This reference information is to be considered a campaign players handbook within the 3rd edition AD&D
Players handbook rules. Page # @ TPH means information on this topic is in this Trell Players Handbook. This book is meant
to be a guide for those player characters seeking to play on Keith Dunkers continent called Trell. Any questions comments
or inconsistencies should be brought to his attention. PH: refers to Players Handbook, DMG: Dungeon Maters Guide, TOM: Tome
of Magic.
Index
(UC=Under Construction) Pages
A. Basic Rules
B. Religion
C. Magic
D. Metal
E. Desert(Affects of the desert and lack of food or water on PCs)
F. Psionics
G. Money
H. Movement (Race movement rates and other forms of transportation)
I. Additional Trell Races (Giant, Kul, Quarterling)
J. Additional Trell Classes (Holy Warrior, Elemental Wizard, Mentalist uc, Wild Mage uc)
K. Additional Trell Prestige Classes (Hunter UC, & Others on the way?)
L. End Notes (List of things yet to be mentioned)
M. Appendixes (Spell description list )
Whole Book A.-M.
a. Basic Rules:
1. The Dungeon Master makes all the rules
2. Any problems please refer to rule #1
3. Rules will be bent in limited occasions, in the name of FUN
Trell is a continent created by Keith Dunker. Trell was converted to 3rd Edition D&D rules in the summer
of 2003. Trell has a few different rules that are detail below. Some classes and races developed by Keith or the D&D group
he plays with may or may not be seen in other worlds. Trell has its own pantheon, only in Astoria or Dark Sun Worlds is it
similar.
b. Religion:
Religion on Trell is no laughing matter, there are many zealots of various faiths, and God cursing individuals usually
run into the wrong people and live very short lives. Some Gods are only available on Trell, with several available from Trell
and Astoria, often being worshipped in various ways. Clerics in Trell use all of the information in Players handbook. In Trell,
Clerics simply get extra granted powers upon reaching higher levels. Clerics MUST pick one domain as the alliance element;
the other can be any of the domains of their Deity. Clerics must add domain granted power to Appendix list and choose it to
gain that ability.
c. Magic:
Magic on Trell was permanently altered when the truly great continent, Trollidor split in two. The magic did flow
along power lines, but the power lines did not move with the continent. Arcane magical energy was thrown into complete Chaos,
somewhat out of control (see Wild Mage). Divine magic seems unaffected. Magic Users must become specialists in order to control
spell enough for casting of any kind, otherwise generalist are subject to wild surges.
d. Metal:
As of the year 88AtToF no reason behind the instantaneous rusting of over 97% of all metals on Trell has been discovered.
Below are rumors everyone has heard:
A) An Insane Wizard who is creating an army of Minatons
B) The Sand dunes drastically affected the environment
C) A freak of Wild Magic
D) A highly successful experiment by a one-eyed university druiddess
E) Rust Monsters are very powerful in Trell
F) The DM wanted a gimic
Trellians have adapted to the lack of metal. Things typically made from metal are often made from the following list: bone,
various stone, hard leather, cloth, ceramic and wood. Weapons and armor not made of metal are not as reliable or as sturdy.
Armor:
*For partial armor see Dark Sun page 72 rulebook)
Shield: Are well-constructed layers of leather over wooden or bone frames and hardened. Chiltinous material may be used,
sizes range bucklers, small, medium or body shields
Leather armor: Most common armor worn on Trell, shaped to wearer then hardened
Padded: Heavy cloth and batting on Trell it is often made from Giants hair
Hide: Mekillot or braxat hide
Studded: leather ring mail, brigandine
Scale: Armor is constructed using long pieces of bone or chiltin.
Metal only: Chain, Splint, Banded, Bronze, Plate, Field, Full plate, expensive and potentially deadly in the days heat
Max, usage 1 round per constitution point.
*In Daylight metal armor +1 to thaco /rd until collapse from exhaustion or heat.
@And For some strange reason a suit of armor still cost over 20,000 gp on Trell.
e. Desert Survivability in Trell
:
The DMG has a starvation/thirst/heat dangers description on p86. The following
has been made to add more detail to the description. The desert is a harsh reality on Trell. Countless thousands died when
Trell was covered with sand. Thousands more have died since, because of dehydration and over exposure.
Bare minimum ratio to maintain Stamina:
weight: water needed food needed *@
0 - 50 lb. 1/2 gallon 800 calories
51 - 100 lb. 5/8 gallon 1000 calories
101- 150 lb. 7/8 gallon 1250 calories
151- 200 lb. 1 gallon 1500 calories standard adventuring human
201- 250 lb. 1,1/2 gallons 1750 calories
251- 400 lb. 2 gallons 2000 calories
401- 600 lb. 3 gallons 3000 calories
600-1400 lb. 4 gallons 5000 calories
1400-2000 lb. 6 gallons 8000 calories
@ If resting in sunlight, see heat section in dmg p86, no spell renewal possible
For encumbrance, wt of H2o, 1 gal = 64 oz = 9 lbs (w/ standard container wt included)
Affects of starvation and dehydration: *@
-After a complete day with 90-100% water = no affect
50-90% water = lose 1d4 of constitution
Less than 50% = lose 1d6 of constitution
-After a complete day without any food PC = lose 2pts of constitution
With less than 50% calories required = lose 1pt of constitution
*0 con = death (only 25% resurrection)
@After full day of consumption constitution regenerates d8 constitution
Bare minimum chart and affects are not written in stone, be forewarned, some days or places are hotter than others.
f. Psionics:
Trell PCs have a 0% chance at first level to have any psionics.
g. Money:
There are several types of currency on Trell. Asilo, Koth and Loc-Narian ceramic coinage is reasonably trusted.
This ceramic piece (cp.) can be manufactured from the most common clay of Trell, then glazed in specific colors and kilned
using a secret technique to discourage forgery. Simple bartering runs much of Trells economy. Starting money for PCs is considered
the same as the PH, except instead of starting gold, PCs receive a ceramic coinage of the area equal in value but 100 ceramic
ones = 1 metal coin (roughly). Cost for items that are normally metal may cost anywhere from 2-5 times as much consult DM
for local exchange rate, otherwise gp=cp for non-metal items.
