B/X Essentials: Classes and Equipment: Fighter and Halfling Preview

I'm expecting the last pieces of artwork for B/X Essentials: Classes and Equipment this weekend and have been going through the book this evening making a few final tweaks to the layout in preparation. The index of tables is done. Everything is hyperlinked and cross-referenced, ready for the final PDF export.

The wait for the publication of this book should now be pretty short and hopefully bearable.

In the meantime, here's another example spread from the book, featuring the fighter and halfling classes and a wonderful illustration by +Matthew Ray.

B/X Essentials: Classes and Equipment -- Title Page and Illustration Preview

The esteemed Luka Rejec sent me the almost final version of his illustration for the title page of B/X Essentials: Classes and Equipment and I was compelled to insert it into the document as soon as humanly possible. Here it is! (Ignore the non-final text beneath.)

I'm expecting the complete set of illustrations to make their way to me over the next week, so next weekend I'll be frantically pasting them all into their allotted spaces in the document, doing my own final read-through, and beginning the publication process. Excitement mounting!

Dolmenwood / B/X: Fairy Elf Race-Class

For a long time, since the dawn of Dolmenwood (long before the Wormskin epoch), I've wanted to write up a fairy-themed elf class for the setting. I've had notes lying around for it in rough form for ages and this afternoon felt inspired to have a look at them. It seems that the stars were in alignment, because an hour later I've hammered out the rough notes into an at least half-finished draft.

Here you go:

Elf (Race-Class)
Ability Scores: Minimum CHA 9, minimum DEX 9, minimum INT 9
Prime Requisite: CHA
Hit Dice: 1d6
Maximum Level: 10
Allowed Armour: Any, including shields
Allowed Weapons: Any
Languages: Alignment language, Woldish, Sylvan, High Elfish

Ageless denizens of Fairy who sometimes cross over into the mortal world for reasons that they seldom reveal. Player character elves are assumed to be rare individuals who spend most of their time in the mortal world -- they may be exiles from the undying land or adventurers fascinated by the exotic scents of time, decay, and mortality.

Physically, elves are similar to humans, though they tend to be lithe of frame and fair of face. Despite their surface similarity to mortals, it is always possible to identify an elf for they carry an air of “otherness” about them, seeming somehow more vibrantly present than mortals. Additionally, most elves have at least one physical characteristic that makes him or her obviously non-human: pointed ears, violet eyes, or iridescent skin are examples of common qualities.

Prime Requisite
An elf with a CHA of 13 or greater gains a +5% bonus to experience gained. If the elf’s CHA is 16 or greater, the bonus increases to 10%. Contrary to the standard rule, an elf may raise his or her CHA score by point swapping, during character creation.

Class Abilities
Combat: Elves are naturally talented fighters and may use any weapons and armour.

Immortality: Elves can be killed but do not die naturally. They are immune to the mundane illnesses of mortal-kind, but may be affected normally by diseases of magical origin (e.g. cause disease, lycanthropy, the touch of a mummy). Elves also cannot die of thirst or starvation, though a lack of sustenance drives them insane and sadistic.

Unearthly beauty: As mentioned above, all elves -- both kind and wicked -- are beautiful, by mortal standards. For CHA tests which are purely based on physical attractiveness, an elf is always treated as having a CHA score of at least 14.

Subtle sight: Elves have a 3-in-6 chance of noticing passages to the Otherwold.

Magic resistance: As beings of Fairy, where magic is in the very fabric of things, elves have an increased resistance to magic. They are immune to sleep spells, gain a +2 bonus to saving throws against charms and illusions, and are unaffected by the paralysing touch of ghouls.

Glamours: Elves are able to make use of a number of minor magical abilities known as glamours. The number of glamours known by an elf are determined by his or her level and are selected at random (see the list, later on). Glamours may be used any number of times per day. (Though mortals regard these abilities as “magic”, elves do not view them as such.)

Runes: An elf may be granted the use of magical runes by performing services for a fairy lord or lady. Each rune has a different effect and a limitation on its usage (once per day, once per week, once per experience level, once ever, etc). An elf may know a maximum number of runes equal to his or her level.

Read magic: Given an hour of peace and solitude, an elf may read magical scripts and runes, as if by the magic-user spell read magic.

Magic items: Elves have a natural affinity for the arcane and are able to use any magic items usable by magic-users. This includes casting spells from scrolls (with the use of their read magic ability).

