Land of Mist
Land of Mist
a world unknown
a world unknown
Land of Mist
… a world unknown (preview)
Legal
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Author: Joseph Quinn
Original Artwork: © Tara Quinn, © Finny
Table of Contents
Table of Contents.................................................................................................................2
Introduction.........................................................................................................................3
About This Book............................................................................................................3
The World............................................................................................................................4
The Land........................................................................................................................4
The Mist.........................................................................................................................5
Peoples of the Mist.........................................................................................................6
Magic in the Mist...........................................................................................................7
Characters............................................................................................................................9
Creating Characters........................................................................................................9
Character Classes.........................................................................................................10
Aquatic Elf.............................................................................................................10
Beastfolk.................................................................................................................12
Desert Druid...........................................................................................................14
Fairy.......................................................................................................................16
Forester...................................................................................................................18
Gremlin...................................................................................................................20
Moon Drow............................................................................................................22
Mystic.....................................................................................................................24
Rake........................................................................................................................26
Using with Classic Game.............................................................................................30
Open Game License.....................................................................................................32
Table of Contents
PREVIEW CONTENT
This is a preview of Land of Mist – a world unknown. It contains the introduction, world
description, and character classes.
The complete book contains the following:
A Unique Campaign World, 9 Character Classes, and 7 Character Races.
Options to play Enlightened Monsters, Hedgewitch Spell Casters, and Lycanthropes.
Procedures for Underwater Adventuring, alternative Domain Management rules and
an accompanying Mass Combat system.
Rules for Dragon Riding and seeking the path to Immortality.
Spell casting via Runes and summoning of Spirit Animals via Totems.
Protocols for designing Artifacts, new spells, monsters, and more!
Like the preview? Purchase the full version in PDF, Softcover and/or Hardcover @
https://www.drivethrurpg.com/product/473192/Land-of-Mist-for-OldSchool-Essentials
Introduction
About This Book
Land of Mist is a campaign setting and
third party supplement for use with the
popular role-playing game Old-School
Essentials. Inspired by classic tabletop
fantasy worlds, it is a whimsical realm
infused with magic and mystery.
Serving as both a setting and a supple-
ment, referees and players may wish to
utilize all of the content in this book or
only a portion thereof. It is divided into
different sections for ease of reference:
The World
Characters
Game Play
Spell Casting
Artifacts
Monsters
Adventures
Stories of the Mist
Each section may be used independently,
allowing referees to choose which ele-
ments to incorporate into their game.
Most of this book is designed to be read
by both the players and the referee, with
the notable exceptions of the Monsters
and Adventures sections, which are
intended to be read only by the referee.
In campaigns where the players are not
native to the setting, they should not read
the section titled The World unless
directed to by the referee.
Stories of the Mist features a selection of
content from valued contributors.
Land of Mist is a 3rd party supplement
and not affiliated with Necrotic Gnome.
A unique campaign world.
New character classes and races.
Options to play enlightened monsters,
hedgewitch spell casters, and lycanthropes.
Procedures for underwater adven-
turing, alternative domain management
rules, and a new mass combat system.
Rules for dragon riding, seeking
immortality, spell casting via runes and
summoning of spirit animals via totems.
Protocols for designing artifacts.
New spells, monsters and more.
Land of Mist can be used as a standalone
world or integrated into an existing cam-
paign. The provided classes and races are
appropriate for players or NPCs, and the
setting and monsters are compatible to be
encountered by existing characters.
Attention should be paid to several effects
described throughout the section titled
The World. In particular, the powerful
amnesia inducing force detailed in The
Mist, and the related spell casting consid-
erations explained in Magic in the Mist.
3
Integrating into a Campaign
Introduction
What’s Inside?
Requires Old-School Essentials.
Designed for use with Old-School
Essentials Advanced Fantasy.
For those playing the classic game,
see Using with Classic Game .
How to Use
The World
The Land
A vast continent, known simply as the
Land, dominates this place. It is sur-
rounded by dozens of archipelagos and
hundreds of smaller islets. The Land fea-
tures a diverse range of terrains, from the
frigid southern mountains to the rich
northern coastline, encompassing various
forests, grasslands, and a large central
desert plateau. Inhabitants collectively
refer to this realm, including the islands
and the Mist, as the Land of Mist.
