Dragonlance Setting House Rules
Dungeons Of Purdue
By Mark Hulsman

Races
Racial Ability Adjustments
Race	Ability Adjustments	Favored Class	
Human	None	Any	
Human, Plainsman	None	Ranger	
Dwarf	+2 Con, -2 Chr	Fighter	
Dwarf, Gully	+2 Str, +2 Dex, +4 Con, -4 Int, -4 Wis, -4 Chr	Rouge	
Elf, Dargonesti	+2 Dex, -2 Str	Mystic	
Elf, Dirmernesti	+2 Dex, -2 Str	Mystic	
Elf, Kagonesti	+2 Str, +2 Dex, -2 Con, -2 Int, -2 Chr	Druid	
Elf, Qualinesti	+2 Dex, -2 Con	Mystic	
Elf, Silvanesti	+2 Dex, -2 Con	Mystic	
Gnome	+2 Con, -2 Str	Tinker	
Half-Elf	None	Any	
Half-Elf, Dargonesti	None	Any	
Half-Elf, Dirmernesti	None	Any	
Half-Orc	+2 Str, -2 Int, -2 Chr	Barbarian	
Kender	+4 Dex, -2 Str, -2 Con, -2 Wis	Rouge	
Minotaur	+4 Str, +2 Con, -4 Dex, -4 Chr, -4 Int	Fighter	

Changes To Races From the PHB
Humans, Plainsmen
•	+2 Racial Bonus to Knowledge (Nature), Move Silently, and Wilderness Lore
•	Plainsmen get the Track feat for free at 1st Level
Dwarves, Gully
•	Small Size
•	Speed 20’
•	Darkvision 60’
•	+4 Racial Bonus to Escape Artist, Hide, Search, and Spot
•	Gully Dwarves get the Run Feat for free at 1st Level
Elves, Dargonesti
•	Shape Change into a Dolphin at will
•	Darkvision 60’
•	Water Breathing
•	Immune to magic sleep spells and a +2 racial saving throw bonus against Enchantment
•	Proficient with either spear or trident
Elves, Dirmernesti
•	Shape Change into a Sea Otter at will
•	Darkvision 60’
•	Water Breathing
•	Immune to magic sleep spells and a +2 racial saving throw bonus against Enchantment
•	Proficient with either spear or trident
Half-Elves, Dargonesti or Dirmernesti
•	Immune to magic sleep spells and a +2 racial saving throw bonus against Enchantment
•	Darkvision 30’
•	Water Breathing
Kender
•	Small Size
•	Speed 30’
•	+2 Racial Bonus to Move Silently, Open Lock, Pick Pocket, Search, and Spot
•	Immune to fear
•	Proficient with Hoopak
Minotaur
•	Large Size
•	Low Light Vision
•	Natural Armor +2
•	+4 Racial Bonus to Intuit Direction and Knowledge (Sea)
•	Minotaurs get the Endurance feat free at 1st Level

Classes
Restricted Classes
There are no Clerics, Paladins, or Wizards.  Only Plainsmen, Half-Orcs and Kagonesti may be Barbarians.
New Classes
  Mystic:  A Divine spellcaster that draws power for spells from himself.
  Tinker:  A constant inventor.  Only Gnomes may be Tinkers

Mystic
  Alignment: Any
  Religion: Most Mystics do not follow any deity, however some Mystics still follow the teachings of one of the departed gods.  A Mystic’s choice of teachings to follow affects the Domains they are allowed to choose.
  Races: Any

Game Rule Information
  Abilities: Wisdom determines how powerful a spell a mystic can cast, how many spells the mystic can cast per day, and how hard those spells are to resist.  A high Constitution improves a Mystic’s hit points and a high Charisma improves his ability to turn undead.
  Alignment: Any or if a Mystic follows the teachings of a deity it must be within one step of that deity’s alignment.
  Hit Dice: d8

Class Skills
The Mystics class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcane), Knowledge (religion), Knowledge (heart magic), Profession, Scry, and Spellcraft.
  Skill Points at 1st Level: (2 + Int Modifier) x 4
  Skill Points at Each Additional Level: 2 + Int Modifier