H. Movement:
H1.
Movement rates Constitution* / Dexterity@ bonuses:
1. Giant 40 feet 0-5 -2 to Movement rate
2. Kul 30 feet 6-8 -1 "
3. Quarterling 15 feet 9-14 no modifier
4. Other varies 15-18 +1 to movement rate
19& ^ +2 to movement rate
* Constitution for more than 1 hour
@ Dexterity for less than 10 rounds
H2. Animal transportation:
A) Erdland: Large flightless bird weighs up to 2000lb. height 7 ft. good meat taste
B) Inix: Large lizard, 16ft long carry 2000lb. Mv: 40 ft herbivore tail and bite 150 l food 8 gallons /d. Used by giants
as mounts if not feed fully daily chance will go insane
C) Kank: Insectoids MV: 40 feet, 4ft height w: 400lb foul smelling meat shortly after death, not used for cattle, (produce
honey like berries on belly 1 gallon every other day Require 2 gal of water/or 5lb. Plants/day
D) Mekillot: a 6 ton lizard carry 8000lb pull 40,00 300lb food /day 16gal day Mv: 20 ft
E) Horses: rarely has a horse been seen on Trell.
H3. Non-Animal transportation: Wagons (enclosed, open), chariots Howdah (large saddles) are all available in trading
centers. Giants are frequently hired as mount for rich merchant through the rougher lands of Trell.
H4. Movement terrain modifiers: Sandstorm / high dunes / marshland / plains
I. ADDITIONAL Races allowed:
Racial traits / racial summaries: All Races listed in the PH (see p 12) are available in Trell.
1. Giant:
+4 Strength, +3 Constitution, -3 Wisdom, -2Intelligence, -2Charisma, H: 9-16ft W: 700-1600lbs A: 2+d3
2. Kul: +2 Constitution, +2 Strength, -2 Intelligence, -2Charisma, extreme stamina H:66+2d6 W:220+5d20 A:15+d6
3. Other: other races have appeared as PCs if interested see the DM, i.e.
4. Quarterling: +3 Dexterity, +2Wisdom, -3Strength, -2Consitution, H: 12in.=d12. W: 12+d20lb, *Bloodline (see DM)
Starting ability rolls procedures include: best 3 of four (no moving scores), start with all eights and roll 7 dice, start
with elevens and roll 4 dice, any system Oked by the DM
I1. Giants:
are actually half giants and sometimes referred as Jaggs, claiming their origin from the Jaggonath
Mountains. Giants seem to be a fairly young race, perhaps only a few tens of centuries old. Formarian giants are a race of
barbaric NPC giants of Trell. All personal items such as clothes, armor, weapons, cost double (except water X4) for giant
characters. Other considerations, such as transportation or lodging, are also considered more expensive when they are available
at all. In areas not dominated by giants, things such as buildings, furniture, wagons, boats, etc. are not made to support
their weight. Even in cities, they tend to camp outside to avoid destroying things. Some player do not like to play giant
when the occasional adventure ends up leaving them outside the door way or cave entrance, that some may not enter, this is
a factor even though a many of Trell adventure have been outside not all of them have been outside or will be and this can
have a factor on some players fun level. One must have DM permission to pick this race.
Personality: Giant characters do not use arcane magic. In general, giant traits include: interest in communication,
cooperation, curiosity, a willingness to learn, and a general tendency toward kindness. Giants are very imitative creatures,
eager to fit into new situations as they present themselves.
Physical Description: Giant PCs are enormous individual, standing between 9 and 16 feet tall, and weighing in the neighborhood
of 700-2,200 pounds. Their features are roughly human but exaggerated. Giants with long lives live to 16, some have been known
to live to be 21 but those are the rare. PCs start at the age of 2 +d3, six is considered a mature adult.
Relations: Giants get along with all races equally, "where does a Giant sleep? Wherever he wants." There have been
quite a few close bonds between individual Quarterlings and Giants but no one knows why.
Alignment: Giants can switch their attitudes very quickly, taking on new values to fit new situations. A giant whose
peaceful farming life is disrupted by marauders may soon adopt the morals of the very renegades who sacked his village.
To reflect this, one aspect of a giants alignment must be fixed, and chosen during character creation. The other half must
be chosen when they awake each morning. They are only bound by to that alignment until they sleep again. The exception to
this rule is class alignment restriction, which are not always followed, characters who are GOOD role-players will show the
conflict within them and choice how there character will react to his or her faith and beliefs.
Giant Lands: Giant tribe live in the mountains and in the deep dessert
Religion: Giants are of all faiths.
Language: Giants speak common and rarely have little time to speak multiple languages.
Adventurers: Giants often travel for a living as porters or even mounts. This life style easily leans itself to adventuring,
although wanderlust rarely takes a Giant who travels all the time.
Giant racial traits:
- Large size 1 to AC
- Giants base speed is 40 feet
- Giants add 4 to their strength and 3 to constitution scores. They subtract 2 from intelligence, subtract 3 from Wisdom
and subtract 2 from Charisma scores.
- Giants double their hit dice rolls no matter what their character class. Add any bonus for a high constitution score after
doubling the roll of the die.
I2.
A Kul: is an incredibly tough crossbreed of
a human and a dwarf. They retain the height and cunning of their human parents, plus the durability and raw strength of their
dwarven heritage. Kuls are usually the product of the slave pits- owners recognize the Kuls assets as gladiator and laborers,
and so order the births of as many Kuls as can be managed within the ranks of their slaves. Kuls are born sterile.
Personality: Born as they are to lives of slave labor, with the taskmasters whip taking the place of parents and family,
Kuls are given to a gruff personality and violent reactions. Understandably, many never seek friends or companionship but
live out their lives I servitude, driven by hatred and spite. Most however, learn who to trust in the slave pits and who not
to, gaining favor and reputation among the other slaves.