Constantly covered by thick clouds, much
of the world is rainy and fertile. Though
natural sunlight is often diffuse and dim,
magical light sources are common across
the landscape providing ample radiance.
The exception is the sparsely populated
central plateau, above which the clouds
are wispy and the sun burns hot.
The Coral Islands: A large and capti-
vating archipelago to the near north.
The Northern Shores: A bountiful shore-
line spanning most of the northern coast.
The Lushglade Forest: An enormous rain
forest on the northwestern peninsula.
The Wildwoods: A stretch of forested
woodlands bordering the western shore.
The Pasturelands: An expanse of grass-
lands on the east portion of the continent.
The Great Desert: A high desert plateau
covering much of the central landmass.
The Frozen Mountains: A chain of harsh,
rugged mountains across the southern rim,
dotted by coniferous woodlands.
Mount Dread: A huge active volcanic
field in the center of the Land.
What lies beyond The Mist? Aside from
their hazy view of the lights of the sky,
none of those who inhabit it know.
Whether born to the Mist or having
arrived through its foggy periphery, the
Forgetting ensures that none have any
knowledge or memory of what might
exist outside its veil.
4
Beyond the Mist
Regions
The Land is surrounded by water, and
the water is permanently surrounded by
a thick mist. The ignorant think that this
is all the land that exists, and that the
whole world is set upon a flat disk. The
wise understand that there must be
something more, but can only guess at
what it might be.
The World
The Mist
The Mist surrounds the Land, the islands
and the water on every side. At sea level, it
is so dense as to be impenetrable to light.
Rising up for miles above the ocean, it
gradually thins and curves inward to form
a dome of permanent cloud cover. Below
the water, it extends to the seabed as an
unbroken wall of opaque, murky vortices.
All who pass through the Mist are afflicted
by the Forgetting. Those who come
through from beyond invariably know
nothing of where they came from, or how
they arrived. Many of those who exit
never return, and those who do no longer
remember anything of the world. In either
case, while they remember their name, and
with time rediscover their skills and abili-
ties, they are always unable to recall the
nature of the reality they knew prior to
passing through the Mist.
The Forgetting affects not only people and
creatures, but also any objects that pass
through. All writing and symbols become
indecipherable. Any maps, pictographs or
engravings turn to abstract works devoid
of meaning. There is nothing that can pass
through the Mist without losing all record
of the domain where it existed prior.
The Mist itself is a sentient being, enig-
matic and elusive. It does not reveal its
intentions, even to the immortals that
dwell within its mind. It rarely intervenes
in the lives of those ensnared by its haze.
When it does, its purpose is to subvert any
knowledge of a world beyond.
Above the water, the dense, foggy Mist
extends for hundreds of yards outwards. It
is always so thick as to make it impossible
to see what is on the other side. There is
no barrier to traveling through it. As long
as a person can still see the Land, the
islands, or any part of the world within,
they are not affected by the Forgetting.
Traveling upward, near the clouds, is
impossible for most. Flight works nor-
mally up to a few hundred feet. Above
that, the pull of the Land becomes ever
greater as one rises. Whether by magic or
might, the force becomes insurmountable
before reaching the clouds. The lone
exception are the mist dragons. They are
able to fly themselves and their riders high
into the sky as easily as they can close to
the ground. However, they will never
breach the ever-present ceiling of clouds.
People, creatures and objects (such as ves-
sels or meteors) do sometimes fall from
the sky. Even so, they are never again able
to rise above the clouds, and they are
always disoriented by the Forgetting.
There are many legends of the Mist. Some
believe it is all that is and ever was. Others
say it is but one world of many. The fairies
and fey are certain it is only a dream, but
offer only fantastical stories as evidence.
The moon drow tell tales of wanderers
found deep within their caves, claiming to
remember their past, who speak of another
world. Those strange elves though are
known for their love of illusion and decep-
tion, so most dismiss their claims.
5
Legends
Traveling through the Mist
The Mind of the Mist
The Forgetting
Peoples of the Mist
The native peoples of the Land of Mist are
collectively known as Mistlings, and those
who arrive through the fog are known as
the Found. Humans are the most numer-
ous of the Mistlings, and share the world
with elves, dwarves, halflings and numer-
ous other demihumans.