	Base	Fort	Ref	Will		Spells Per Day	
Level	Attack Bonus	Save	Save	Save	Special	0	1	2	3	4	5	6	7	8	9	
1	+0	+2	+0	+2	Turn or Rebuke Undead	7	3	-	-	-	-	-	-	-	-	
2	+1	+3	+0	+3		8	4	-	-	-	-	-	-	-	-	
3	+2	+3	+1	+3		8	5	2	-	-	-	-	-	-	-	
4	+3	+4	+1	+4		8	6	3	-	-	-	-	-	-	-	
5	+3	+4	+1	+4		8	6	4	2	-	-	-	-	-	-	
6	+4	+5	+2	+5		8	6	5	3	-	-	-	-	-	-	
7	+5	+5	+2	+5		8	6	6	4	2	-	-	-	-	-	
8	+6/+1	+6	+2	+6		8	6	6	5	3	-	-	-	-	-	
9	+6/+1	+6	+3	+6		8	6	6	6	4	2	-	-	-	-	
10	+7/+2	+7	+3	+7		8	6	6	6	5	3	-	-	-	-	
11	+8/+3	+7	+3	+7		8	6	6	6	6	4	2	-	-	-	
12	+9/+4	+8	+4	+8		8	6	6	6	6	5	3	-	-	-	
13	+9/+4	+8	+4	+8		8	6	6	6	6	6	4	2	-	-	
14	+10/+5	+9	+4	+9		8	6	6	6	6	6	5	3	-	-	
15	+11/+6/+1	+9	+5	+9		8	6	6	6	6	6	6	4	2	-	
16	+12/+7/+2	+10	+5	+10		8	6	6	6	6	6	6	5	3	-	
17	+12/+7/+2	+10	+5	+10		8	6	6	6	6	6	6	6	4	2	
18	+13/+8/+3	+11	+6	+11		8	6	6	6	6	6	6	6	5	3	
19	+14/+9/+4	+11	+6	+11		8	6	6	6	6	6	6	6	6	4	
20	+15/+10/+5	+12	+6	+12		8	6	6	6	6	6	6	6	6	6	

Spells Known	
Level	0	1	2	3	4	5	6	7	8	9	
1	4	1	-	-	-	-	-	-	-	-	
2	5	1	-	-	-	-	-	-	-	-	
3	5	2	0	-	-	-	-	-	-	-	
4	6	2	0	-	-	-	-	-	-	-	
5	6	3	1	0	-	-	-	-	-	-	
6	7	3	1	0	-	-	-	-	-	-	
7	7	4	2	1	0	-	-	-	-	-	
8	8	4	2	1	0	-	-	-	-	-	
9	8	5	3	2	1	0	-	-	-	-	
10	9	5	3	2	1	0	-	-	-	-	
11	9	5	4	3	2	1	0	-	-	-	
12	9	5	4	3	2	1	0	-	-	-	
13	9	5	5	4	3	2	1	0	-	-	
14	9	5	5	4	3	2	1	0	-	-	
15	9	5	5	4	4	3	2	1	0	-	
16	9	5	5	4	4	3	2	1	0	-	
17	9	5	5	4	4	4	3	2	1	0	
18	9	5	5	4	4	4	3	2	2	1	
19	9	5	5	4	4	4	3	3	2	2	
20	9	5	5	4	4	4	3	3	3	3	
*Mystics who know 0 spells of a level may still 
cast domain and healing or inflict spells of that level.
Class Features
  Armor and Weapon Proficiency: Mystics are proficient with all simple weapons.  Mystics are proficient with all types of armor and with shields.  A Mystic who chooses War as one of his domains receives Weapon Proficiency and Weapon Focus in one martial or simple weapon of his choice.
  Spells: A Mystic does not need to prepare spells.  Mystics of good alignment automatically know all healing spells.  Mystics of evil alignment automatically know all inflict spells.  A Mystic of neutral alignment may choose healing or inflict.  This choice affects turning or rebuking undead as well.  Mystics also choose 2 domains and they automatically know all spells of the chosen domains.  Any Mystic may choose any of the alignment domains as long as their alignment matches that domain’s alignment.  Also any Mystic may choose any elemental domains.  Any Mystic who chose to follow the teachings of a deity may choose any of the domains allowed by that deity.  Also a Mystic can choose a certain number of spells to know in addition to the ones they automatically get.  A Mystic may not chose a spell that is of an opposite alignment to his.
  Domains: Any Mystic may take the following domains so long as they meet any alignment restrictions.  Air, Chaos, Earth, Evil, Fire, Good, Law, Sun, Water
  Turn or Rebuke Undead: Good Mystics turn undead, evil Mystics Rebuke undead, and neutral Mystics turn undead if they chose cure spells, if not they rebuke undead.  To turn or rebuke undead a Mystic must sacrifice one spell slot.  The level of the slot sacrificed is added to the charisma check for turning and the Mystic’s level when determining what can be turned.
  Extra Turning: A Mystic may take the extra turning feat.  This allows the Mystic to turn undead 3 times per day for free for each time he takes this feat.