Many slave Kuls have either escaped or otherwise won their freedom and now live independent lives all over Trell. Of these,
large percentages have bartered their combat prowess, making their way as soldiers or guards.
Physical Description: A full-grown Kul stands 6 to 6,1/2 feet tall and weighs 240-300 pounds. They are fair skinned,
some-times tending toward a copper coloration. Their dwarven ancestry gives them a well-muscled frame and incredible constitution.
Kul laborers can perform heavy work for days at a time without stopping. Kuls have stern facial features. They are unmistakably
human in appearance, though their ears are swept back and slightly pointed. Most Kuls, whether male or female, have no hair
or beard.
Relations: Kul do have some small links to dwarfish hatred for orcs but it is only an attempt to gain some part of
the dwarfish heritage by some.
Alignment: Kuls are of any alignment
Kul Lands: Kul have no land of their own. They live among other races.
Religion: Kul are of all faiths. Language: Kuls speak common
Adventurers: Kuls that have escaped are either on the move or hiding out from previous owners. Free kuls have an adventurous
streak if they have escaped bondage.
Kul racial traits:
- Add 2 strength score and 2 constitution score. While often cunning and bright, a Kuls training rarely encourages the mental
disciplines, so Kul characters subtract 2 from intelligence scores. The rigors of their upbringing in bondage make them sullen
a difficult to befriend- Kul characters subtracts 2 from charisma scores.
- Kuls are area able to work longer and harder than most other races. Regardless of the preceding type of exertion, eight
hours of sleep will let a Kul become fully rested, ready to begin work again. Kuls get a free skill of crafty or profession
with a rank of 4. Kul also get a +2 to all Fort saves.
- Size- medium
- Kul base speed is 30 feet
I3. Other: races do exist on Trell although they are rare for PCs. If you have an idea please see DM. Most common
non-player races are Centaurs, ˝ Gyths, and Satyrs. New races are also offered in the Oriental handbook: Hengeyokai: Intelligent
shape changing animals, able to shift freely between human and animal forms Carp, crane, dog, hare, sparrow, badger, fox,
raccoon, rat, & weasel. Nezumi (Ratlings), Spirit Folk, Bamboo, River, and Sea Vanara: Monkeylike Humanoids. DM
permission would be needed for ANY other races.
I4. Quarterlings:
are small demi-humans that look a little like Tinker bell in Peter pan. Quarterlings are a
race unique to Trell. One distinguishing characteristic is the pixie or sprite blood in the family tree. They receive a +1
bonus with any quarterling made bow, quarterlings are considered tiny for size charts. Infravison of at least 20 feet in detailed
when you determine you bloodline. The standard poison arrows available to sprites and pixies are not readily given for game
balance. DM permission is required to play this race.
Personality: Quarterlings are high magical demi-humans and often prefer to outsmart or trick their opponents whenever
possible. They dont deplore violence; only realize the natural disadvantage in physical combat.
Physical Description: Standard height of a Quarterling is 12 to 24 inches; standard weight is 8-24 lb. The age and
gender of a Quarterling is impossible to tell. Quarterlings appear full grown within a month of birth. Mature Quarterlings
is an oxymoron. Quarterling bloodline to pixies and sprites is hard to avoid or tolerate. Quarterlings often have trouble
taking responsibilities for their action; luckily parenthood is not a long process for this hedonistic race.
Relations: Quarterlings have no official relationship with other races. The population is so small and does not have
any formal government. They can associate with pixies sprites, brownies, and all common demi humans. Some strong bonds between
Quarterlings and giants have been observed but no explanation has been found.
Alignment: Quarterlings tend to be chaotic.
Quarterling Lands: Quarterlings live in other villages and do not possess their own lands
Religion: Quarterlings are of all faiths.
Language: Quarterlings speak common and have access to pixie and sprite languages, but must use skill points to gain
them.
Adventurers: Quarterlings are curious by nature and always willing to search new places or join a quest or adventure.
Quarterlings racial traits:
- Bloodline: roll 4d20 for a % of non-Halfling blood and the DM will tell you the results.
- Size- Tiny +2 to AC
- Quarterling base speed is 15 feet walking, 25 feet in flight.
- Initial ability modifiers are; +3 to Dexterity, +2 Wisdom, -2 Strength, -1 Constitution.
- If the Quarterling can fly a ˝strength light spell is activated on them, just enough to cancel any elvenkindness or invisibility.
J. Additional Classes :
*All standard classes listed in the Players handbook are available in Trell
**Priests are still available but slight upgrades are discussed in LL p 30J1. Holy Warrior (non L/G Paladin)
J2. Elemental Wizard (Fire / Water / Air / Earth) J3. Mentalist (Meta Magic) UC
J4. Wild Mage UC
- Prestige classes (see section K)
Giants and kuls prefer fighter, and quarterlings prefer sorcerer or wizard.
J1. Holy Warrior:
This class is in most regards a paladin except for alignment. Holy Warriors cannot specialize
but are allowed many granted powers from their extreme faith, at higher levels. Holy Warriors follow a very strict code and
could be called fighting priests with, they have fewer magical abilities but better fighting skills, the warrior class of
religious sects. Holy Warriors must worship a God, and unlike some priest, Holy Warriors must openly display their beliefs.
When any questions come up, please refer to the PH version of the Paladin, which this follows quite closely. All exceptions
to the Paladin will be noted. See players handbook page 41-42.
Holy Warriors have the most extreme religious ideals and must be of the same alignment and beliefs as the God they worship.
YES, only 10 Magic items are allowed to show their extreme faith and devotion to their god; 1 suit of armor, 1 shield, 4 weapons,
and 4 misc. magic items are all the magic a Holy warrior can possess. Weapon and armor are not restricted but a strong preference
toward holy weapons and this class most frequently uses weapons of the faith of the heavy, mounted version. Holy Warriors
may only employ like-minded henchmen. Atonement and penance are factors when Holy Warriors break any religious rules or commit
infidelities of the truly faithful.Special Class feature that DIFFER or IN ADDITION TO Paladin 1) (Detect
Evil) Detect presence of opposing beliefs & alignment.