The Found are usually greeted by sea
elves or other ocean dwellers, as most of
them arrive through the Mist over the
water. Some also occasionally emerge
from the sky, but whether by dragon or
airship, the unforgiving pull of the Land
tends to bring them crashing down.
The civilizations of the Land of Mist are
many and varied. Human communities are
usually diverse, and often include substan-
tial numbers of demihumans. Communi-
ties of the demihumans themselves tend to
be insular and suspicious, containing few
residents not of their kind.
No single nation dominates the world.
Many groups are loose confederations,
and those with dense populations tend to
arrange as city-states. The largest of the
kingdoms are the Pyramid Builders,
though the Desert Nomads claim the
greatest swath of land as their territory.
Most inhabitants of the Mist are welcom-
ing to Found arrivals, who are often scared
and bewildered due to the Forgetting. The
aquatic elves in particular consider it their
duty to help them acclimate. They practice
an embracing ceremony, with an evening
of dancing and feasting upon the beach.
The Found then stay with them for a short
while, before being sailed to the commu-
nity where they are most likely to fit in.
Arcane Cabalists: Devoted subjects of
the Archmage of the Dark Order.
Cosmopolitans: Citizens of large cities
across the Land, human and demihuman.
Desert Nomads: Wandering herders and
traders that travel the Great Desert.
Iceborne Berserkers: Valiant raiding
clans of the cold southern islands.
Jungle Warriors: Warring factions of the
Lushglade who practice ritual sacrifice.
Mariners: Nautical merchants and sailors
of the sea by the Northern Shores.
Pastoralists: Horse riders and skilled
game hunters of the Pasturelands.
Pyramid Builders: Temple builders of the
fertile river south of the Great Desert.
Royalists: Sovereigns and vassals of the
many kingdoms of the Mist.
Badlands Beasts: Armies of enlightened
monsters in the desert wastelands.
Drow: Dark elves and moon drow of
caves, caverns and the Undermoon.
Elven Islanders: Aquatic elves of the
Coral Islands and the ocean below.
Forest Fey: Elves and their fairy kindreds
of the deep Wildwoods.
Half Homes: Halflings of the idyllic shires
in the valley west of the Pasturelands.
Mountain Dwarves: Clans of dwarves
that live deep within the mountain stone.
Southern Beastfolk: Fishers and fur trap-
pers of the Frozen Mountains.
Wee Warriors: Bittle tribespeople of the
Lushglade Forest.
6
Demihuman Communities
Human Communities
Magic in the Mist
Magic pervades every corner of the Land
of Mist. Spell casters are common, as are
their works. Runes, artifacts, and enchant-
ments are plentiful. However, there are
limits, and they are beyond mortal control.
Divine magic in the Land of Mist is gov-
erned by the Immortals. These ascended
beings were each at one time living crea-
tures of the world. Through grand deeds
and the faith of their followers, they tran-
scended their mortal lives and joined with
the Mist. They exist within its mind as if
in a lucid dream, and from time to time
descend to tend to their worshipers in the
cults they left behind.
Arcane magic is largely the domain of the
fey. Elves and drow flourish below the
ground, upon the land and beneath the sea,
while fairy magic runs wild in the forests.
Humans are among the most powerful
magic-users, though even they often
embrace the ways of the elves.
The Mist itself is the ultimate arbiter of all
magic. Its rules are inviolable, even for the
Immortals. No magic can pass through the
Mist without being dispelled, and none
can sense or interact with anything beyond
the Mist. Magic cannot transport or tele-
port anything outside its bounds, and no
creature or object that arrives is immune to
the effects of the Forgetting.
Any deities that may exist beyond cannot
be reached from within the Mist. In order
to pray for spells, divine casters in the
Land of Mist must join one of the cults
established by the Immortals.
The Land itself, as well as the islands and
the sea hold a magic of their own. Any-
thing traveling more than a hundred yards
above the water or land begins to experi-
ence a stronger attraction to the world
below. The effect is subtle at first, and of
little consequence to the daily habits of
birds and other sky creatures. With greater
height the force increases, becoming
insurmountable before reaching clouds.