Vulnerabilities and Drawbacks
Cold iron: As fairies, elves are vulnerable to iron weapons, suffering double damage on a successful hit.

Silver: Elves find mortal silver base and disgusting. An elf in physical contact with silver is sickened and suffers a -2 penalty to attack rolls and saving throws.

Resistance to divine aid: There are no gods in Fairy and the gods of mortals are loathe to aid its folk. Whenever an elf is the subject of a beneficial clerical spell, there is a 2-in-6 chance of the spell having no effect on the elf.

Reaching 9th Level
Upon reaching 9th level, an elf may establish a stronghold and domain, according to the standard rules.

Level Progression Chart

Saving Throws
Hit Dice
9d6 + 1*

* Hit point modifiers due to CON no longer apply.

Elf Glamours

  1. Vanishing. The elf disappears from another creature’s sight for one round. This glamour may only be used on any individual once per day.
  2. Changeling. The elf’s facial features are malleable according to his or her will. Subtle features (e.g. eye colour, hair colour) may be switched in a moment. More dramatic changes take a turn of concentration to effect.
  3. Seeming. The elf may make his or her garb appear as he or she wishes. The glamour is only visual, however, and is revealed by touch.
  4. Silver tongue. By using ancient modes of the high elfish tongue, the elf is able to communicate with any being, including dumb animals. This ability may only be used to communicate in one language per day (e.g. one mortal tongue or the speech of one species of animal).
  5. Disguise object. An object in the elf’s hand is made to appear as something else (of similar dimensions). The glamour lasts until the object is touched by another being.
  6. Moon child. The elf’s eyes perceive night as it were day. Even the blackest tomb is perceived as if by gentle moonlight.

Work in Progress...

  • I want to add more glamours.
  • I will detail the elf runes and how they're gained.
  • I will add more detail (including some options) to the stronghold ability at 9th level.
  • Of course, none of this has been play-tested.

B/X Essentials: Cleric and Magic-User Spells -- Draft Text Complete!

I'm delighted to announce that the draft text for the third B/X Essentials book, Cleric and Magic-User Spells, is complete!

The text is online at the link below:

Please have a look and feel free to point out any mistakes or inconsistencies with B/X that you may notice.

Reading through the B/X spell descriptions with this level of attention to detail has been a fascinating project for me. Firstly, I noticed that my latent concept of quite a few spells varied somewhat to their actual effects as written up in B/X. Secondly, I noticed a lot of differences between the spells as written in B/X and the versions in Labyrinth Lord. I've mentioned some of these differences along the way, but one that stood out in the writing of the last section (6th level MU spells):
  • The geas spell versus the clerical quest spell. In LL, these are identical. In B/X, they're actually pretty different.

Another little point of interest: I was amused to note that the control weather spell stipulates that water vessels may make a "saving throw against storms ... (see page X63)" when attacked by a tornado. Of course, X63 makes no mention of ships having special saving throw categories (though I do find that a pretty cool idea!). I agree with Dan Proctor that the best interpretation of this is that it refers to the 75% chance of a ship being broken up when trying to beach in a storm. (If anyone else has any better / alternative ideas, I'd be interested to hear them!)

Now, one final point for readers who have made it this far, through discussion of historical minutiae: I'm looking for proofreaders for the draft text. This is no ordinary "reading through looking for typos", though: what I need is people of a pedantic nature who are passionate about B/X and willing to read through what I've written and compare -- spell by spell -- with the spell write-ups in the original rules. B/X experts, rules lawyers, and wording pedants please apply! (Comment here or contact me on G+ or email.) In return for your assistance, you'll be credited in the book and will receive a free copy of the final, illustrated PDF.

As for myself, I'll soon be starting work on the fourth B/X Essentials book: Monsters and Treasures.

About B/X Essentials

The B/X Essentials project is a reorganised, clarified expression of the classic Basic/Expert rules, with the focus on ease of reference at the table. The goals and guiding principles of the project are as follows:

  • 100% accurate rules clone. B/X Essentials, unlike other clones or games inspired by B/X, goes to great efforts to be 100% accurate to the original. Nothing is altered. Nothing is added. Nothing is removed.
  • Organised for quick reference. The text of B/X Essentials is consciously kept concise and is broken into logical chunks, each with a header and contained on a single page, making quick reference possible (no page flipping!). I believe this is the clearest expression of the Basic/Expert rules available to date.
  • Clarified rules. The original rules are delightfully straightforward, but there certainly exist areas of confusion and ambiguity. (Check out the rules for encumbrance, wilderness chases, or sea vessels, for example.) B/X Essentials presents greatly clarified descriptions of these rules.
  • 100% Open Game Content. In addition to fancy, fully illustrated print / PDF editions, the B/X Essentials rules are released in a simple text format licensed as 100% Open Game Content (under the OGL). The fresh expression of the B/X rules can thus be freely used by other people for the creation of their own house rules documents and B/X-inspired games.