Deities
Deity	Alignment	Domains	Typical Worshipers	
Paladine	Lawful Good	Protection, Strength, War	Knights, Good Dragons	
Majere	Neutral Good	Luck, Protection, Travel	Monks	
Kiri-Jolith	Lawful Good	Healing, Protection, War	Knights, Fighters	
Mishakal	Lawful Good	Healing, Luck, Protection	Healers	
Habbakuk	Neutral Good	Protection, Travel, War	Knights, Sailors	
Branchala	Neutral Good	Knowledge, Luck, Travel	Bards	
Solinari	Lawful Good	Knowledge, Protection, Magic	Sorcerers	
Gilean	Neutral	Animal, Knowledge, Luck	Scribes	
Sirrion	Neutral	Destruction, Strength		
Reorx	Neutral	Protection, Strength, War	Dwarves, Gnomes, Kender, Smiths	
Chislev	Neutral	Animal, Plant	Druids, Rangers	
Zivilyn	Neutral	Knowledge, Luck		
Shinare	Neutral	Luck, Travel	Dwarves, Merchants	
Lunitari	Neutral	Knowledge, Protection, Magic	Sorcerers	
Takhisis	Lawful Evil	Healing, Strength, War	Knights, Evil Dragons	
Sargonnas	Lawful Evil	Destruction, Protection, Strength	Minotaur	
Morgion	Neutral Evil	Death, Destruction		
Chemosh	Lawful Evil	Death, Destruction, War	Necromancers, Undead	
Zeboim	Chaotic Evil	Destruction, Luck, Travel	Sailors	
Hiddukel	Chaotic Evil	Luck, Trickery	Evil Businessmen	
Nuitari	Lawful Evil	Knowledge, Magic, Protection	Sorcerers	

Tinker

  Races: Only Gnomes may be Tinkers.  Most normal Gnomes are Tinkers.
Game Rule Information  
  Abilities: Intelligence affects a Tinker’s skill points and also affects the chance for success for an invention.  Dexterity helps a Tinker’s armor class and reflex saves (dodging exploding inventions).  Constitution gives the Tinker more hit points (allowing them to survive large explosions).  Wisdom actually hinders a Tinker because a wise Tinker will not try larger, more dangerous (but more powerful) experiments.  Every time a Tinker with Wisdom greater than or equal to 12 tries to design an invention, he must attempt a Wisdom check with a DC of 50 minus the DC of the design.  If he succeeds he cannot attempt to make that design.
  Alignment: Any.
  Hit Dice: d6.

	Base	Fort	Ref	Will		
Level	Attack Bonus	Save	Save	Save	Special	
1	+0	+2	+2	+0	Bonus Feat	
2	+1	+3	+3	+0		
3	+2	+3	+3	+1	Evasion	
4	+3	+4	+4	+1		
5	+3	+4	+4	+1	Bonus Feat	
6	+4	+5	+5	+2	Uncanny Dodge	
7	+5	+5	+5	+2		
8	+6/+1	+6	+6	+2		
9	+6/+1	+6	+6	+3	Improved Evasion	
10	+7/+2	+7	+7	+3	Bonus Feat	
11	+8/+3	+7	+7	+3		
12	+9/+4	+8	+8	+4		
13	+9/+4	+8	+8	+4		
14	+10/+5	+9	+9	+4		
15	+11/+6/+1	+9	+9	+5	Bonus Feat	
16	+12/+7/+2	+10	+10	+5		
17	+12/+7/+2	+10	+10	+5		
18	+13/+8/+3	+11	+11	+6		
19	+14/+9/+4	+11	+11	+6		
20	+15/+10/+5	+12	+12	+6	Bonus Feat	

Class Skills
The Tinker’s class skills are Alchemy, Appraise, Balance, Bluff, Climb, Craft, Creativity, Decipher Script (Technical works only), Design, Disable Device, Gather Information, Gnomish Insanity, Intuit Direction, Jump, Knowledge (Technology), Knowledge (Historical Gnomish inventions), Listen, Open Lock, Ride, Search, Sense Motive, Spot, Tumble, Use Invention, Use Rope
  Skill Points at 1st Level: (6 + Int Modifier) x 4.
  Skill Points at Each Additional Level: 6 + Int Modifier.