- (Lay on Hands) First level granted power or Appendix *
3) Turning ability: same if cleric of deity gets turning ability (Turn or Rebuke)
5) War stead: varies with each deity / denizen.
6) 3rd level or lower granted power(s) or appendix
8) 5th level or lower granted power(s) or appendix
10) 7th level or lower granted power(s)
14) 9th level or lower granted power(s) or appendix
16) 11th level or lower granted power(s) or appendix
* Appendixes and lists of granted powers are listed after the Deitys description
J2. Elemental Wizards
:
The elemental wizard is a variety of specialist mage especially useful on Trell. These wizards scorn the "accepted"
theories of magical classification (the rigid school structure) in favor of a holistic, natural understanding of magic. The
result is elementalism.
Elementalism is not a school in itself; it is an area of specialization focusing on spells involving the four prime elements
of air, earth, fire, and water. These spells may be from any of the nine schools of magic. The fireball spell, for
example, belongs to the evocation school, but according to elementalists, it is also a spell of elemental fire. Please make
the time to discuss spell book access with DM, options will almost always be provided, when time allows.
Unlike other specialists, an elementalist does not specialize in a single school of magic, but may learn and cast spells
belonging to any school. Although this may seem to be a great advantage, elementalists suffer considerable penalties when
learning and casting spells that do not relate directly to the elements. The exception to this penalty is the spells of the
school of lesser divination, which every wizard may learn.
Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every elementalist must
choose one element as his specialty. He may learn and cast any spells relating to his chosen element and gains advantages
when doing so. He may also cast spells of the two elements, which do not oppose his specialty, for which he receives no bonuses
or penalties. Consequently, he may not learn or cast any spells associated with the element that opposes his element of specialty.
For example, a fire elementalist may cast spells relating to fire, air, or earth, but may not cast spells of elemental water.
A specialist is also prohibited from using magical items that duplicate spell effects of his oppositional element.
Water
|
Air -- opposes -- Earth
|
Fire
Although their repertoire of spells is small, elementalists are potent wizards, for they gain the following advantages
when involved with spells of their chosen element:
Elementalists receive a bonus of +25% when attempting to learn spells of their element and a bonus of +15% when learning
other elemental spells. They suffer a penalty of -25% when trying to learn spells that do not relate to the elements.
An elementalist may memorize one extra spell per level, providing that at least one of the memorized spells is from his
element of specialty.
Because elementalists have an enhanced understanding of spells within their element, they receive a +2 bonus when making
saving throws against those spells. Other creatures suffer a -2 penalty when making saves against an elementalist casting
spells from his specialty.
1/ day, an elementalist may choose to cast 1 memorized spell from his element of specialty as if he were d4 level(s) higher.
He must declare this prior to casting the spell.
When an elementalist attempts to create a new spell relating to his specialty element, the DM should count the new spell
as one level less (for determining difficulty).
Upon reaching 10th level, an elementalist does not need to concentrate when controlling elementals of his specialty element
summoned by the 5th-level spell conjure elemental. The normal 5% chance of the elemental turning upon its summoner
remains in effect.
At 15th level, there is no chance of a summoned elemental turning upon an elementalist if the creature is of the wizard's
specialty element. A complete listing of 2nd Edition elemental spells arranged by each element can be found in
Appendix 1(TOM).
J3. Mentalist
UC
The Mentalist is a wizard specialist of a most unusual nature. They exist as leaches on the rest of the true wizard world
and the world of magic. They have little power where there is no magic to manipulate. They basically bind various types of
magic together to react against those of real significance. A mentalist needs to be around other spell casters to truly be
useful.
The Mentalist has the same requirements, as any other wizard except they must also possess at least a 14 intelligence,
13 dexterity, and a 14 wisdom. The Mentalist cannot be multi-classed.
The Mentalist has extremely unusual spells that can only be learned by them. This makes all schools opposing to the mentalist
and unusable. Items with spells in them that the Mentalist can use normally are usable by the specialized wizard but those
that cast spells the mentalist cannot cast are unusable. The same is true for other specialist wizards and generalist.
The very nature of mentalist spells themselves are quite different then any other wizard. Due to the nature of understanding
and manipulation of the spell, Wisdom is important in regaining spells on a daily basis. The Mentalist is sometimes called
a viralist because his magic acts like a virus with other kinds of magic. Because of this, a wizard may flee when confronted
by a mentalist. Most often Mentalist seek out wizards to destroy them or help them out in some manner. This could be an act
of leaving a city or advancing the spells of another wizard.
The Mentalists require the same experience points as others however they gain 10% bonus for all experience for each intelligence
point above 15. An 18 intelligence would give the Mentalist a 30% bonus to experience. As a 0-level human trying to become
a wizard, the Mentalist in training, will be required to do memory games to increase potential. They will also only be able
to attain the following spells. Read magic & Cantrips.
As the wizard attains 1st level they will immediately gain 4 new spells. Detect magic, cure petty wound, confuse math,
and instant match. These spells are mental spells only and will require only deep thought. The Mentalist does not particularly
need a book to regain these spells on a daily basis. They regain these spells by serious mental concentration. The passages
and components are permanently held in their brains, the release of them is what takes so much time to generate the power
within a wizards soul.
Mentalists titles are: 1st Sembeler, 2nd Arcolot, 3rd Mesmeralist, 4th Ctaajmonger, 5th
Reverser, 6th Transferist, 7th Muliblist, 8th Abdigator, 9th Alterist, 10th
Viralist, 11th Mentalist, 12th Mental Mage, Mage or Lord Mentalist.
The Mentalist attains the number of possible learned spells for their class through their intelligence score. However,
they can memorize their spells on a totally different level. Their wisdom factors into their thinking so much, that it can
hinder but mostly help in their daily acquisition of spells. An extremely low Intelligence or Wisdom will weaken prospect
of becoming a Mentalist. Additional spells per wisdom point listed below.
