs. 9
Oriental Plate 750 GP 45 lbs. 7
Ring Mail
Armor Cost Weight Improves AC by
Dark Elven Ring Mail 14,450 GP 20 lbs. 6
Elven Ring Mail 14,450 GP 20 lbs. 6
Ring Mail 100 GP 30 lbs. 5
Scale Mail
Armor Cost Weight Improves AC by
Coin Mail 10,000 GP 40 lbs. 3
Dragon Scale Mail 150,000 GP 45 lbs. 7
Oriental Scale Mail 240 GP 35 lbs. 4
Scale Mail 120 GP 40 lbs. 4
Sea Elf Scale Mail 1,250 GP 30 lbs. 6
Shield
Shield Cost Weight Improves AC by
Body (Tower) Shield 10 GP 15 lbs. 2 **
Buckler 1 GP 3 lbs. 1
Kote (Oriental) 2 GP 2 lbs. 1
Medium (Kite) Shield 7 GP 10 lbs. 1
Small Shield 3 GP 5 lbs. 1
Splint Mail
Armor Cost Weight Improves AC by
Splint Mail 80 GP 40 lbs. 6
Bone Mail 25 GP 30 lbs. 4
* Protects from critical strikes.
** +2 versus missiles
*** Worn as sleeves, conferring +1 to AC but still allowing the use of both hands.
~ Helms and Thieves: Thieves suffer automatic penalties to hearing if a helm is worn. The
following descriptions include penalties to Hearing and Vision checks. If these rules are not
used, the penalties for Vision checks should be ignored; for Hearing checks, substitute a -5%
penalty to the thief's Hear Noise ability for each -1 Hearing check modifier (e.g., a -3 to a
Hearing check is a -15% to the thief's Hear Noise roll).
Open-Face Helmet
Vision and Hearing: -1 penalty to Vision checks; -2 penalty to Hearing checks (such helms cover
the ears entirely except for a small hole).
Closed-Face Helmet
Vision and Hearing: When the visor is up, Vision and Hearing check penalties are identical for
those of open-face helmets. Otherwise, the visored wearer suffers a -2 penalty to all Vision
checks and a -3 penalty to Hearing checks.
Great Helm
Vision and Hearing: -3 penalty to Vision checks; -4 penalty to Hearing checks.
BardingLight Barding
Barding Cost Weight Improves AC by
Leather Barding 150 GP 60 lbs. 2
Padded Barding 150 60 lbs. 2
Medium Barding
Barding Cost Weight Improves AC by
Brigandine Barding 1,000 GP 70 lbs. 3
Chain Barding 500 GP 70 lbs. 4
Dark Elven Chain Barding 95,000 GP 35 lbs. 6
Elven Chain Barding 95,000 GP 35 lbs. 6
Ring Barding 80 GP 80 lbs. 3
Scale Barding 1,000 GP 75 lbs. 3
Heavy Barding
Barding Cost Weight Improves AC by
Banded Barding 1,750 GP 85 lbs. 5
Splint Barding 1,750 GP 85 lbs. 5
Plate Barding 2,000 GP 90 lbs. 7
Field Plate Barding 5,000 GP 90 lbs. 7
Full Plate Barding 14,000 GP 90 lbs. 8
Piecemeal Armor
Bonus to AC Per Type of Piece
Armor Type Full Suit
Improves AC
Breastplate Pauldrons
( Both / 1 )
Greaves
( Both / 1)
Banded Mail 6 3 2 / 1 1 / 0
Brigandine 4 2 1 / 0 1 / 0
Bronze Plate 6 3 2 / 1 1 / 0
Chain Mail 5 2 2 / 1 1 / 0
Dark Elven Chain 5 4 2 / 1 1 / 0
Elven Chain 5 4 2 / 1 1 / 0
Field Plate 8 4 2 / 1 2 / 0
Full Plate 9 4 3 / 1 2 / 1
Plate Mail 7 3 2 / 1 2 / 1
Scale Mail 4 2 2 / 1 1 / 0
Splint Mail 6 3 2 / 1 1 / 0
* Oriental Armor is the same as it’s western counterpart when determining piecemeal values.
Miscellaneous Equipment
Animals
Animals
Equipment Cost
Boar 10 GP
Bull 20 GP
Calf 5 GP
Camel 50 GP
Capon 3 CP
Cat 1 SP
Chicken 2 CP
Cow 10 GP
Donkey, Mule, or Ass 8 GP
Falcon (trained) 1,000 GP
Goat 1 GP
Goose 5 CP
Guinea Hen 2 CP
Hunting Cat (Jaguar, etc.) 5,000 GP
Ox 15 GP
Partridge 5 CP
Peacock 5 SP
Pig 3 GP
Pony 30 GP
Ram 4 GP
Sheep 2 GP
Songbird 10 SP
Swan 5 SP
Dog
Equipment Cost
Guard 25 GP
Hunting 17 GP
War 20 GP
Elephant
Equipment Cost
Labor 200 GP
War 500 GP
Horse
Equipment Cost
Draft 200 GP
Heavy War 400 GP
Light War 150 GP
Medium War 225 GP
Riding 75 GP
Pigeon
Equipment Cost
Pigeon 1 CP
Pigeon, Homing 100 GP
Daily Food
Food
Equipment Cost
Ale (per gallon) 2 SP
Banquet (per person) 10 GP
Bread 5 CP
Cheese 4 SP
Common Wine (per bottle) 2 SP
Egg or fresh vegetables 1 CP
Grain / Stabling (per day) 5 SP
Honey 5 SP
Meat for one meal 1 SP
Small Beer (per gallon) 5 CP
Soup 5 CP
Household Provisioning
Equipment Cost
Barrel of Pickled Fish 3 GP
Butter (per lb.) 2 SP
Coarse Sugar (per lb.) 1 GP
Dry Rations (per week) 10 GP
Eggs (per 100) 8 SP
Figs (per lb.) 3 SP
Firewood (per day) 3 SP
Herbs (per lb.) 5 CP
Nuts (per lb.) 1 GP