Common questions:

  • How does B/X Essentials compare to the original B/X books? The main (and major!) difference is that the rules for Basic and Expert play are combined, rather than being split across two books. Also, as mentioned above, B/X Essentials is written as a quick reference, presenting a clarified and better organised presentation of the rules. Areas of ambiguity or contradiction in the original rules are cleared up.
  • How does B/X Essentials compare to Labyrinth Lord? LL also presents a restatement of the classic B/X rules, however its text is, in many places, far too verbose and meandering to be really useful as a quick reference. Also, as noted above, B/X Essentials is a 100% accurate clone whereas Labyrinth Lord introduces several changes to the rules. In B/X Essentials, clerics do not get a spell at 1st level!
  • Where can I get it? A beautifully illustrated print / PDF edition of the first book in the series (B/X Essentials: Core Rules) is available here. The Open Game Content text of the project (including current work-in-progress on unpublished books) is shared online here.
  • What print formats are available? The primary format is US Trade (6"x9") paperback (perfect- or staple-bound) with a fully-linked PDF. So, yes, this is a small form-factor presentation of the B/X rules!
  • How about a compiled edition? When the four core books (Core Rules, Classes and Equipment, Cleric and Magic-User Spells, Monsters and Treasures) are finished, I'll work on combining them all into a single tome, which will be available in perfect bound and hardback formats.
  • How about a box set? This is also something that I'll be looking into, once the four core books are finished.

Dolmenwood Book of Monsters: Progress Update

A quick update on the Dolmenwood "Monster Manual" (planned for publication as a hardcover next year). Since the last update, I've added the following new monsters:
  • Sprite. Pesky, dragonfly-winged fairies.
  • Jack-O'-Lantern Fungus. Oracular fungoids with a penchant for miniaturising people.
  • Pook morel. Cheeky thief-shrooms with psychic powers.
  • Wronguncle. A sort of tragic, fungal soul-Doppelgänger.
  • Hill giant. Not your standard D&D hill giant. These are proper giants. Their name indicates their mass -- as big as a hillock -- rather than their favoured habitat.
  • Friar. Wandering monks skilled with herbs, brewing, and cooking.
The total number of monsters in the book now stands at 57.

B/X Essentials: Classes and Equipment Cover

I recently got the first piece of finished artwork in for Classes and Equipment -- the fantastic cover image by Andrew Walter! After a bit of fiddling around in InDesign, I can now share a preview of what the book cover will look like:

B/X Essentials: Classes and Equipment cover, image (c) Andrew Walter
As a comparison, here's the cover for the first book, Core Rules:

B/X Essentials: Core Rules cover, image (c) Andrew Walter
For the first cover, I gave Andrew the brief of "adventurers facing off against a dragon". For the second book, we discussed something involving sea travel and castles, so the idea of a castle on the back of a giant turtle emerged. We actually already have a concept and sketch for the third book (Cleric and Magic-User Spells), on the theme of "scrying", but it's too early to show that yet.

B/X Essentials: Cleric and Magic-User Spells Layout Concept

While awaiting the illustrations for the second B/X Essentials book -- Classes and Equipment -- I've been continuing work on the third book -- Cleric and Magic-User Spells. As I mentioned in the previous post, the draft text is almost complete (just the sixth level magic-user spells remain to be written up). I've also been playing around with some ideas for how to lay the book out.

The "default" option, of course, would be to use the same, 2-column layout as the first two books in the series. However, I've had another idea in mind for laying out content where each section consists of a blocks of descriptive text accompanied by a heading and a set of "stats". Monsters and spells are the two most obvious types of content that work like this.

To test out my ideas, I've done some mock layouts, using the draft text of a section of the book.

Here's a spread for the 2nd level cleric spells, using the "default" layout style.