Wisdom Bonus for Spell Acquisition
14....1st level spell 18....4th
15....1st & 2nd 19....1st, 2nd, 3rd & 4th
16....2nd 20....4th & 5th
17....3rd 21....Special..*Ask DM
Below is a list of spells available to the Mentalist UC (Spells
still 2nd Edition)
1st Level
Affect Normal Fire Body Putty** Buoyant Body** Cantrip
Confuse Math** Contort Vision** Cure Petty Wounds** Detect Magic
Distorted Missile** Dog Hearing** Enhance Spider Climb** Feign Death
Instant Match** Lengthen Speech** Obscure Magic** Partial Deafness**
Read Magic Rockling Skin** Sicken Mount**
2nd Level
Alter Self Bandar's Cadged Fire** Blindness Blur
Choke Destroy Detection** Deafness Dumati's Knock Lock**
Extend Flight** Filter Forget Healing Paralysis**
Hornung's Baneful Deflector Misdirection
Merclitus's Marvelous Leap** Obscure Direction** Reverse Hold Person**
Slow Speech** Sonic Pulse** Surge Probability**
Turn Sand Into Water Vocalize Wizard Lock
3rd Level
Alacrity Anti-Invisibility Shield** Augmentation I
Bandar's Resistant Magic** Curse This Blade** Dumati's Revenge**
Eagle Sight** Energy Repulsion** Enhance Summoning**
Explosive Haste** Extension I Delude
Dispel Magic Far Reaching I Freeze Solid**
Intensify Fireball** Merclitus's Fantastic Voyage** Iron Mind
Non-detection Positive Energy Shock** Serious Fire Power**
4th Level
Deckion Distortion** Dilation I Divination Enhancement
Dumati's Storm Emotion Extension II
Far Reaching II Horrific Nightmares** Major Slumber**
Protection/ Missile Attacks Rary's Mnemonic Enhancer RaYak's Disease**
Slow Melt** Tame Wild Magic**
5th Level
Airy Water Augmentation II Chain Reaction**
Contagion Fire** Dumati's Unscrupulous Revenge** Far Reaching III
Feeblemind Force Shapechange Hold Monster
Lower Resistance Magic Missile Pact** Reverse Gate**
6th Level
Anti-Magic Spell Blackmantle Contingency
Dilation II Bandar's Defensive Annihilation** Defoliate
Fearward Globe of Invulnerability Mislead
Project Image Vernon's Robe**
7th Level
Power Word Infect** Power Word Silence
J4. Wild Mages
:
(Thaumaturgy)
UC
With the result of magics uncontrollable nature has come the appearance of wizards devoted to its study. Wild mages
and specialists are very common on Trell, because all generalist had to become wild mages as of 800 years ago (see Magic:
page 2). No wizard other than a wild mage may attempt to use the spells of wild magic, which were created for the use with
wild magic.
On occasions, any spell can have dangerously unpredictable results; including backfiring or creating an entirely different
effect from what was desired. More commonly, the magnitude of a spell--range, duration, area of effect, or even damage--may
fluctuate from casting to casting. Spells cast by wild mages (Trell wizard generalists) are inherently unpredictable.
Only characters with Intelligence of 15 or greater are qualified to become wild mages. Only characters of high intelligence
are able to decipher the arcane convolutions of its meta-mathematical theory. Although wild magic is chaotic on the surface,
study in this field requires diligence and discipline.
Wild mages tend to be chaotic. Assume all things are the same foe wild mages as all other wizards unless otherwise stated.
Wild mages have several abilities and restrictions. Like specialists, wild mages are able to memorize one extra spell per
spell level. This spell must be a wild magic spell, although it can be from any school; wild mages have no opposition schools,
as do specialists. Wild mages receive a bonus of +10% when learning new wild magic spells No penalty when learning other spells.
Because wild magic is somewhat "fast and loose," wild mages can research new spells as if they were one level less difficult,
decreasing the amount of time and money needed to create new spells.
Table 1: LEVEL VARIATION
The most broad-reaching aspect of the wild mage's powers is his approach to spells. The wild mage's work with the
principles of uncertainty affects all spells that have a level variable for range, duration, area of effect, or damage. Each
time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. The
spell may function at lesser, equal, or greater effect than normal. The degree of variation depends on the true level of the
caster.
To determine the level at which the spell is cast, the player must roll 1d20 at the moment the spell is cast. The variation
from the caster's actual level is found at the point where the character's true level and the die roll intersect. If the result
is a positive number, that many levels are added to the caster's true level for purposes of casting the spell. If the result
is a negative number, that many levels are subtracted from the caster's true level. If the result is 0, the spell is cast
normally. The variation of a spell's power has no permanent effect only affecting the spell of that round.
One additional effect can occur when casting level-variable spells. If the result from Table 1 is underlined & boldfaced,
the caster has created a wild surge in the spell in addition to the spell's effects. A wild surge briefly opens a doorway
through which raw magical energy pours. The energy is incompletely controlled by the actions of the spell caster. The result,
often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell.