Class Features
  Weapon and Armor Proficiency: Tinkers are proficient with all simple weapons.  Tinkers are proficient with light armor (usually leather aprons) and with shields (usually heavy blast shields).  
  Bonus Feats: At 1st level and every 5 levels a Tinker gets a bonus feat.  These bonus feats must be chosen from the following list.  Alertness, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Initiative, Leadership, Lightning Reflexes, Mobility, Run, Skill Focus, Spring Attack, Toughness, Weapon Finesse.
  Evasion: At 3rd level a Tinker gains evasion.  If exposed to any affect that normally allows a character to make a reflex saving throw for half damage, he takes no damage with a successful saving throw.  Evasion can only be used if the Tinker is wearing light or no armor.  This ability is gained due to the Tinker having repeated being forced to dodge large explosions.
  Uncanny Dodge: At 6th level a Tinker gains the extraordinary ability to react to danger before his senses would normally allow him to do so.  A Tinker retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.  (He still loses his Dexterity Bonus to AC if immobilized).  This ability is gained due to the Tinker having to repeatedly dodge parts of inventions that break loose.
  Improved Evasion: At 9th level a Tinker gains Improved Evasion.  This ability works exactly like Evasion, but a Tinker suffers only half damage if the saving throw is failed.

Character Templates
The following character templates make be taken by any character that meets the requirements.

Solamnic Knight
  Requirements: Base Attack Bonus +2, Lawful Good, Weapon Focus (Any), Expertise.  Also any potential Knight must pass a test of honor before they may take this template.
  Benefits: Weapon Specialization in a weapon the character has weapon focus in for free.  Skill Focus Ride for free.  Mounted Combat for free.  The Order will provide all equipment and forces if deemed necessary.
  Restrictions: Must follow Solamnic Code.  Must donate all income to the Order.  Any illegal magic items found must be given to the Order for destruction.

Legionnaire of Steel
  Requirements: Base Attack +2, Any Lawful alignment, Weapon Focus (Any), Expertise.  Must prove them selves honorable to the Legion’s satisfaction.
  Benefits: Weapon Specialization in a weapon the character has weapon focus in for free.  Skill Focus Ride for free.  Mounted Combat for free.  The Legion will provide all equipment and forces if deemed necessary.
  Restrictions: Must continue to behave honorably.  Must donate a significant portion of all income to the Legion.  Any illegal magic items found must be given to the Order for destruction.

Knight Of Neraka
  Requirements: Any Evil Alignment.  Weapon Focus (Any)
  Benefits: Weapon Specialization in a weapon the character has weapon focus in for free.  The Order will provide all equipment and forces if deemed necessary.
  Restrictions: Must follow any orders given by superiors.  Must donate half of all income to the Legion.  Any illegal magic items found must be confiscated for the Order.

Skills
Creativity (Int)
This skill is used by Tinkers to determine what kind of designs they can think up.  
  Check: This skill is used to determine if a Tinker can think of idea that is very unusual.  Any invention that is a slight extension or combination of existing technology does not need a check, the character may invent this.  The more unusual the invention, the harder check that is involved.  The DM determines how difficult an idea is based on the current technology in the campaign.  For example adding steam power to any invention does not require a check because most gnomish inventions already use it, but adding a fusion reactor would be nearly impossible for the Tinker to think of, much less design.
Difficulty	DC	
Combining 3 existing technologies	10	
Using existing technologies in a totally new way	15	
Combining 4 existing technologies	15	
Combining 5 or more existing technologies	20	
Creating a new technology slightly more advanced than existing ones	20	
Combining 2 or more advanced technologies	25	
Creating a whole new technology much more advanced than existing ones	25	
Creating near modern day technology (Industrial age)	30	
Creating modern day technology	35	
Creating futuristic technology	40 or higher	
Mimicking a spell effect or something the character has seen happen	-10	
All DCs for this skill are up to the DM’s discretion based on the circumstances.
  Retry: Yes, but the character must go up a level in Tinker or gain knowledge that would lower the DC before they can retry.
  Special: Note, this skill is only used for think of an idea, actually implementing the idea requires other skills.