Raisins (per lb.) 2 SP
Rice (per lb.) 2 SP
Salt (per lb.) 1 SP
Salted Herring (per 100) 1 GP
Spice, Exotic (per lb.) 15 GP
Spice, Rare (per lb.) 2 GP
Spice, Uncommon 1 GP
Tun of Cider (250 gal) 8 GP
Tun of Good Wine (250 gal) 20 GP
Meals (per day)
Equipment Cost
Common 3 SP
Good 5 SP
Poor 1 SP
Ingot
Ingots (per bar)
Ingot Value
Adamantite 750 GP
Bronze 5 GP
Copper 1 GP
Dwarven Steel 25 GP
Gold 2500 GP
Iron 10 GP
Mithril 525 GP
Platinum 25,000 GP
Silver 250 GP
Steel 15 GP
Lodging
City Rooms (per month)
Equipment Cost
Common Lodging 20 GP
Poor Lodging 6 SP
Seperate Latrine 2 GP
Inn Lodging (per day / week)
Equipment Cost
Common Lodging 5 SP / 2 GP
Poor Lodging 5 CP / 2 SP
Miscellaneous Equipment
Belts
Equipment Cost
Belt 3 SP
Girdle 3 GP
Sash 2 SP
Cloak
Equipment Cost
Good Cloth 8 SP
Fine Fur 50 GP
Clothing
Equipment Cost
Belt 3 SP
Breeches 2 GP
Cap, hat 1 SP
Gloves 1 GP
Gown, Common 12 SP
Hose 2 GP
Knife Sheath 3 CP
Mittens 3 SP
Pin 6 GP
Plain Brooch 10 GP
Silk Jacket 80 GP
Surcoat 6 SP
Sword Scabbard, hanger,
baldric
4 GP
Tabard 6 SP
Toga 8 CP
Tunic 8 SP
Vest 6 SP
Footwear
Equipment Cost
Boots, Riding 3 GP
Boots, Soft 1 GP
Sandals 5 CP
Shoes 1 GP
Robes
Equipment Cost
Common 9 SP
Embroidered 20 GP
Services
Services
Equipment Cost
Bath 3 CP
Clerk (per letter) 2 SP
Doctor, Leech, or Bleeding 3 GP
Guide, in city (per day) 2 SP
Lantern/Torchbearer (per
night)
1 SP
Laundry (by load) 1 CP
Messenger, in city (per
message)
1 SP
Minstrel (per performance) 3 GP
Mourner (per funeral) 2 SP
Teamster w/wagon 1 SP/Mile
Transport
Services
Equipment Cost
Barge 500 GP
Caravel 10,000 GP
Coaster 5,000 GP
Cog 10,000 GP
Curragh 500 GP
Drakkar 25,000 GP
Dromond 15,000 GP
Galleon 50,000 GP
Great Galley 30,000 GP
Knarr 3,000 GP
Longship 10,000 GP
Raft or Small Keelboat 100 GP
Sail 20 GP
Sedan Chair 100 GP
Wagon or Cart Wheel 5 GP
Canoe
Equipment Cost
Small 30 GP
War 50 GP
Carriage
Equipment Cost
Common 150 GP
Coach, Ornamented 7,000 GP
Chariot
Equipment Cost
Riding 200 GP
War 500 GP
Oar
Equipment Cost
Common 2 GP
Galley 10 GP
* Movement rates for this equipment are given in the DMG.
Tack & Harness
Tack & Harness
Equipment Cost Weight
Bit and Bridle 15 GP 3 lbs.
Cart Harness 2 GP 10 lbs.
Halter 5 CP *
Horseshoes & Shoeing 1 GP 10 lbs.
Saddle Blanket 3 SP 4 lbs.
Saddle
Equipment Cost Weight
Pack 5 GP 15 lbs.
Riding 10 GP 35 lbs.
Saddle Bags
Equipment Cost Weight
Large 4 GP 8 lbs.
Small 3 GP 5 lbs.
Yoke
Equipment Cost Weight
Horse 5 GP 15 lbs.
Ox 3 GP 20 lbs.
* These items weigh little individually. Ten of these items weigh one pound.
Miscellaneous Equipment
Miscellaneous Equipment
Equipment Cost Weight
Backpack 2 GP 2 lbs.
Barrel, small 2 GP 30 lbs.
Block and Tackle 5 GP 5 lbs.
Bolt Case 1 GP 1 lbs.
Bucket 5 SP 3 lbs.
Candle 1 CP *
Chalk 1 CP *
Crampons 4 GP 2 lbs.
Fishhook 1 SP **
Fishing Net, 10 Ft Sq. 4 GP 5 lbs.
Flint and Steel 5 SP *
Glass bottle 10 GP *
Grappling hook 8 SP 4 lbs.
Holy Item (symbol, etc) 25 GP *
Hourglass 25 GP 1 lbs.
Iron pot 5 SP 2 lbs.
Ladder, 10 ft. 5 CP 20 lbs.
Magnifying glass 100 GP *
Map or scroll case 8 SP ½ lbs.
Merchant's scale 2 GP 1 lbs.
Mirror, small metal 10 GP *
Paper (per sheet) 2 GP **
Papyrus (per sheet) 8 SP **
Parchment (per sheet) 1 GP **
Piton 3 CP ½ lbs.
Quiver 8 SP 1 lbs.
Sealing/Candle Wax 1 GP 1 lbs.
Sewing Needle 5 SP **
Signal Whistle 8 SP *
Signet Ring or Personal Seal 5 GP *
Soap (per lb) 5 SP 1 lbs.
Spyglass 1,000 GP 1 lbs.
Thieve's Picks 30 GP 1 lbs.
Torch 1 CP 1 lbs.
Water Clock 1,000 GP 200 lbs.
Whetstone 2 CP 1 lbs.
Wineskin 8 SP 1 lbs.
Winter Blanket 5 SP 3 lbs.
Writing Ink (per vial) 8 GP *
Basket
Equipment Cost Weight
Large 3 SP 1 lbs.
Small 7 SP ½ lbs.
Chain (per ft.)
Equipment Cost Weight
Heavy 4 GP 3 lbs.
Light 3 SP 1 lbs.
Chest
Equipment Cost Weight
Large 2 GP 25 lbs.
Small 1 GP 10 lbs.
Cloth (per 10 sq. yds)
Equipment Cost Weight
Canvas 4 GP 1 lbs.
Common 7 GP 10 lbs.
Fine 50 GP 10 lbs.
Rich 100 GP 10 lbs.
Lantern
Equipment Cost Weight
Beacon 150 GP 50 lbs.
Bullseye 12 GP 3 lbs.
Hooded 7 GP 2 lbs.
Lock
Equipment Cost Weight
Good 100 GP 1 lbs.
Poor 20 GP 1 lbs.