There is enchantment everywhere in the
Land of Mist. Mystical runes hold power-
ful magic, found carved into trees and
stone. Obscure artifacts from times
unknown continue to function after thou-
sands of years. Spell casters of all types
abound, and even many simple folk carry
totems for summoning their animal spirits.
Brutes and beastfolk, the most ancient of
peoples, have endured even as their
descendants evolved. An entire race of
humans, the bittles, are transformed to lil-
liputian proportions. Werewolves and
other lycanthropes struggle to suppress
their wild urges and attempt to lead nor-
mal lives, while typically dim monsters
achieve sentience and gain agency.
7
Peculiar Magical Effects
Enchantment Everywhere
The Pull of the Land
Divine Magic
Arcane Antics
Common survivors of falls from the
sky, gremlins aren’t spell casters but
are inherently magical. They most
often live among the Cosmopolitans.
8
Characters
Creating Characters
Any character created using the Basic or
Advanced methods described in Old-
School Essentials can be used with Land
of Mist. The additional classes and races
presented in this text are designed to be
compatible with either method.
In addition to the standard character
options, several further possibilities for
character development are made available
in Land of Mist, summarized here.
New Classes and Races
Several new classes and races are pre-
sented, representing the peoples of the
Land of Mist. Except for the demihuman
classes, each entry provides the classes or
races allowed, along with their maximum
levels, for use with the Advanced game.
Variant Human Races
Two new types of humans, bittles and
brutes, can access most of the same class
and level options as standard humans.
Each has a special requirement for gener-
ating ability scores, so the choice to play
as one must be made before rolling them.
Enlightened Monsters
As an alternative to choosing a class, play-
ers can create a character based on a
monster that has achieved enlightenment.
To play as an enlightened monster, use the
Basic Method for creating a character. In-
stead of choosing a class, use the process
described in the Enlightenment section.
Hedgewitch Spell Casters
Characters of any class can access limited
spell casting abilities by practicing as
hedgewitches. Hedgewitches require ad-
ditional experience points to advance in
level. The decision to play as a hedgewitch
must be made at character creation.
Lycanthropy
Players of human characters can choose to
play as a lycanthrope, a person infected
with a magical disease that sometimes
changes them into an animal form.
The choice to play a lycanthrope can be
made at character creation, or infection
may occur later on. The Lycanthropy
section provides the required details.
Cults
Membership in one of the various cults is
common in the Land of Mist. Cults are
established by the Immortals, and are
attuned with their alignment.
Any character may be created as a mem-
ber of a cult, or they may join one at a
later time. It is required that divine spell
casters in the Land of Mist belong to a
cult, as this is how religion is practiced.
Totems
A player may at any time choose a totem
for their character, an emblem of an
animal spirit which they hold sacred. At
higher levels, they can use this emblem to
summon their spirit animal to assist them.
The decision to choose a totem should be
weighed carefully, as it cannot be changed
once chosen. Totem animals are sum-
moned as a form of divine magic, and are
described in the Spell Casting section.Character Classes
9
New Character Options
Characters
Character Classes
Aquatic Elf
Aquatic elves are born to the sea and live
both below the water and upon the land.
Their webbed fingers and toes, gills, and
pale iridescent skin set them apart from
the forest dwelling elves. They are adapted
to life in the ocean, and have lost some of
the qualities typical of the fey.
Prime requisites: Aquatic elves with 13+
CON and INT get a 5% XP bonus; those
with 16+ INT and 13+ CON get +10% XP.
See Magic in Old-School Essentials for
full details on arcane magic.
Magical research: Aquatic elves of level
2+ can research spells, inscribe them on
spell pebbles, and explore other magic. At
10th level, they can craft magic items.
Spell casting: Aquatic elves carry spell
pebbles inscribed with arcane spells. Spell
pebbles work the same as spell books. The
spells they can memorize are based on
their experience level (see level progres-
sion table). A 2nd level aquatic elf has one
spell pebble, chosen by the referee.
Aquatic elves have the same spell selec-
tion as magic-users (see Magic).
Using magic items: As spell casters,
aquatic elves can use magic scrolls of
spells on their spell list. They can also use
items that may only be used by arcane
spell casters (e.g. magic wands).
Aquatic elves are able to change their skin
pigmentation to blend in with the sur-
rounding environment. This allows them
to hide underwater or in the wilderness
with a 90% chance of success.