At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor
may become a pool of grease. Whatever happens, it is the essence of wildness. When a wild surge occurs, the DM must roll
on Table 2. Table 1: LEVEL VARIATION ***
True--------------------------------------------Die Roll (D20)------------------------------------------ surge
Lvl 1 2
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20/ #
1 -1 -1
-1 -1 -1 O O O O O O O O 0
0 +1 +1 +1 +1 +1/ 7
2 -1 -1
-1 -1 -1 -1 O O O O O O O 0 +1 +1 +1 +1
+1 +1/ 6
3 -2 -1
-1 -1 -1 -1 -1 O O O O O O +1 +1 +1 +1 +1 +1 +2/ 6
4 -2 -2
-1 -1 -1 -1 -1 1 O O O O +1 +1 +1 +1 +1 +1 +2 +2/ 5
5 -3 -2
-2 -1 -1 -1 -1 -1 -1 O O +1 +1 +1 +1 +1 +1 +2 +2 +3/5*
6 -3 -3
-2 -2 -1 -1 -1 -1 -1 O O +1 +1 +1 +1 +1 +2 +2 +3 +3/ 4
7 -4 -3
-3 -2 -2 -1 -1 -1 -1 O O +1 +1 +1 +1 +2 +2 +3 +3 +4/ 4
8 -4 -4
-3 -3 -2 -2 -1 -1 -1 O O +1 +1 +1 +2 +2 +3 +3 +4 +4/ 3
9 -5 -4
-4 -3 -3
-2 -2 -1 -1 O O +1 +1 +2 +2 +3 +3 +4 +4 +5/ 2
10^-6 -5
-4 -3 -3 -2 -2 -1 -1 0 +1
+1 +2 +2 +3 +3 +4 +4 +5 +6/1**
* At Fifth level a wild mage has a 10% per level of + or -1 one to the die roll for every two level above 5th (10% +1or
-1, 20% +1or -1 at 6th, 30% +1or -1 at 7th, 40% +2 or -2 at 8th, 50% +2or -2 at ninth, end)
**At 10th lvl Wild M. get 50%(+5/lvl^10) chance to cause or avoid a wild surges, if they choose.
*** Boldface, underline results indicate a wild surge; consult Table 2: Wild Surge Results.
Table 2: WILD SURGE RESULTS
UC spells still being
converted to 3rd Ed spells
Spell guide
;(assume PH), p:page, r:range, d:duration, ct:casting time, aoe:area of effect, 1a = one action. D100
Roll Result (all spells cast at level of caster unless otherwise stated, if not high enough still goes off)
01 Wall of force appears in front of caster ( r:30yds, d:1t+1rd/lvl, ct: one A, aoe:10ft squared/lvl)
02 Caster smells like a skunk for spell duration
03 Caster shoots forth 8 non-poisonous snakes from fingertips. (50% chance snakes will attack random creature)
04 Caster's clothes itch (+2 to initiative) for spell duration
05 Caster glows as per a light spell (r:60y, d:1t/lvl, ct: one A, aoe:20ft radius cube)
06 Spell effect has 60' radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster's hair grows one foot in length, 50% chance all hair will fall out in one turn.
09 Caster pivots 180 degrees
10 Caster's face is blackened by small explosion
11 Caster develops allergy to magical items.PC cant control sneezing until all magical items are removed. Dur=d6t
12 Caster's head enlarges for 1d3 turns
13 Caster reduces for 1d3 turns (10% level, r: 5y/lvl, d: 5rd/lvl, ct: 1a 1, aoe: 1creature
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly (system shock roll, aoe: 1 creature, ct: 1a, d:perm., r:5y/lvl)
17 Colorful bubbles come out of caster's mouth. Words are released when bubbles pop. No verbal comp cast 1tn.
18 Reversed tongues affects all within 60 feet of caster (d: 1rd/lvl, ct: 1a, aoe:30ft radius)
19 Wall of fire encircles caster 50% flame on inside (r: 60y, ct: 1a, d4hp of dam(20ft) & 2d6 within circle)
20 Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns (then falls)
23 Cause fear with 60' r centered on caster. All within r except the caster (ct: 1a, r:0 60%-5%lvl to drop
everything)
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds; page?
26 Caster ages 10 years
27 Silence, 15' radius centers on caster (r:120y, d:2rd/lvl, ct: 1a, aoe:15ft r, no save)
28 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Reverse gravity beneath caster's feet for 1 round (r:5y/lvl, d:1r/lvl, ct:1a, aeo:30ftX30ft)
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible(ct:1a,d:24hrs or attack)
33 color spray from caster's fingertips (ct: 1a, aoe: 5X20 wedge d6 creatures)
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is
36 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp.
37 Music fills the air
38 Create water (r:30yds, d:perm, ct: 1a, 4gallons/level)
39 All normal fires within 60' of caster are extinguished 50% chance this is permenate area of affect
40 One magical item within 30' of caster (randomly chosen) is permanently drained
41 One normal item within 30' of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30' of caster are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44 Dancing lights centered on caster (r:40yd+10yd/lvl, d:2rd/lvl, ct: 1a)
45 All creatures within 30' of caster begin to hiccup (+1 to initiative, -1 to base attack bonus)
46 All normal doors, secret doors, portcullises, locked, or barred within 60' of caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 Monster summoning II (r: 40yds, d: 3rd+1rd/lvl, ct: 1a, d6 2HD monsters)
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60'. All those who can hear must save vs. Fort or be stunned for 1d3 rds.
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear, r:30yds,ct: 1rd)
55 Spell functions but shrieks like a shrieker (monster manual page? (Monster manual page?
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration
of spell. Touch of the elemental causes spell effect (base attack+ = to caster's). Air/Fire/Earth/Water 25% chance each Elemental
HD: AC:
59 All weapons within 60' of caster glow for 1d4 rounds
60 Spell functions; any applicable saving throw is not allowed
61 Spell appears to fail when cast, but occurs 1-4 rounds later
62 All magical items within 60' of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target (r:90y+10y/lvl, d:3rd+1rd/lvl, ct: 1a, aeo:40cube 1creature/lvl)
65 Target deluded (d:turn/lvl, ct:1a, no alignment detectable)
66 Lightning bolt shoots toward target (r:40yd+10y/lvl, ct: 1a, d6/lvl)
67 Target enlarged (r:5y/lvl, ct:5rd/lvl, ct:1,aoe: 1 creature or object save 10%/lvl)
68 Darkness centered on target (no infravision, r:10y/lvl, d: turn/+11rd/lvl, ct:1a)
69 Plant growth centered on target (r:10y/lvl, d: perm., ct: 1a)
70 1,000 lb. of non-living matter within 10' of target vanishes (r:touch, ct: 1a,aoe:1 object,5lbs/lvl)
71 Fireball centers on target (r:10yd+10yd/lvl, ct: 1a,aoe: 20 radius, d6/lvl)
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal (25%Cure Crit Wounds) (r:touch, d:perm.,
ct: 1rd)