Some notes:

  • There's a lot of free space on this spread. I've lumped it all together at the bottom of the pages (where a large illustration could fit), but it looks unnecessarily spacey.
  • The narrow list of stats after each section heading (i.e. spell name) and before the description looks a bit visually distasteful to me.
  • You may notice the little icons I'm trying out in place of the words "Duration" and "Range. I'm not sure if these are final yet, but I think the use of icons is effective in creating a more spacious feeling around the spell stats.

Here's the same content laid out using my alternate concept. This is based on the layout that I used a few years back in The Complete Vivimancer.


  • The layout is more spacious. The extra spacing all around helps the content fill the spread more naturally. (And there's still some nice spaces available for illustrations.)
  • The section titles (i.e. the spell names) are always on the outside edge of the book. This is intended to act as an aid to quickly finding a spell -- when flipping through a book, one tends to just see the edges of the pages.
  • That visually annoying gap between the spell name and the description is no more. The spell stats and the descriptions are more clearly separated from one another.

This is all just experiment at the moment, so I'm very interested to hear people's thoughts on the matter.

B/X Essentials: Cleric and Magic-User Spells v0.8.0

Art by David Coppoletti, from Theorems & Thaumaturgy Revised

The writing of B/X Essentials: Cleric and Magic-User Spells is nearing completion! I just finished writing up the 5th level magic-user spells, so all that now remains is the 6th level spells (12 more to go).

Check out the draft text here.

B/X vs LL note of the day: The feeblemind spell in B/X only affects arcane spell casters (i.e. magic-users and elves). In Labyrinth Lord, it affects anyone at all. Quite a big change!

Dolmenwood: Sprites

A fun little Dolmenwood monster that I've just written up while working on the Book of Monsters. This one encompasses the standard B/X pixies and sprites and elaborates some more ideas along the same theme.

Sprite (Fairy)
HD: 1d4 hp*
AC: 3
Attacks: 1 × barbed dart (poison)
Move: 60’ (20’), flying: 120’ (40’)
Morale: 7

Number Appearing: 1-7: abroad (2d6), 8: lair (1d4 × 10)
Alignment: N
Intelligence: Mischievous
Size: T (1’ tall)
XP: 6
Languages: Woldish, Sylvan
Possessions: Pouch of darts, 1-in-4 chance of bag of salt
Hoard: U/VI (fairy)

Pesky, miniature, dragonfly-winged fairies that swarm the forest in hordes, causing mischief wherever they find the opportunity. They are inveterate thieves and delight in using their fairy magic to play pranks on mortals. Sprites are cowardly and try to avoid physical confrontations with bigger folk, typically fleeing if their pranks lead to violence. They are sometimes open to barter: providing secrets and reconnaissance from the local area in exchange for salt, honey, or resin. Sprites make their lairs in trees, either in nests upon high branches or inside cracks and woodpecker holes.

Some wicked beings (e.g. the Nag-Lord’s servants) hunt sprites and ferment their corpses to produce potions.

Poisoned darts: If angered, sprites may attack with the barbed darts they carry in their pouches. The poison on the darts causes irritation, swelling, and 1d3 hit points of damage.

There are eight, different coloured subspecies of sprite, each with its own magical ability:

  1. Red: Discord. A group of three red sprites can inspire intense feelings of jealousy, avarice, and bellicosity in a mortal within 20’. A save versus spells is allowed* to resist this effect, but one who fails will turn on his or her companions.
  2. Yellow: Invisibility. Yellow sprites can become invisible at will and can also attack while invisible. They always gain surprise and may not be attacked in the first round of combat. In subsequent rounds, they can be spotted by shadows and small shimmerings and attacked at a -2 penalty.
  3. Pink: Mimicry. Pink sprites can mimic any voice or other sound that they have heard.
  4. Green: Liminality. Green sprites exist in the liminal region that lies between the mortal world and the Otherwold. They are visible only in darkness (and then only as faint, glowing outlines) and are able to wriggle through solid barriers of less than 4 inches in thickness. They can only be harmed by magical weapons, but can only interact with the physical world in the feeblest way -- five sprites together could carry a cat. Their teasing, jeering voices can be heard perfectly clearly, however. Magicks such as detect invisible or reveal the liminal render them fully visible.
  5. Blue: Minor curses and pranks. Five blue sprites acting in unison may jinx another being within 30’, either causing a permanent, minor curse (e.g. high-pitched voice, long, rubbery nose) or an instantaneous prank (e.g. falling into a bog, dropping a weapon). A save versus spells is allowed to negate the effect*.
  6. Indigo: Glamour. Indigo sprites can veil themselves with illusions, appearing as mortals of otherworldly beauty. One who kisses a sprite thus glamoured falls instantly asleep. Any other form of touch dissolves the glamour.
  7. Purple: Hallucinations. Groups of five purple sprites may cause all mortals within 20’ to experience vivid hallucinations of their choosing. Treat as the phantasmal force spell, except that the illusion is only perceived by those within the affected area.
  8. Black: Control mortals. A group of three black sprites may cause a mortal within 20’ to perform an action of their choice. Sprites cannot cause people to attack, cast spells, or perform obviously suicidal actions, but may invoke any other action lasting one round or less. The victim may save versus spells to resist the involuntary action*.