Aquatic elves, being regular swimmers,
cannot wear armor heavier than leather
and cannot use shields. They do not use
bows or other ranged weapons. They can
use any one-handed melee weapon.
Aquatic elves are expert navigators with a
chance of getting lost at sea of only 1-in-6.
Aquatic elves are able to swim at their full
movement rate.
Aquatic elves can deliver a powerful
punch that inflicts 1d4 points of damage,
modified by STR.
Aquatic elves are able to breath normally
both underwater and in air.
10
Water Breathing
Unarmed Damage
Swimming
Navigation
Combat
Camouflage
Arcane Magic
Character Classes
Requirements: Minimum INT 9
Prime requisite: CON and INT
Hit Dice: 1d8
Maximum Level: 10
Armor: Leather, no shields
Weapons: One-handed melee weapons
Languages: Alignment, Common,
Elvish, the language of dolphins and
whales
An aquatic elf may establish a coastal
stronghold which will form the basis of a
new community of aquatic elves. These
villages span from the beach upon the land
down into shelves and reefs below water.
Crustaceans, fish, dolphins and other ani-
mals that live in the sea within range of
the completed stronghold will become
friends with the aquatic elves. They may
warn of intruders, carry messages and
news, and so on.
An aquatic elf ruler may only hire aquatic
elf mercenaries. Specialists and retainers
of any race may be hired.
11
After Reaching 10
th
Level
Underwater Adventures
Aquatic elves are competent adventur-
ers both on the land and under the sea.
See Underwater Adventuring for
game rules and information on how
to explore the oceans.
Aquatic Elf Level Progression
Level XP HD THAC0
Saving Throws Spells
D W P B S 1 2 3 4 5
1 0 1d8 19 [0] 12 13 13 15 15 - - - - -
2 3,000 2d8 19 [0] 12 13 13 15 15 1 - - - -
3 6,000 3d8 19 [0] 12 13 13 15 15 2 - - - -
4 12,000 4d8 17 [+2] 10 11 11 13 12 2 1 - - -
5 25,000 5d8 17 [+2] 10 11 11 13 12 2 2 - - -
6 50,000 6d8 17 [+2] 10 11 11 13 12 2 2 1 - -
7 100,000 7d8 14 [+5] 8 9 9 10 10 2 2 2 - -
8 200,000 8d8 14 [+5] 8 9 9 10 10 3 2 2 1 -
9 400,000 9d8 14 [+5] 8 9 9 10 10 3 3 2 2 -
10 600,000 9d8+2* 12 [+7] 6 7 8 8 8 3 3 3 2 1
* Modifiers from CON no longer apply. Death / poison, Wands, Paralysis / petrify,
Breath attacks, Spells / rods / staves
Beastfolk
Beastfolk are demihumans descended
from the progenitors of various humanoid
races such as orcs, trolls and ogres.
Though civilized compared to their mon-
strous kin, they prefer a more primitive
existence than most other peoples.
Beastfolk can use all types of weapons,
and can use leather armor and shields.
Beastfolk have infravision to 60’.
Beastfolk have thick, leather-like hides
which grant them a natural Armor Class of
7 [12]. Standard leather armor does not
further improve their Armor Class.
Beastfolk are hardy, robust creatures and
so receive +1 hit point (hp) each level.
Beastfolk vary widely in appearance. Use
the following tables to randomly deter-
mine their characteristics.