75 Target becomes dizzy (-4 AC and base att+, cannot cast spells) for 2d4 rounds
76 Wall of fire encircles target (r:60y, ct: 1a, d4hp of damage(20ft) & 2d6 within circle)
78 Target suffers blindness( r:30y+10y/lvl,ct: 1a,aoe:1 creature until dispel magic, [p:148])
77 Target levitates 20' for 1d3 turns (r:20y/lvl, d:turn/lvl, ct: 1a, aoe: 1 object or creature)
79 Target is charmed as per charm monster (r:60y, ct: 1a, 2d4 HD)
80 Target forgets (r:30y, d:perm., ct: 1a, aoe: 20ft cube 1 minute/3lvls)
81 Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 trns
82 (a Dead 50% chance) Rust monster appears in front of target
83 Target polymorphs randomly (system shock roll, aoe: 1 creature, ct: 1a, d:perm., r:5y/lvl)
84 Target falls madly in love with caster until a dispel magic is cast.
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target (r:30y, d:1rd/lvl, ct: 1a, aoe: 20ft cube, nausea d4+1rd)
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).
90 Spell effect has 60' radius centered on target (all within radius suffer the effect)
91 Target's clothes itch (+2 to initiative for 1d10 rounds)
92 Target's race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened (r:60y, d:3rd/lvl, ct: 1a, aoe:40ft cube, 1 creature/lvl, -2 initative)
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings/arm/ear,etc.) which remains until dispel magic
98 Target changes color (canceled by dispel magic)
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning
bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%
Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally
(appropriate saving throws are allowed). The caster's true level is used when calculating range, duration, area of effect,
etc. of these spells. Saves are assumed possible for any affect unless otherwise stated. The above list, while long, is only
a small fraction of the possible results of a wild surge. The randomness of wild surges should be allowed to ruin the story
of an adventure. Clearly, Trell generalists (wild mages) are a risky proposition. Not every player will want to play a wild
mage; not every party will want a wild mage.
Certain magical items behave differently in the hands of a wild mage. This is due to his understanding of the random processes
that power them. Most notable of these is the wand of wonder. The wild mage has a 50% chance of controlling the wand,
allowing him to use charges from the wand to cast any spell he already knows (but does not need to have memorized).
The number of charges used by the wand is equal to the number of levels of the spell desired. If the attempt fails, only one
charge is used and a random effect is generated.
The wild mage can control the following items 30% Plus 5% per every 2 levels (80% max.) Of the time, thereby allowing him
to select the result or item instead of relying on chance: amulet of the planes, bag of beans, bag of tricks, deck of illusions,
deck of many things, and the well of many worlds.
Wild Mage Spell list UC still 2nd Edition
1st Hornungs Guess, Nahals Reckless Dweomer, and Patternweave, 2nd Chaos Shiled, Hornugs Baneful
Deflector, Nahals nonsensical nullifier, 3rd Alternate Reality, Fireflow, Fools speech, 4th There/Not
there, Unluck, 5th Vortex, waveform, 6th Wildshield, Wildstrike, 7th Hornungs surge selector,
Spell shape, 8th Hornungs random, Dispatcher, Wildzone, 9th Stabilize, Wildfire, Wildwind
K. Prestige classes
*Prestige classes new to D&D and made for 3rd Edition. Prestige classes are classes that have prerequisites
such as certain ranks in a specific skills, race or alignment restriction to other unique qualifications (see DMG p 27-36
for descriptions of Arcane Archer, Assassin, Blackguard, Dwarven Defender, Loremaster, Shadow dancer). Prestige classes in
the DMG are available with DM permission in Trell. Current Trell prestige classes include the Hunter and the tattooed monk
(see oriental handbook).
K1. Hunter
is a prestige class (& is still under construction
UC)
In the lands of Trell, the Hunter is a powerful individual. Many types of Hunters roam the lands of Trell in search of
their prey. There are specific requirements all Hunters must abide by unless the DM warrants variation from the norm. Special
circumstances can be applied depending on the campaign setting. They do not choose to be Hunters, but the calling (mae'zan)
envelops them, so that they must become the enemy of something. Usually a special creature is chosen as the major focus and
a minor related creature-type as the secondary focus. The Hunter character must also possess certain ability scores. Class
features: The Hunter must choose a particular type of creature family and a specific creature to be specialized against. The
Hunter may choose to be focused on one particular unique individual being. This is done in campaign settings. An example of
the choices a Hunter could select to be a lycanthrope hunter but particularly specialized against wererats. Another example
might be to focus on Gythiyaki but specialize against Gith. Finally if a Hunter chose an individual like Racknor the Gith
barbarian to specialize against they could also chose to focus against Gith but nothing else.
Beyond the Hunter's fighting abilities he/she has the ability to research destructive means to kill their specialty creature.
The Hunter may need at some point in time to research a type of creature that may not be within their specialty. The creature
may be far removed from the focus or the specialty of the Hunter. This can be done with 5% per level of accuracy.
An example of this research could be a QuoaToa specialist with general Deep Ones focus, researching how to kill a vampire.
The DM decides on the research bonus gained from study individually. Generally tactics on how to kill can be attained and
often a bonus of +1 can be temporarily achieved. All research of this type takes from 2-3 weeks minimum assuming resources
are available.
The maezan allows is what gives all Hunters a +2 base artttack bonus at 1st level. Hunter have
access to all fighter feats. The Hunter can once per encounter or once per hour use a CALLED SHOT. This attack is a
+3 (additional +1 per encounter) to hit on the specialized creature or individual, focusing all his/her energy that round
to the attack. If the Hunter hits and wounds the creature it will be wounded as if a critical hit has been struck. See chart
at the end of this class description. On a 20-sided +4. Only one CALLED SHOT can be attempted per hour. The creature must
be the specific type the Hunter is attuned to. The hit dice of the creature cannot exceed the Hunters Hit dice or the chance
for instant kill is eliminated.
If the Hunter succeeds with the called shot and if the critical hit is deadly, the creature will be beheaded or stabbed
in whatever form the Hunter needs to use, to kill it. The weapon must be able to wound the creature i.e. magic or silver.