* Someone who saves against a sprite’s magic is immune until dawn the next day.


  1. Rides a rainbow-hued dragonfly (AC 5, HD 1, Mv 180’ (60’), Att: None).
  2. Compound eyes and antennae.
  3. Speech is accompanied by a multitude of twittering giggles.
  4. Naked and hairless.
  5. Lumpy, warty flesh.
  6. Curly horns.

Dolmenwood: Standard B/X Monsters

As an element of the continuing work on the Dolmenwood Book of Monsters (actual name still to be determined), I've gone through the list of monsters presented in the B/X books and picked out those that might usually be found in Dolmenwood. The full list is below.

Further tasks related to this that I'll be working on:

  • The list of B/X monsters in Dolmenwood will be included in an appendix somewhere, along with the page reference for each monster. (And possibly basic stats.)
  • For at least some of the B/X monsters, I'll write a short description of their role in Dolmenwood. For example, spectres may be the lost and vengeful souls of criminals hanged at crossroads. This kind of detail will give a small twist on a standard monsters and give it a place in the setting.

Here's the list:

  1. Adventuring Party 
  2. Ant, Driver
  3. Antelope (herd animal): Deer
  4. Basilisk 
  5. Bat, Giant 
  6. Bat, Giant Vampire 
  7. Bat, Normal 
  8. Bear, Black 
  9. Bear, Cave 
  10. Bee, Killer 
  11. Beetle, Giant Fire 
  12. Beetle, Giant Oil 
  13. Beetle, Giant Tiger 
  14. Black Pudding 
  15. Boar 
  16. Caecilia 
  17. Carrion Crawler 
  18. Centipede, Giant 
  19. Cockatrice 
  20. Crab, Giant 
  21. Ferret, Giant 
  22. Fish, Giant Catfish 
  23. Fly, Robber 
  24. Ghoul 
  25. Gray Ooze 
  26. Green Slime 
  27. Griffon 
  28. Harpy 
  29. Hawk 
  30. Hawk, Giant 
  31. Hippogriff 
  32. Horse, Draft 
  33. Horse, Riding 
  34. Horse, War 
  35. Insect Swarm 
  36. Leech, Giant 
  37. Lycanthrope, Devil Swine 
  38. Lycanthrope, Werebear 
  39. Lycanthrope, Wereboar 
  40. Lycanthrope, Wererat 
  41. Lycanthrope, Weretiger 
  42. Lycanthrope, Werewolf 
  43. Man, Acolyte (Cleric) 
  44. Man, Bandit 
  45. Man, Berserker 
  46. Man, Brigand 
  47. Man, Human 
  48. Man, Medium (Magic-User) 
  49. Man, Merchant 
  50. Man, Noble 
  51. Man, Pirate 
  52. Man, Trader 
  53. Man, Veteran 
  54. Manticore 
  55. Mastadon 
  56. Mule 
  57. Nixie 
  58. Ochre Jelly 
  59. Owl Bear 
  60. Pegasus 
  61. Pixie 
  62. Purple Worm 
  63. Rat 
  64. Rat, Giant 
  65. Rhagodessa 
  66. Rust Monster 
  67. Shadow 
  68. Shrew, Giant 
  69. Shrieker 
  70. Skeleton 
  71. Snake, Pit Viper 
  72. Snake, Rock Python 
  73. Spectre 
  74. Spider, Giant Black Widow 
  75. Spider, Giant Crab 
  76. Spider, Giant Tarantella 
  77. Sprite 
  78. Statue, Living Crystal 
  79. Statue, Living Iron 
  80. Statue, Living Rock 
  81. Stirge 
  82. Termite, Freshwater 
  83. Termite, Swamp 
  84. Toad, Giant 
  85. Treant 
  86. Vampire 
  87. Weasel, Giant 
  88. Wight 
  89. Wolf 
  90. Wolf, Dire 
  91. Wraith 
  92. Wyvern 
  93. Yellow Mold 
  94. Zombie 

All for now!