Musical Instrument
Equipment Cost Weight
Good 100 GP 1 lbs.
Poor 20 GP 1 lbs.
Oil (per flask)
Equipment Cost Weight
Greek fire 10 GP 2 lbs.
Lamp 6 CP 1 lbs.
Perfume (per vial)
Equipment Cost Weight
Common 5 GP *
Exotic 25 GP *
Rope (per 50 ft.)
Equipment Cost Weight
Hemp 1 GP 20 lbs.
Silk 10 GP 8 lbs.
Sack
Equipment Cost Weight
Large 2 SP 1/2 lbs.
Small 5 CP *
Tent
Equipment Cost Weight
Large 25 GP 20 lbs.
Pavilion 100 GP 50 lbs.
Small 5 GP 10 lbs.
* These items weigh little individually. Ten of these items weigh one pound.
** These items have no appreciable weight and should not be considered for encumbrance
unless hundreds are carried.
Thieves Equipment Table
ArmorCloth
Armor Cost Weight (lbs.) Improves AC by Legality
Black Bodysuit 10 GP 1lbs. 1 L / S
Nightsuit 35 GP 10 lbs. 2 S / I
Woodland Camo 10 GP 1lbs. 1 L / S
Leather
Armor Cost Weight (lbs.) Improves AC by Legality
Padded Leather 4 GP 18 lbs. 2 L
Silenced Leather 25 GP 20 lbs. 2 S / I
Studded Leather 20 GP 25 lbs. 3 L / S
Spiked Leather 20 GP 25 lbs. 3 L / S
Rogue Weapons
Weapon Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S-M
Damage
L
Legality
Brass Knuckles 1 GP 2 lbs. S B 2 1d6+1 1d6 S / I
Climbing Dagger 5 GP 1 lbs. S P 1 1d4 1d2 S / I
Envenoming Knife 12 GP 1 lbs. S P 2 1d4 1d3 I
Folding Bow 45 GP 2 lbs. S P 3 -- -- S / I
Garrote (Cord / Wire) 3 SP 1 lbs. M * 3 1d2 1d2 I
Needle (Syringe) 5 GP ‡ S P 1 1d2 1 S / I
Sap 1 GP ‡ S B 2 1d2 1d2 I
Slagknuckle Gloves 7 GP 2 lbs. S B 2 1d4+2 1d4+2 S / I
Sword Stick / Cane 15 GP 4 lbs. M P 3 1d4 1d6 S / I
‡ These items weigh little individually. Ten of these weigh one pound.
Tools of the Trade
Item Cost Weight (lbs.) Legality
Arm Sling 3 CP ‡ L
Caltrops (10) 3 GP 1 lbs. L / S
Charcoal Bundle 2 CP ‡ L
Climbing Spikes (10) 5 SP 4 lbs. L / S
Crowbar 6 SP 4 lbs. L / S
False Scabbard 12 GP 2 lbs. L / S
Folding Saw 2 GP 2 lbs. S / I
Funnel, Small 3 CP ‡ L
Glass Cutter 120 GP 1 lbs. S / I
Grappling Hook 2 GP 2 lbs. L
Grappling Hook
Collapsable
3 GP 2 lbs. L
Grappling Ladder 40 GP 8 lbs. S / I
(per 10 feet)
Housebreaker's Harness 25 GP 2 lbs. I
Jeweler's Loupe 20 GP ‡ L
Keymaking Set 60 GP 6 lbs. I
Leather Straps 3 SP 1 lbs. L
Listening Cone 2 GP ‡ L
Loaded Dice 5 SP ‡ S / I
Lock Chisels (Set of 3) 2 GP ‡ S / I
Marbles (10) 2 CP 1 lbs. L
Marked Cards 3 CP ‡ S / I
Metal File 5 SP ‡ L / S
Mini Blade 5 CP ‡ L
Scent Vial 5 CP ‡ L / S
Skeleton Key 175 GP ‡ I
Spyglass 1,000 GP 1 lbs. L
Tar Paper 1 SP ‡ L
Wire (10 ft) 2 GP ‡ L / S
Wire Cutters 1 GP ‡ L / S
Water Shoes 5 GP 1 lbs. S / I
Wax Block 3 CP ‡ L
Wrist Sheath 5 SP ‡ S / I
‡ These items weigh little individually. Ten of these weigh one pound.
Acid
Item Cost Weight (lbs.) Legality
Strong Acid 75 GP 1 lbs. L / S
Weak Acid 50 GP 1 lbs. L / S
Boots
Item Cost Weight (lbs.) Legality
Bladed Boots 15 GP 3 lbs. I
Clawed Overshoes 15 GP 1 lbs. I
False Heel Boots 20 GP 3 lbs. S / I
Footpad Boots (Silenced) 8 GP 3 lbs. S / I
Hidden Sheath Boots 30 GP 3 lbs. S / I
Hollow Boots 15 GP 3 lbs. S / I
Gloves
Item Cost Weight (lbs.) Legality
Clawed Gloves 20 GP 1 lbs. I
Slagknuckle Gloves 7 GP 2 lbs. S / I
Hacksaw
Item Cost Weight (lbs.) Legality
Common Hacksaw 5 GP 1 lbs. L / S
Superior Hacksaw 20 GP 1 lbs. L / S
Pellets (Per 10)
Item Cost Weight (lbs.) Legality
Flash Pellets 5 SP ‡ L / S
Fuming Pellets 5 SP ‡ L / S
Smoke Pellets 5 SP ‡ I
Toxic Pellets 10 GP ‡ I
‡ These items weigh little individually. Ten of these weigh one pound.
Rings
Item Cost Weight (lbs.) Legality
Hollow Ring 3 GP ‡ S / I
Pin Ring 2 GP ‡ S / I
Razor Ring 2 GP ‡ S / I
‡ These items weigh little individually. Ten of these weigh one pound.
Thieve’s Picks
Item Cost Weight (lbs.) Legality
Average Lockpicks 30 GP 1 lbs. I
Superior Lockpicks 60 GP 1 lbs. I
Master Lockpicks 90 GP 2 lbs. I
Poisons, Venoms, Toxins
Item (Per Vial) Cost Weight (lbs) Form Legality
Blinding Powder 5 GP ‡ Powder L / S
Botanical (Common) 5 SP ‡ Powder S / I
Botanical (Exotic) 15 GP ‡ Powder I
Choking Powder 8 GP ‡ Powder S / I
Insect Venom (Common) 5 SP ‡ Liquid S / I
Insect Venom (Exotic) 25 GP ‡ Liquid I
Snake Venom (Common) 8 SP ‡ Liquid S / I
Snake Venom (Exotic) 40 GP ‡ Liquid I
‡ These items weigh little individually. Ten of these weigh one pound.