The target creature can not have over a total of 100 hit points for a base.
Hit Dice: d8
Skill points each level 2 + Intelligence modifier (first level 2+ Intelligence)Prerequisites: 3 levels in Bard, Barebarian,
Fighter or Ranger, feats of ____ and Skills of __rank. They must have a 15 strength, a 14 dexterity and a 12 on wisdom and
intelligence. Again all of these scores requirements. Class skills: ? balance, bluff, climb, craft: alchemy, decipher script,
diplomacy, disable device, disguise, escape artist, forgery, gather information, hide, innuendo, intimidate, intuit direction,
jump, knowledge- history / nobility /geography, listen, move silent, open locks, pick pocket, perform, profession, read lips,
search, sense motive, spot, swim, tumble and use rope.*feign death
Weapons and armor: Hunters are proficient with all
type of weapons and armor.
Spell use:
The Hunter does not pray for spells but must meditate 1 hour before going to sleep to attain spells
upon awaking. The meditation is intense and removes all knowledge of the world. Complete surprise is possible (50% chance)
during this meditation.
Base att
Level bonus Fort Will Reflex Special Title (Spell Level->) 1 2 3 4 5 6
1 +2 + + + A Flusher 1
2 +3 + + + B Tenderfoot 2
3 +4 + + + C Outdoorsman 2 1
4 +5 + + + Scout 2 2
5 +6 + + + D Watcher 2 2 1
6 +7 + + + Stalker 3 2 1
7 +8 + + + E Tracker 3 2 1 1
8 +9 + + + Ranger 3 2 2 1
9 +10 + + + F Hunter 4 3 2 2 1
10 +11 + + + G Master of the Hunt4 3 3 2 2
11 +12 + + + 4 4 3 3 2
12 +13 + + + H 5 5 4 4 3 1
- The Hunter has the ability to ignore all natural poisons. Magical poisons will still work but saves are made at +4 against
these.
- The Hunter has heightened perceptions giving a hunter a +2 vs. being surprised.
C) The Hunter can track all creatures see track feat. D) At fifth level the Hunter has the ability to hit consistently
better on its special creature. Gaining a +1 to all initiative, attacks, and damage rolls to such creatures.E) Hunters at
this level attain the ability to do amazing feats. They gain the LUCK ability. This allows them to do seemingly impossible
feats that are just barely beyond the imagination of the DM. An example would be leaping a 35-40 foot chasm and land on ones
feet assuming a running start can be attained. Also the character could hold ones breathe (X2) of any super swimmer. The imagination
is the key. This does not allow flying or other magical abilities. Walking on water is absurd however on hot coals may not
be. These are not parlor trick but must be maezan related or life threatening.F) Free featF) The Hunter gains the immunity
to Poisons of any type. They also gain the parrying ability to avoid a natural 20 kill from even that of a vorpal sword. This
amounts to a 50% resistance going up 10% per level above 10th level to a maximum of 90%. To start we must assume the Hunter
declares an action to avoid an attack by parrying. After all attacks are made at the Hunter then the assessment of parrying
takes place. In this example let us assume 4 hits of 7 swings are successful at striking the Hunter. The swings are numbered
1 - # of hits. In this example number 1, 3, 4, and 6 attack struck the hunter. The damage accrued is 9, 4, 10, and 4 points
respectably. The Hunter randomly selects one attack to actually miss by rolling appropriate dice. If 6 strikes hit the random
die roll would be a 6-sided die. In this case a 4-sided dice is used because the number of hits equaled four. If a 3 was rolled
on the 4-sided then that means that the 3rd hit did not strike and the 10 points of damage received did not harm the Hunter.
A Hunter can use 10 parry maneuvers per day but not more than 3 in any one turn.L) The Master of the Hunt is a special being.
The Hunter gains a dodge and parry attack giving the Hunter in combat the ability to avoid a random attack that would normally
hit. An example is described below.
Also at 12th level the Hunter gains +5 FOCI modifier to initiative rolls when in direct combat against all creatures, individuals
in which the Hunter is specialized or focused on or against.
After 12th level the character does not gain additional spells.
List of spells
1st Level 2nd Level
Affect normal fires Shillelagh Aid Hold Animal
Detect Normal Snares Sharpen Arrow* Barkskin Lofted Arrow*
Invisibility to animals Swim Bind Slow Poison
Locate Animals or Plants Wound Mending* Glitterdust Snare
Protection from evil
3rd Level 4th Level
Camouflage* Spike Growth Call Woodland Beings Neutralize Poison
Environmental Survival* Summon Insects Blending* Repel Insects
Jet-Jump* Tongues Hunter Eye* Stone Shape
Non-Detection WaterBreathing
5th Level 6th Level
Enhanced Dexterity* Repulsion Shield* Enhance Hunter Luck*
Free Action Resist Fire/Cold Calling Out*
Nature/Whisper* Stamina** Dimensional Warp*
Protection From Lightning Weapon Creation*
* Hunter spell description available upon request *
Hunters Called Shot Chart
All of these roll are made on a d20 with a plus (+) 4 to the die roll
1-12. Normal Damage
13-14. Maximum damage 15-16. Double die damage
17. Triple Die Damage
If damage is over 1/3 of total HP left character will reel, the next round will get a + 2 to hit
18. Quadruple Damage.. " same as above
19. Quadruple damage plus a Mortal wound Character will die within turn if magical healed, continue to bleed for 2 pts
per round until magically healed or 10 round and death.
20. Death, by a spectacular hit as if vorpaled, or smashing of brain, if it can be done it will be done. if character cannot
be killed for some reason damage will equal quadruple damaged = to #19.
L.
End Notes:
This is a comprehensive list of anything (so far) unlisted that has come up as questions about Trell.
-
-
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P. Appendixes (plan to acquire)
- Hunter spells descriptions
- (Mentalist spells descriptions)
- (Elementalist spells descriptions)
- (Wild mage spells descriptions)
- Racial supplements
-