Dolmenwood: Jack-O'-Lantern Fungus

A preview of one of the monsters to be included in Wormskin issue 8.

HD: 3**
AC: 8
Attacks: 1 × thumping (1d3) + strobing gaze
Move: 90’ (30’)
Morale: 7

Number Appearing: 1-7: abroad (1d8), 8: lair (2d6)
Alignment: N(E)
Intelligence: Alien
Size: M (4’)
XP: 80
Languages: Telepathic projection
Possessions: None
Hoard: I/XIV

Ancient, brown-fleshed, humanoid mushrooms with great, wobbly caps and inscrutable pits for eyes. Jack-o'-lanterns are rare and reclusive, dwelling in secret grottoes in the tractless depths of the forest. Despite being infrequently encountered, jack-o’-lanterns are well-known in folklore, being famed as guardians of obscure knowledge and long lost secrets and infamous as wicked slavers who delight in capturing mortal folk. Both these reputations are true.

Jack-o’-lanterns love riddles and word games and always favour parley over violence. When encountering other intelligent beings, they attempt to enter into conversation and offer to reveal deep secrets of the wood via their communion ability.

The flesh of a jack-o’-lantern can be distilled down by an alchemist to produce a potion of diminution.

Communion: Jack-o’-lanterns have the ability to trigger a hypnotic state (lasting 1d4 hours) in willing humanoids via a gently pulsing green glow emitted from their eyes and cap. Hypnotised subjects are immobilised for the duration and experience a phantasmagoric sequence of visions. A WIS check is required. Success indicates that the answer to a riddle or puzzle is revealed, as deep secrets are dredged up from the collective memory of mushroom-kind. Failure indicates that the subject has come under the mushroom’s thrall, shrinking to 1” tall. Such victims are scooped up by the mushroom and carried to its lair, where they are imprisoned in miniature towns or other dioramas.

Strobing gaze: In combat or when otherwise threatened, jack-o’-lanterns’ eyes emit a sickening green/blue strobe that dazzles other beings within 30’. At the start of each round, targets must save versus paralysis or be stunned, unable to act for the round. Those who make the save may act normally, but suffer a -2 penalty to attack rolls and Armour Class.

Creepy Magick Halloween Sale

As you may have already noticed, RPGNow and DriveThruRPG (and the baffling plethora of clones, doppelgänger, simulacrums, and aliases under which they operate) are having a sale for Halloween! What you may not have noticed, however, is that two vintage and well-renowned books from the Necrotic Gnome laboratories are included in this sale.

I must hasten to point out that this is no normal "participation in a PDF sale". No, the print versions of these books are also reduced! $3 off all formats, PDF and print. (I'm not sure what % discount that is exactly, but it's over a third off the PDFs.)

So if you've ever thought about getting a print copy of one of the following but have tarried at the virtual checkout, now is your chance to snap them up!

Theorems & Thaumaturgy Revised Edition
The original Necrotic tome, remixed in a 2017 style. Full of new magicks for your old-school games. (160 new spells, if one is using the base of Labyrinth Lord.) Includes three new magic-user subclasses: the elementalist, necromancer (spooky -- Halloween, right?), and vivimancer (freaky -- all year round body horror).

The Complete Vivimancer
"Gavin Norman’s The Complete Vivimancer reads as if David Cronenberg had decided to create a D&D magic-user class" -- Appendix N Book Club.

"This is absolutely fantastic and one of my all-time favorite old-school rule-supplements. It should be part of the library of any self-respecting OSR-referee. My final verdict will clock in at 5 stars + seal of approval." -- Endzeitgeist 5/5 review.

"The unique spell list and the tightly unified bio-occult theme of the class do a fantastic job giving us a viable alternative to the magic-user with an entirely different flavor and feel. Indeed, Norman arguably succeeds to a far greater extent than the original illusionist class did" -- Mazirian's Garden.

The sale's on until November 1st. If you're lucky, I might forget to put them back to full price. I probably won't though.

All for now!