Legality
Legal (L) – These items are not against the law and may be purchased or carried freely.
Shady (S) – Items which may be questionable in nature or cast suspicion upon their owner.
Illegal (I) – Items which are obviously used for criminal activities, thus against most laws.
Weapons
Miscellaneous Weapons
Weapon Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S-M
Damage
L
Bridle Cutter 3 GP 4 lbs. M S 4 1d4 1d3
Caltrop 2 SP ‡ S P N/A 1 1d2
Chain * 5 SP 3 lbs. L B 5 1d4+1 1d4
Chain & Sickle ** 3 GP 3 lbs. L B/P 6 1d6 1d4
Chatkcha 5 GP ½ lbs. S P 2 1d6+2 1d6+2
Lasso 5 SP 3 lbs. L -- 10 -- --
Mancatcher * 30 GP 8 lbs. L -- 7 -- --
Morningstar 10 GP 12 lbs. M P/B 7 2d4 1d6+1
Nekode (Climbing
Claws)
1 GP ½ lbs. S S 2 1d4 1d3
Nunchaku 1 GP 3 lbs. M B 3 1d6 1d6
Net 5 GP 10 lbs. M -- 10 -- --
Sai 5 SP 2 lbs. S P/B 3 1d4 1d2
Scourge 1 GP 2 lbs. S -- 5 1d4 1d2
Trident 15 GP 5 lbs. L P 7 1H 1d6+1
2H 1d8+1
1H 3d4
2H 3d4
Axe
Weapon Cost Weight
(lbs)
Size Type Speed
Factor
Damage
S-M
Damage
L
Battle Axe 5 GP 7 lbs. M S 7 1d8 1d8
Great Axe 9 GP 12 lbs. L S 9 2d4 2d6
Hand Axe 4 GP 5 lbs. S S 5 1d6 1d6
Hurlbat 5 GP 6 lbs. M P 5 1d6 1d4
Throwing Axe 4 GP 4 lbs. S P 5 1d6 1d4
Pick Axe 3 SP 8 lbs. M P 8 1d8 1d6
Cestus
Weapon Cost Weight
(lbs)
Size Type Speed
Factor
Damage
S-M
Damage
L
Cestus 25 SP 2 lbs. S B 2 1d4 1d4
Clawed Cestus 9 GP 4 lbs. S S 2 2d4 2d3
Weighted Cestus 5 GP 5 lbs. S B 4 1d6 2d4
Club
Weapon Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S-M
Damage
L
Belaying Pin 2 CP 2 lbs. S B 4 1d3 1d3
Club -- 3 lbs. M B 4 1d6 1d4
Nightstick 2 GP 1 lbs. M B 3 1d4+1 1d4+1
Tonfa 1 SP 1 lbs. S M 3 1d4 1d4
Dagger
Weapon Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S-M
Damage
L
Cord & Dagger 2 GP 1 lbs. S B/S 6 1d4 1d4
Dagger or Dirk 2 GP 1 lbs. S P 2 1d4 1d3
Katar 7 GP 3 lbs. M P 4 1d6 1d4
Main-Gauche 3 GP 2 S P/S 2 1d4 1d3
Parrying Dagger 5 GP 1 lbs. S P 2 1d3 1d3
Punch Dagger 2 GP 1 lbs. S P 2 1d3 1d3
Stiletto 5 GP ½ lbs. S P 2 1d3 1d2
Tanto * 3 GP 1 lbs. S S/P 2 1d4 1d3
Throwing Dagger 3 GP ‡ S P 1 1d4 1d4
Yoroi-Toshi * 5 GP 1 lbs. S S/P 1 1d4 1d4
‡ These items weigh little individually. Ten of these weigh one pound.
* This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties.
Flail
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Footman's Flail 15 GP 15 lbs. M B 7 1d6+1 2d4
Horseman's Flail 8 GP 5 lbs. M B 6 1d4 1d4+1
Gaff / Hook
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Attached 2 GP 2 lbs. S P 2 1d4 1d3
Held 5 SP 2 lbs. S P 2 1d4 1d3
Hammer
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Maul 6 GP 20 lbs. L B 10 2H 1d12 2H 1d10
Throwing Hammer 5 SP 3 lbs. S B 4 1d4 1d4
Warhammer 2 GP 6 lbs. M B 4 1d4+1 1d4
Workman's Hammer 5 SP 2 lbs. S B 2 1d2 1d2
Harpoon
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Light Harpoon 20 GP 3 lbs. L P 7 1d4+1 1d6+1
Heavy Harpoon 25 GP 7 lbs. L P 7 2d4 2d6
Knife
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Folding Knife 1 GP ½ lbs. S P 3 1d3 1d2
Knife 5 SP ½ lbs. S P/S 2 1d3 1d2
Kris Knife 2 GP 1 lbs. M P/S 3 1d4+1 1d4+1
Throwing Knife 5 SP ½ lbs. S P 2 1d2 1d2
Lance
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Heavy Horse Lance 15 GP 15 lbs. L P 8 1d8+1 3d6
Jousting Lance 20 GP 20 lbs. L P 10 1d3-1 1d2-1
Light Horse Lance 6 GP 5 lbs. L P 6 1d6 1d8
Medium Horse Lance 10 GP 10 lbs. L P 7 1d6+1 2d6
Polearm (Two handed use only)
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Awl Pike * * 5 GP 12 lbs. L P 13 1d6 1d12
Bardiche 7 GP 12 lbs. L S 9 2d4 2d6
Bec De Corbin 8 GP 10 lbs. L P/B 9 1d8 1d6
Bill Guisarme 7 GP 15 lbs. L P/S 10 2d4 1d10
Fauchard 5 GP 7 lbs. L P/S 8 1d8 1d10
Glaive * 6 GP 8 lbs. L S 8 1d6 1d10
Glaive Guisarme 10 GP 10 lbs. L P/S 9 2d4 2d6
Guisarme 5 GP 8 lbs. L S 8 2d4 1d8
Guisarme Voulge 8 GP 15 lbs. L P/S 10 2d4 2d4