Height (roll 1d8) Weight (roll 1d8)
Roll Result Roll Result
1 3 ½’ 1 75 lb
2 4’ 2 100 lb
3 4 ½’ 3 125 lb
4 5’ 4 150 lb
5 5 ½’ 5 175 lb
6 6’ 6 200 lb
7 6 ½’ 7 225 lb
8 7’ 8 250 lb
Ears (roll 1d6) Teeth (roll 1d6)
Roll Result Roll Result
1 Pointy, small 1 Human-like
2 Round, small 2 Sharpened
3 Pointy, normal 3 Overbite
4 Round, normal 4 Underbite
5 Pointy, large 5 Fangs
6 Round, large 6 Missing
Iris (roll 1d6) Pupil (roll 1d6)
Roll Result Roll Result
1 Blue 1 Black
2 Brown 2 Gray
3 Green 3 Green
4 Red 4 Red
5 Violet 5 White
6 Yellow 6 Yellow
Hide (roll 1d6) Hair (roll 1d8)
Roll Result Roll Result
1 Black 1 Bald
2 Brown 2 Black
3 Green 3 Blonde
4 Red 4 Blue
5 White 5 Brown
6 Yellow 6 Green
7 Red
8 White
12
Appearance
Robust
Natural Armor
Infravision
Combat
Requirements: Minimum CON 9,
minimum STR 9
Prime requisite: STR
Hit Dice: 1d8+1
Maximum Level: 10
Armor: Leather, shields
Weapons: Any
Languages: Alignment, Beastfolk,
Common
A beastperson can call upon the warriors
of their tribe to form a horde and join them
in battle or assist with another significant
undertaking. Up to 100 beastfolk of levels
1–3 will assemble within one week and
lend themselves to the cause.
After the horde’s efforts are completed,
the beastfolk who rallied them must pro-
vide for a great feast in their honor.
13
After Reaching 9
th
Level
Beastfolk Level Progression
Level XP HD THAC0
Saving Throws
D W P B S
1 0 1d8+1 19 [0] 12 13 14 15 16
2 1,200 2d8+2 19 [0] 12 13 14 15 16
3 2,400 3d8+3 19 [0] 12 13 14 15 16
4 4,800 4d8+4 17 [+2] 10 11 12 13 14
5 9,600 5d8+5 17 [+2] 10 11 12 13 14
6 20,000 6d8+6 17 [+2] 10 11 12 13 14
7 40,000 7d8+7 14 [+5] 8 9 10 10 12
8 80,000 8d8+8 14 [+5] 8 9 10 10 12
9 160,000 9d8+9 14 [+5] 8 9 10 10 12
10 280,000 9d8+12* 12 [+7] 6 7 8 8 10
* Modifiers from CON no longer apply. Death / poison, Wands, Paralysis / petrify,
Breath attacks, Spells / rods / staves
Desert Druid
Desert druids are holy cleric scholars who
seek truth and peace through devotion to
their faith, nature, and the welfare of all
beings. Through the study of the wilder-
ness and a discipline of ritual physical
exercise, they attain incredible wisdom.
Alignment: Desert druids commitment to
peace prevents them from being chaotic.
A desert druid, forsaking other actions for
a round, gains use of both of these abilities:
Dash: During any movement, can do
so at twice the normal rate.
Dodge: Try to dodge attacks and gain
a +4 bonus to Armor Class for the round.
Desert druids are pacifistic and avoid
combat. They cannot use any weapons or
any kind of armor. Their unarmed attacks
inflict 1d2 damage, modified by STR.
See Magic in Old-School Essentials
Advanced Fantasy for full details on
divine magic.
Holy symbol: A desert druid must carry a
holy symbol of their faith (see Cults).
Divine disfavour: Desert druids must be
faithful to their alignment and religion.
Magical research: Desert druids of any
level can research spells and explore other
magic associated with their their faith. At
9th level, they can craft magic items.
Spell casting: Desert druids pray to
receive spells. The power and number of
spells are based on their experience level
(see level progression table). Desert druids
have access to the spell selections of both
clerics and druids (see Magic).
Using magic items: As spell casters,
desert druids can use magic scrolls of
spells on their spell lists. They can also
use items that may only be used by divine
spell casters (e.g. some magic staves).
Desert druids can invoke the power of
their faith to repel the undead. Roll 2d6,
consult the table opposite, and compare
the result to the undead's Hit Dice.
Successful Turning: If successful, roll
2d6 to determine how many HD of undead
are affected (turned or destroyed). At least
one is affected on a successful turning.
Those with lowest HD are affected first.
Turned undead: Will exit the area, if
possible, and not harm or touch the
desert druid.
Destroyed undead (result of D): Are
instantly and permanently annihilated.
14
Turning the Undead
Divine Magic
Combat
Agility
Requirements: Minimum CON 9
Prime requisite: WIS
Hit Dice: 1d6
Maximum Level: 14
Armor: None
Weapons: None
Languages: Alignment, Common
Through intense ritual prayer, a desert
druid may establish a stronghold made of
natural materials. An offering must be
made of value similar to the construction
costs that would be incurred. In return,
divine forces will shape the environment
into the desired structure. Once construc-
tion is complete, 1d6 devotees of levels
1–3 will arrive to study under them.
