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Compiled Equipment & Spell Services

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Page 1: Index - Compiled-Equipment & Spell-Services

Compiled Equipment &

Spell Services

Page 2: Index - 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

Page 3: Index - Compiled-Equipment & Spell-Services

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

Page 4: Index - Compiled-Equipment & Spell-Services

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

Page 5: Index - Compiled-Equipment & Spell-Services

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

Page 6: Index - Compiled-Equipment & Spell-Services

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

Page 7: Index - Compiled-Equipment & Spell-Services

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

Page 8: Index - Compiled-Equipment & Spell-Services

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

Page 9: Index - Compiled-Equipment & Spell-Services

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

Page 10: Index - Compiled-Equipment & Spell-Services

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

Page 11: Index - Compiled-Equipment & Spell-Services

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.

Page 12: Index - Compiled-Equipment & Spell-Services

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.

Page 13: Index - Compiled-Equipment & Spell-Services

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.

Page 14: Index - Compiled-Equipment & Spell-Services

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

Page 15: Index - Compiled-Equipment & Spell-Services

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

Page 16: Index - Compiled-Equipment & Spell-Services

(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

Page 17: Index - Compiled-Equipment & Spell-Services

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.

Page 18: Index - Compiled-Equipment & Spell-Services

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

Page 19: Index - Compiled-Equipment & Spell-Services

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

Page 20: Index - Compiled-Equipment & Spell-Services

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

Page 21: Index - Compiled-Equipment & Spell-Services

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

Page 22: Index - Compiled-Equipment & Spell-Services

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

Page 23: Index - Compiled-Equipment & Spell-Services

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

Page 24: Index - Compiled-Equipment & Spell-Services

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.

Page 25: Index - Compiled-Equipment & Spell-Services

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.

Page 26: Index - Compiled-Equipment & Spell-Services

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.

Page 27: Index - Compiled-Equipment & Spell-Services

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

Page 28: Index - Compiled-Equipment & Spell-Services

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

Page 29: Index - Compiled-Equipment & Spell-Services

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

Page 30: Index - Compiled-Equipment & Spell-Services

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

Page 31: Index - Compiled-Equipment & Spell-Services

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

Page 32: Index - Compiled-Equipment & Spell-Services

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

Page 33: Index - Compiled-Equipment & Spell-Services

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

Page 34: Index - Compiled-Equipment & Spell-Services

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.