Gythka (Thri-Kreen) 15 GP 5 lbs. M P 6 1d6 1d6
Halberd 10 GP 15 lbs. L P/S 9 1d10 2d6
Hook Fauchard 10 GP 8 lbs. L P/S 9 1d4 1d4
Lucern Hammer * * 10 GP 15 lbs. L P/S 9 2d4 1d6
Military Fork * 10 GP 8 lbs. L P/S 9 1d8 2d4
Naginata 8 GP 10 lbs. L P/S 8 1d8 1d10
Partisan * * 10 GP 8 lbs. L P 9 1d6 1d6+1
Ranseur * * 6 GP 7 lbs. L P 8 2d4 2d4
Spetum * * 1 GP 7 lbs. L P 8 1d6+1 2d6
Voulge * * 5 GP 12 lbs. L S 10 2d4 2d4
Scythe
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Scythe 9 SP 8 lbs. L P/S 8 1d6+1 1d8
War Scythe 15 GP 12 lbs. L P/S 8 2d6 1d8+2
Sickle
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Kama 6 SP 2 lbs. S S 3 1d4+1 1d4
Sickle 5 SP 3 lbs. S S 3 1d4+1 1d4
Spear
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Long Spear 5 GP 8 lbs. L P 1H 8
2H 8
1H 1d8
2H 2d6
1H 1d8+1
2H 3d6
Spear 8 SP 5 lbs. M P 1H 6
2H 6
1H 1d6+1
2H 1d8+1
1H 1d6
2H 2d6
Short Spear 5 SP 4 lbs. M P 6 1d6 1d6
Staff
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Hanbo (Half Staff) 5 CP 1 lbs. S B 2 1d4 1d2
Jo Staff 1 SP 1 lbs. M B 4 1d6 1d3
Quarterstaff 5 SP 4 lbs. L B 4 1d6 1d6
Staff Sling 2 SP 2 lbs. M B 11 by ammo
type
by ammo
type
Rod 4 SP 2 lbs. M B 8 1d2 1d2
Tetsu-Bo (Iron Staff) 5 GP 7 lbs. L B 7 1d8 1d8
Tri Section Staff 10 GP 5 lbs. L B 6 1d6 1d4
Staff Sling
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Hoopak 1 SP 2lbs. S B 10 by ammo
type
by ammo
type
Stinkpot 1 SP 2 lbs. S B 11 1d3 1d3
Sword
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Bastard Sword 25 GP 10 lbs. M S 1H 6
2H 8
1H 1d8
2H 2d4
1H 1d12
2H 2d8
Bokken 3 GP 4 lbs. M B 1H 5
2H 5
1H 1d4
2H 1d6
1H 1d2
2H 1d4
Broad Sword 10 GP 6 lbs. M S 5 2d4 1d6+1
Butterfly Sword 5 GP 3 lbs. S P/S 4 1d6+1 1d6
Chain Sword */*** 225 GP 7 lbs. M S 5 1d8 1d10
Claymore 25 GP 10 lbs. L S 8 2d4 2d8
Cutlass 12 GP 4 lbs. M S 5 1d6 1d8
Drusus / Gladius 50 GP 3 lbs. M S 3 1d6+1 1d8+1
Epee 15 GP 3 lbs. M P 4 1d6+1 1d8+1
Falchion 17 GP 5 lbs. M S 5 1d6+1 2d4
Great Sword (2H) 75 GP 20 lbs. L S 10 1d12 3d8
Katana (1H) 100 GP 6 lbs. M P/S 4 1d10 1d12
Katana (2H) 100 GP 7 lbs. L P/S 5 2d6 2d6
Khopesh 10 GP 7 lbs. M S 9 2d4 1d6
Kris Blade 12 GP 5 lbs. M S 5 1d8+1 1d10+1
Long Sword 15 GP 4 lbs. M S 5 1d8 1d12
Machete 5 GP 4 lbs. M S 4 1d8 1d8
Ninja-to 12 GP 5 lbs. M P/S 4 1d8 1d6
No-Daichi 50 GP 15 lbs. L S 10 1d10 3d6
Parang 3 GP 5 lbs. M S 5 1d8 1d8
Rapier 15 GP 3 lbs. M P 4 1d6+1 1d8+1
Sabre 17 GP 5 lbs. M S 4 1d6+1 1d8+1
Scimitar 15 GP 4 lbs. M S 5 1d8 1d8
Great Scimitar (2H) 75 GP 10 lbs. L S 10 1d12 3d8
Short Sword 10 GP 3 lbs. M P 3 1d6 1d8
Shamshir 17 GP 5 lbs. M P/S 4 1d6+1 1d8+1
Sword Cane 25 GP 4 lbs. M P/S 4 1d6 1d6+1
Two Handed Sword 50 GP 15 lbs. L S 10 1d10 3d6
Wakizashi 50 GP 3 lbs. S P/S 3 1d6 1d6
Tetsu-to 35 GP 9 lbs. L S 12 1d12 3d6
Whip
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Bullwhip 6 SP 4 lbs. L B 9 1d3 1d2
Chain Whip 5 GP 4 lbs. L B 7 1d6 1d4
Oriental Chain Whip 8 GP 5 lbs. L B 6 1d6 1d6
Razor Whip *** 16 GP 3 lbs. L S/P 7 1d8+1 1d6+1
Whip 1 SP 2 lbs. M -- 8 1d2 1
This weapon may be used to make entangling attacks.
*** This weapon available only if allowed by the DM.
* 1 This weapon inflicts double damage against charging creatures of L or greater size.
** 2This weapon can dismount a rider on a successful hit.
*** 3This weapon available only if allowed by the DM.
@ 4 This weapon inflicts double damage when used from the back of a charging mount.
# 5 This weapon inflicts double damage when firmly set to receive a charge.
^ 6 This weapon receives a +2 to hit vs. all metal armor because of its armor piercing
properties.
~ 7 Weapon may be thrown or wielded in hand to hand combat.
> 8 This weapon may be used to make entangling attacks.
‡ 9 These items weigh little individually. Ten of these weigh one pound.