Half-Elf: 10th
Half-Orc: 6th
Human: 14th
15
Allowed Races and Max Level
After Reaching 9
th
Level
Turning the Undead
Level
Monster Hit Dice†
1 2 2* 3 4 5 6 7-9
1 7 9 11 - - - - -
2 T 7 9 11 - - - -
3 T T 7 9 11 - - -
4 D T T 7 9 11 - -
5 D D T T 7 9 11 -
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D
* 2 HD monsters with a special ability
(i.e. with an asterisk next to their HD rat-
ing).
At the referee’s option, the table may be
expanded to include more powerful types
of undead monsters.
Desert Druid Level Progression
Level XP HD THAC0
Saving Throws Spells
D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 8 9 10 13 12 1 - - - -
2 1,500 2d6 19 [0] 8 9 10 13 12 2 - - - -
3 3,000 3d6 19 [0] 8 9 10 13 12 2 1 - - -
4 6,000 4d6 19 [0] 6 7 8 10 10 2 2 - - -
5 12,000 5d6 17 [+2] 6 7 8 10 10 2 2 1 1 -
6 20,000 6d6 17 [+2] 6 7 8 10 10 2 2 2 1 1
7 35,000 7d6 17 [+2] 4 5 6 7 8 3 3 2 2 1
8 60,000 8d6 17 [+2] 4 5 6 7 8 3 3 3 2 2
9 90,000 9d6 14 [+5] 4 5 6 7 8 4 4 3 3 2
10 125,000 9d6+1* 14 [+5] 2 3 4 4 6 4 4 4 3 3
11 200,000 9d6+2* 14 [+5] 2 3 4 4 6 5 5 4 4 3
12 300,000 9d6+3* 14 [+5] 2 3 4 4 6 5 5 5 4 4
13 500,000 9d6+4* 12 [+7] 2 3 4 4 6 6 5 5 5 4
14 700,000 9d6+5* 12 [+7] 2 3 4 4 6 6 6 5 5 5
* Modifiers from CON no longer apply. Death / poison, Wands, Paralysis / petrify,
Breath attacks, Spells / rods / staves
Fairy
Fairies are fey demihumans no more than
1–2' tall with insectoid wings. Distant rela-
tives of elves, their love of magic is even
greater yet far more mercurial.
Fairies can use any weapon appropriate to
their stature (as determined by the ref-
eree). They cannot use longbows or two-
handed swords and are unable to use
shields or wear any kind of armor.
Due to their small size, fairies gain a +2
bonus to AC when attacked by opponents
equal to or greater than human-sized.
Fairy magic functions much like arcane
magic, but is wild and untamed.
See Magic in Old-School Essentials Ad-
vanced Fantasy for details on magic.
Using magic items: As spell casters,
fairies can use magic scrolls of any spell.
There is a 10% chance of error: instead, a
random spell is cast. They can also use
items that may only be used by spell cast-
ers (e.g. magic wands or staves).
Spell casting: Fairies commune with
nature and allow their minds to absorb
which spells arise. The spells they can
memorize are based on their experience
level (see level progression table). A 1st
level fairy can memorize one spell.
Each day, after uninterrupted sleep, roll
on the Fairy Magic Spells table for
each spell to memorize. Fairy magic
utilizes spells from multiple arcane and
divine spell lists (see Magic).
Fairies can use these skills with the chance
of success shown in the table opposite:
Find or remove treasure traps (TR)
Move silently (MS)
Pick pockets (PP)
These skills act as those of the thief class
described in Old-School Essentials.
Fairies have small wings which allow
them to fly for a number of turns equal to
their level, at a speed of 120’ (40’). They
must then rest for at least one turn.
Iron weapons deal +1 damage to fairies.
A fairy can increase their apparent size
whenever they wish, up to 6’ tall. The
nature of this change is illusory, but con-
vincing to all the senses. No real physical
properties are changed. Any items worn or
carried by the fairy also appear to change
size for as long as the effect is maintained.