Ranged Weapons
Bow
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Composite Long Bow 100 GP 3 lbs. L P 7 by ammo
type
by ammo
type
Composite Short Bow 75 GP 2 lbs. M P 6 by ammo
type
by ammo
type
Daikyu 100 GP 4 lbs. L P 8 by ammo
type
by ammo
type
Long Bow 75 GP 3 lbs. L P 8 by ammo
type
by ammo
type
Short Bow 30 GP 2 lbs. M P 7 by ammo
type
by ammo
type
Crossbow
Weapon Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S – M
Damage
L
Hand Crossbow 300 GP 3 lbs. S P 5 by ammo
type
by ammo
type
Heavy Crossbow 50 GP 14 lbs. M P 10 by ammo
type
by ammo
type
Light Crossbow 35 GP 7 lbs. M P 7 by ammo
type
by ammo
type
Dart
Weapon Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S -M
Damage
L
Dart 5 SP ½ lbs. S P 2 1d3 1d3
Small Dart 7 SP ‡ S P 2 1 1
Throwing Spike 3 SP ½ lbs. S P 2 1d2 1d2
‡ These items weigh little individually. Ten of these weigh one pound.
Firearms ***
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Arquebus 1,250 GP 10 lbs. M P 15 by ammo
type
by ammo
type
Blunderbus 925 GP 10 lbs. M P 15 by ammo
type
by ammo
type
Musket 1,750 GP 10 lbs. M P 15 by ammo
type
by ammo
type
Miscellaneous Ranged
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Blowgun 5 GP 2 lbs. L P 5 By ammo
type
by ammo
type
Bolas 5 SP 1 lbs. M B 6 1d3 1d2
Boomerang 5 SP 1 lbs. M B 6 1d6 1d4
Chakram 10 GP 2 lbs. S S 3 1d4 1d6
Javelin 5 CP 2 lbs. M P 1H 4
2H 4
1H 1d4+1
2H 1d4+1
1H 1d4
2H 1d6
Sling 5 CP ‡ S -- 6 by ammo
type
by ammo
type
Shuriken
Weapon Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Large Star 5 SP ½ lbs. S P 2 1d6 1d4
Small Star 3 SP ‡ S P 2 1d4 1d4
‡ These items weigh little individually. Ten of these weigh one pound.
Ammunition
Arrows
Ammunition Cost Weight
(lbs.)
Size Type Speed
Factor
Damage
S-M
Damage
L
Armor Piercer ^ 6 SP ‡ M P -- 1d4 1d4
Flight Arrow 3 SP/12 ‡ M P -- 1d6 1d6
Sheaf Arrow 3 SP/6 ‡ M P -- 1d4 1d4
Stone Arrow (Flight) 3 CP/12 ‡ M P -- 1d4 1d4
Bolts
Ammunition Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Armor Piercing Bolt 3 GP/10 ‡ S P -- By weapon
type
By weapon
type
Barbed Bolt 3 GP/10 ‡ S P -- By weapon
type +1
By weapon
type +1
Bolt 5 SP/10 ‡ S P -- By weapon
type
By weapon
type
Bullets
Ammunition Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Shot 9 SP ‡ S P -- 1d10 1d10
Slug 5 SP ‡ S P -- 2d8 2d8
Round 2 GP ‡ S P -- 3d8 3d8
Sling Ammunition
Ammunition Cost Weight Size Type Speed
Factor
Damage
S – M
Damage
L
Sling Bullet 1 SP/5 ‡ S B -- 1d4+1 1d6
Sling Stone -- ½ lbs. S B -- 1d4 1d4
* This weapon inflicts double damage against charging creatures of L or greater size.
** This weapon can dismount a rider on a successful hit.
*** This weapon available only if allowed by the DM.
@ This weapon inflicts double damage when used from the back of a charging mount.
# This weapon inflicts double damage when firmly set to receive a charge.
^ This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties.
~ Weapon may be thrown or wielded in hand to hand combat.
> This weapon may be used to make entangling attacks.
` See special damage table.
‡ These items weigh little individually. Ten of these weigh one pound.
Throwing Flask Damage Table
Substance Initial Damage Sustained Damage Duration
Acid (Strong) 1d8 1d6 4 Rounds
Acid (Weak) 1d4 1d4+1 2 Rounds
Alchemist Fire 3d6 2d6 4 Rounds (2 if fully
submerged)
Fire Oil 2d6 1d6 2 Rounds
Missile Weapon Ranges
Weapon Rate of Fire Short Range Medium Range Long Range
Blowgun 2/1 10 yds 20 yds 30 yds
Bolas 1/1 10 yds 20 yds 30 yds
Chain 1 3 yds. 6 yds. 9 yds.
Chain & Sickle 1 1 yds. 2 yds. 3 yds.
Chakram 1 15 yds. 25 yds. 35 yds.
Chatkcha 2/1 10 yds. 20 yds. 30 yds.
Club 1 5 yds. 10 yds. 15 yds.
Cord & Dagger 1 3 yds. 6 yds. 9 yds.
Dagger 1 10 yds. 20 yds. 30 yds.
Dart 3/1 10 yds. 20 yds. 30 yds.
Gythka 1 10 yds. 20 yds. 30 yds.
Hand Axe 1 10 yds. 20 yds. 30 yds.
Harpoon 2/1 10 yds. 20 yds. 30 yds.
Javelin 1 20 yds. 40 yds. 60 yds.
Knife 2/1 10 yds. 20 yds. 30 yds.
Shuriken (Large) 3/1 5 yds. 10 yds. 15 yds.
Shuriken (Small) 3/1 5 yds. 10 yds. 15 yds.
Sling Bullet 1 50 yds. 100 yds. 150 yds.
Sling Stone 1 40 yds. 80 yds. 120 yds.
Spear 1 10 yds. 20 yds. 30 yds.
Staff Sling Bullet 2/1 25 yds. 50 yds. 75 yds.
Staff Sling Stone 2/1 15 yds. 30 yds. 45 yds.
Throwing Dagger 2/1 10 yds. 20 yds. 30 yds.
Throwing Flask 2/1 5 yds. 10 yds. 15 yds.
Throwing Hammer 1 10 yds. 20 yds. 30 yds.
Throwing Spike 3/1 10 yds. 20 yds. 30 yds.
Trident 1 5 yds. 10 yds. 15 yds.
Bows
Bow Rate of Fire Short Range Medium Range Long Range
Comp. Long Bow -- -- -- --
Flight Arrow 2/1 60 yds 120 yds 210 yds
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
Comp. Short Bow -- -- -- --
Sheaf Arrow 2/1 50 yds. 100 yds. 150 yds.
Daikyu -- -- -- --
Flight Arrow 2/1 60 yds 120 yds 210 yds
Sheaf Arrow 2/1 40 yds 80 yds 170 yds
Long Bow -- -- -- --
Flight Arrow 2/1 70 yds. 140 yds. 210 yds.
Sheaf Arrow 2/1 50 yds. 100 yds. 170 yds.
Short Bow -- -- -- --
Sheaf Arrow 2/1 50 yds. 100 yds. 150 yds.
Crossbows
Crossbow Rate of Fire Short Range Medium Range Long Range
Hand Crossbow 1 20 yds. 40 yds. 60 yds.
Heavy Crossbow 1/2 80 yds. 160 yds. 240 yds.
Light Crossbow 1 60 yds. 120 yds. 180 yds.
Firearms
Firearm Rate of Fire Short Range Medium Range Long Range
Arquebus 1/3 50 yds 150 yds 210 yds
Blunderbus 1/3 10 yds 20 yds 30 yds
Musket 1/3 60 yds 180 yds 220 yds
* Firearms (if allowed) double all range modifiers.
* Each range category (Short, Medium, or Long) includes attacks from distances equal to or less
than the given range. Thus, a heavy crossbow fired at a target 136 yards away uses the medium
range modifier.
* The attack roll modifiers for range are -2 for medium range and -5 for long range.
* Firearms (if allowed) double all range modifiers.
Spell Component Table
Component Name Cost Availability
Acid Crystals 1,250 GP R
Adder's Stomach 5 GP C
Agate 10 GP C
Bear Fur 8 CP C
Bat Fur 3 CP C
Bat Guano 1 CP C
Beeswax 2 CP C
Bell 1 GP C
Bone 2 GP U
Bromine Salts 4 GP U
Burr 1 CP C
Butter 5 CP C
Candle 3 CP C
Caterpillar Cocoon 2 SP C
Coal 1 CP C
Colored Sand * 5 SP C
Cured Leather 10 SP C
Chalk 2 CP C
Chameleon Skin 20 GP U
Crushed Black Pearl 1,000 GP R
Crystal Bead 5 GP C
Earth 1 SP C
Eye of Newt 3 CP C
Fleece 1 CP C
Flint 5 CP C
Fine Black Silk 100 GP U
Fine Cloth (Strip) 3 CP C
Fine Mirror 100 GP U
Fine Sand * 3 CP C
Firefly 1 CP C
Gargoyle's Horn 400 GP R
Golden Needle 5 SP C
Golden Tube 100 SP U
Gum Arabic 3 SP C
Grasshopper’s Hind Leg * 2 CP C
Grave Dirt 3 CP C
Gravestone Chip 5 SP U
Ground Mica 8 SP U
Hemispherical Diamond 150 GP U
Honeycomb 2 CP C
Iron Filings 3 SP C
Iron Pyrite 5 GP C
Leomund's Trap Dust 200 GP U
Legume Seeds * 2 CP C
Lodestone 5 CP U
Luckstone 25,000 GP VR
Lump of Soft Clay 3 SP C
Lump of Wax 1 CP C
Mercury * 10 GP U
Mica (Chip) 3 SP C
Mushroom Spore 5 SP C
Nitre/Sulphur Beads * 45 GP U
Oil 5 SP C
Pitch 5 CP C
Phosphor 5 GP U
Phosphorescent Moss 3 CP C
Poison Ivy Leaf 5 CP C
Prism 2 GP C
Rose Petals 3 SP C
Salt 5 CP C
Set of Nutshells 1 CP C
Sheet Iron (Small Piece) 3 GP C
Skeleton’s Bone (Small Piece) 5 GP C
Skunk Cabbage Leaves 1 CP C
Small Horn 8 SP U
Small Glass Cone 10 GP C
Snake Scale 1 CP C
Snake Tongue 1 CP C
Soil Mixture 3 GP C
Soot * 1 CP C
Square of Red Cloth 1 CP C
Square of Silk 5 SP C
Split Dried Peas * 1 CP C
Spider Web (Small Piece) 1 CP C
String 1 CP C
Sulphur 3 SP C
Talc * 1 CP C
Tallow 1 CP C
Tentacle 3 GP U
Thin Silk 1 GP C
Tiny Bag 5 CP C
True Seeing Ointment 300 GP U
Turtle Shell 3 SP C
Vermilion * 5 SP C
Wing of Bat 5 CP C
Wool (Small Piece) 1 CP C
Wood (Small Piece) 1 CP C
White Flour * 1 SP C
Parchment 5 SP C
Pearl 100 GP U
Pork Rind 1 CP C
Ziggurat Clay Model 9 SP C
Blood
Component Name Cost Availability
Dragon Blood 1,250 GP VR
Troll Blood 400 GP R
Vampire Blood 750 GP VR
Dust
Component Name Cost Availability
Corpse Dust 15 GP U
Diamond Dust (Coarse) 100 GP R
Diamond Dust (Fine) 300 GP R
Emerald Dust 500 GP R
Dust 1 CP C
Granite Dust 5 SP U
Gra ve Dust 25 SP U
Illusionary Wall Dust 400 GP R
Lich Dust 1,000 GP VR
Temporal Stasis Dust 100 GP R
Essence
Component Name Cost Availability
Essence of Boggart 2,757 GP VR
Essence of Spectre 825 GP VR
Essence of Will o' Wisp 3,000 GP VR
Feather
Component Name Cost Availability
Feather (Common) 1 CP C
Feather (Exotic) 3 CP C
Wing Feather 1 CP C
Owl Feather 5 CP C
Ink
Component Name Cost Availability
Lead Based Ink 300 GP VR
Kraken's Ink 7,500 GP VR
Powders
Component Name Cost Availability
Powdered Amber 50 GP U
Powdered Bone 2 SP C
Powdered Diamond 5,000 GP R
Powdered Carbon 2 CP C
Powedered Citrine 25 GP U
Powdered Corn Extract 2 SP C
Powdered Corundrum 500 GP R
Powdered Garlic 3 CP C
Powdered Herring Scale 3 SP C
Powdered Lime 3 CP C
Powdered Luckstone 30,000 GP VR
Powdered Iron 10 GP U
Powdered Pineal Gland 25 GP U
Powdered Rhubarb Leaf 2 CP C
Powdered Silver 18 GP U
Powdered Sulphur 5 SP C
Powedered Topaz 250 GP U
Rods
Component Name Cost Availability
Amber 25 GP U
Crystal 15 GP U
Glass 5 GP C
Glass (Hollow) 5 GP C
Silver 10 GP R
Wire
Component Name Cost Availability
Copper 5 SP C
Gold 5 GP U
Silver 3 GP U
Steel 10 GP U
*enough for 10 individual uses.