16
Size Change
Iron Vulnerability
Flight
Fairy Skills
Fairy Magic
Defensive Bonus
Combat
Requirements: Minimum CHA 9
Prime requisite: CHA
Hit Dice: 1d4
Maximum Level: 8
Armor: None
Weapons: Any appropriate to size
Languages: Alignment, Common,
Elvish, Pixie
A fairy may establish a fey fiefdom,
attracting 3d6 fairies of 1st level. They
will serve the character in exchange for
protection and opportunities for adventure.
17
After Reaching 8
th
Level
Fairy Skills Chance of Success
Level TR MS PP
1 10 20 20
2 15 25 25
3 20 30 30
4 25 35 35
5 30 40 40
6 40 45 45
7 50 55 55
8 60 65 65
Fairy Magic Spells
Spell
Level
Roll 1d6
(result) Spell Name
Spell
List*
1
1 Charm Person M
2 Magic Missile M
3 Sleep M
4 Cure Light Wounds C
5 Faerie Fire D
6 Glamour I
2
1 ESP M
2 Invisibility M
3 Mirror Image M
4 Speak with Animals C
5 Obscuring Mist D
6 Hypnotic Pattern I
3
1 Clairvoyance M
2 Haste M
3 Hold Person M
4 Growth of Animal C
5 Tree Shape D
6 Suggestion I
4
1 Charm Monster M
2 Confusion M
3 Polymorph Others M
4 Speak with Plants C
5 Summon Animals D
6 Emotion I
5
1 Feeblemind M
2 Telekinesis M
3 Teleport M
4 Insect Plague C
5 Control Weather D
6 Illusion I
* Cleric, Druid, Illusionist, Magic-User
Fairy Level Progression
Level XP HD THAC0
Saving Throws Spells
D W P B S 1 2 3 4 5
1 0 1d4 19 [0] 12 13 13 15 15 1 - - - -
2 2,500 2d4 19 [0] 12 13 13 15 15 1 1 - - -
3 5,000 3d4 19 [0] 12 13 13 15 15 1 1 1 - -
4 10,000 4d4 19 [0] 10 11 11 13 12 1 1 1 1 -
5 20,000 5d4 19 [0] 10 11 11 13 12 1 1 1 1 1
6 40,000 6d4 17 [+2] 10 11 11 13 12 2 1 1 1 1
7 80,000 7d4 17 [+2] 8 9 9 10 10 2 2 2 1 1
8 160,000 8d4 17 [+2] 8 9 9 10 10 2 2 2 2 2
Death / poison, Wands, Paralysis / petrify,
Breath attacks, Spells / rods / staves
Forester
Foresters are protectors of the woodlands
skilled in both fighting and magic. Follow-
ing traditions handed down to them from
the elves, they lead a mostly solitary life
guarding over the creatures of the forest.
Prime requisites: Foresters with 13+ INT
and STR get a 5% XP bonus; those with
16+ STR and 13+ INT get +10% XP.
See Magic in Old-School Essentials for
full details on arcane magic.
Magical research: Foresters of any level
can research spells, add them to their spell
book, and explore other magic. At 9th
level, they can craft magic items.
Spell casting: Foresters carry spell books
containing arcane spells. The spells they
can memorize are based on their experi-
ence level (see level progression table). A
1st level forester has one spell, chosen by
the referee. Foresters have the same spell
selection as magic-users (see Magic).
Using magic items: As spell casters,
foresters can use magic scrolls of spells on
their spell list. They can also use items
that may only be used by arcane spell cast-
ers (e.g. magic wands).
Foresters are bound to the wilderness, so
may only memorize new spells when out-
doors and above ground.
Foresters can use all types of weapons and
armor, including shields.
Foresters’ keen observation allows them,
when actively searching, to detect hidden
and secret doors with a 2-in-6 chance.
In woods or undergrowth, a forester can
hide with a 90% chance of success.
Foresters have a 2-in-6 chance of hearing
noises.
18
Listening at Doors
Hiding
Detect Secret Doors
Combat
Bound to Wilderness
Arcane Magic
Requirements: Minimum INT 9,
minimum STR 9
Prime requisite: INT and STR
Hit Dice: 1d6
Maximum Level: 14
Armor: Any, including shields
Weapons: Any
Languages: Alignment, Common,
Elvish