Availability
Common (C) - Available to all, even the most basic backwater villages.
Uncommon (U) - Available in most large alchemy shops or established townships.
Rare (R) - May be available to only a few of the finest shops in the largest cities.
Very Rare (VR) - Usually, must be procured through questing or at great labor / expense.
Spell Services
Spell Spell Level Caster Level Base Cost
Bless 1st 1st Cleric 10 GP
Comprehend Languages 1st 1st Wizard 10 GP
Continual Light 4th C 2nd W 5th C 3rd W 35 GP
Control Weather 7th C 6th W 15th C 12th W 660 GP
Cure Critical Wounds 5th 5th Cleric 280 GP
Cure Disease 3rd 5th Cleric 150 GP
Cure Light Wounds 1st 1st Cleric 10 GP
Cure Serious Wounds 4th 7th Cleric 150 GP
Enchanted Weapon 4th 6th Wizard 400 GP
Enchant An Item 6th 12th Wizard 660 GP
Gate 9th 18th Wizard 1,530 GP
Heal 6th 11th Cleric 660 GP
Identify 1st 1st Wizard 110 GP
Legend Lore 6th 12th Wizard 910 GP
Limited Wish 7th 14th Wizard 925 GP
Locate Object 3rd C 2nd W 4th C 3rd W 40 GP
Neutralize Poison 4th 7th Cleric 125 GP
Permanency 8th 16th Wizard Varies (880 GP base)
Raise Dead 5th 9th Cleric 950 GP
Reincarnate 7th C 12th W 15th Cleric 280 GP
Restoration 7th 15th Cleric 380 GP
Resurrection 7th 15th Cleric 1,410 GP
Remove Curse 3rd C 4th W 5th C 6th W 150 GP
Remove Paralysis 3rd 5th Cleric 100 GP
Speak With Dead 3rd 5th Cleric 250 GP
Teleport 5th 7th Wizard 900 GP *
Teleport Without Error 7th 14th Wizard 1,820 GP *
Tongues 4th C 3rd W 7th C 5th W 150 GP
Wish 9th 18th Wizard 50,000 GP
*prices are doubled if the caster knows the area to be dangerous or hostile.
Limited Wish as a Service
Through use of the limited wish spell as a service, the following effects can be achieved for a 24
hour period from the time of casting.
Lesser Empowering - Can affect 1 to 4 individuals. Improves AC by 2, improves saving throws by
2, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks
made by the affected individuals receive a +1 bonus, and rogues add 10% to their rogue abilities (to
a maximum of 95%).
Lesser Magic Resistance - Affects 1 to 4 individuals, + 25% to base magic resistance for duration of
the spell.
Restore Party - Affects 1 to 4 individuals restoring them to full health and negating / curing most
maladies. The effects are instant and permanent barring further exposure to damage or malady.
Restore Attribute - Affects 1 individual restoring attributes lost due to maladies or caused by the
attacks of certain creatures.
Restore Youth - Regress the physical aging of 1 individual by 1d4 years these effects are
instantaneous and permanent, natural aging resumes after casting.
Revive - Revives a recently slain corpse as per the Resurrection spell without a survival check,
chance of failure, or aging the caster. Corpse must be whole (or all pieces, remains, present), and
cannot have died of old age. Will not restore an individual who has been reduced to ashes.
Wish as a Service
Through use of the wish spell as a service, the following effects can be achieved for a 24 hour
period from the time of casting. Some effects created by Wish are permanent (noted by *).
Greater Empowering - Can affect 1 to 4 individuals. Improves AC by 6, improves saving throws by
4, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks
made by the affected individuals receive a +1 bonus, and rogues add 25% to their rogue abilities (to
a maximum of 95%). Affected individuals also gain immunity to normal weapons for the duration
of this spell.
Greater Magic Resistance - Affects 1 to 4 individuals, + 50% to base magic resistance for duration
of the spell.
* Increase Attribute - Affects 1 person and 1 attribute chosen at the time of casting. The attribute is
permanently increased by 1 point. With the power of the wish spell it is possible to permanently
increase an attribute above racial restrictions but the cost of doing is greater (see table)
Immunity - Grants immunity to all poisons whether mundane or magical, and all mundane
maladies, for the duration of the spell.
Resurrection - Revives a recently slain corpse as per the Resurrection spell without a survival
check, chance of failure, or aging the caster. The corpse need not be whole. This will even work on
individuals reduced to ash. The only restriction is that it cannot bring someone back who died of old
age.
Restore Youth - Regress the physical aging of 1 individual by 2d4 years these effects are
instantaneous and permanent, natural aging resumes after casting.
Increasing an attribute by Wish
Using Wish it is possible to permanently increase an attribute above it’s racially allowed limit. The
cost per increase up to the racial maximum is 50,000 gp per casting. The absolute maximum
allowed for any attribute for any individual is 23. Any further casting of wish in attempt to increase
an attribute beyond 23 is wasted.
Increase Cost
+1 above racial maximum 125,000 GP
+2 above racial maximum 250,000 GP
+3 above racial maximum 500,000 GP
+4 above racial maximum 1,000,000 GP
+5 above racial maximum 2,500,000 GP
Permanency Spells
The Permanency spell affects the duration of certain other spells making the duration permanent. It
can be used in conjunction with the following
Personal Effect Spells: Comprehend Languages, Detect Invisibility, Detect Life, Detect Magic,
Detect Undead, Infravision, Know Alignment, Protection From Cantrips, Protection From
Evil/Good, Protection From Normal Missiles, Read Magic, Tongues, Unseen Servant, Water/Air
Breathing.
Object / Creature / Area Effect Spells: Enlarge, Fear, Glassee, Gust of Wind ,Hand of Darkness,
Invisibility, Magic Mouth, Prismatic Sphere, Scare, Stinking Cloud, Wall of Fire, Wall of Force,
Wall Of Ice, Wind Wall, Web.
Object / Area Spells: Alarm, Audible Glamer, Dancing Lights, Solid Fog, Wall of Fire, Distance
Distortion, Teleport.
The formula for determining the cost of a permanent spell is Spell Level x 110 + 1080 + the cost
of any material components for the desired spell.