Design (Intelligence)
This skill is used by a Tinker to allow them to design plans for an invention.
  Check: A successful check in this skill allows a Tinker to create designs for an invention.  If an invention idea requires a Creativity check, the Tinker must succeed at that check before he can attempt to make a design.  The DC of the Design check is based upon the complexity of the invention.  The DM should not tell the player what the DC is.  If the character misses the check by 5 or more he cannot come up with a design at all.  If the character misses the check by less than 5 he has made a design that will work with a number of flaws equal to the amount failed by.  These flaws could be major or minor and it may be possible to fix them after the invention has been built, if the device survives testing of course.  Use the following tables to determine the DC.  The base DC is based upon size.  Modifiers to the DC are based upon various factors.
Size Example	DC	Size Category	
Small Sack	16	1	
Knife	17	2	
Sword	18	3	
Crossbow	19	4	
Backpack	20	5	
Chest	21	6	
Couch	22	7	
Small Cabinet/Man	23	8	
Large Cabinet	24	9	
Large Wagon	25	10	
Small Cottage	26	11	
Large Cottage	27	12	
Mansion	28	13	
Tower (3 Stories)	29	14	
Tower (6 Stories)	30	15	
Tower (10 Stories	31	16	
Small Keep	32	17	
Castle	33	18	
Town	34	19	
Mountain	35	20	

Add modifiers for each category based on the following tables.  The DM should set the movement rates at appropriate levels and should always set the sound levels higher than necessary unless the Tinker is an insane Gnome, in which case the sound levels should be only what are necessary to run this device.  Note, the movement categories are for both moving the device and for moving something else.  If the device moves itself and other objects, such as a self-propelled catapult, add to the DC twice for each movement category.  Also the damage done must be feasible for the size, something knife size could not do 3d100 damage obviously.

Damage	Protection	Move Vertical*	Move Horizontal*	Sound	Temperature**	DC	
1	+0 AC	4’	8’	Silence	+1°	+2	
1d4	+1 AC	8’	16’	Whisper	+5°	+3	
1d6	+2 AC	12’	24’	Low Voices	+10°	+4	
1d8	+3 AC	16’	32’	Talking	+20°	+5	
1d10	+4 AC	20’	40’	Shouting	Freeze Water/+30°	+6	
2d6	+5 AC	24’	48’	Yelling	+50°	+7	
2d8 or 1d20	+6 AC	40’	80’	Noisy	+100°	+8	
2d10	+7 AC	120’	160’	Loud	+200°	+9	
2d20	+8 AC	160’	400’	Roar	+300°	+10	
3d10	+9 AC	200’	800’	Deafening	Burning Wood	+11	
3d20	+10 AC	600’	1600’	-	Liquid to Gas	+12	
1d100	+11 AC	800’	2400’	-	Solid to Liquid	+13	
2d100	+12 AC	1000’	3200’	-	Liquid to Solid	+14	
3d100	+13 AC	2000’	1 Mile	-	Solid to Gas	+15	
-	+14 AC	5000’	5 Miles	-	Gas to Liquid	+16	
-	+15 AC	5 Miles	20 Miles	-	Gas to Solid	+17	
-	+16 AC	20 Miles	100 Miles	-	-	+18	
-	+17 AC	Moon	500 Miles	-	-	+19	
-	+18 AC	Space	Forward in Time	-	-	+20	
-	+19 AC	-	Backward In Time	-	Transmutation	+21	
* This is the distance moved in one round.  For increased durations of movement use the duration modifier chart as well. This assumes that the object being moved is of size small.  If it is bigger, the DC of the device is increased by 1 for every 2 size categories increase, and the size of the device must always be bigger than the object to be moved.
** This is a temperature change of an object placed inside the device.  Changing of an element from one state to another is not permanent.  Transmutation is always permanent.  This column only takes into account temperature change and not any side affects of that change, such as melting sand into glass.  

Environment Atmosphere*	Light	Communication Information	Alter Object**	DC	
Normal Air	Darkness	Cams/Ruler	Perfect Optics	+2	
Slight Odor	Starlight	Protractor	Pipes & Wire	+3	
Tainted	Moonlight	Compass	Springs & Gears	+4	
Stink	Candlelight	Abacus	Tools	+5	
Stench	Lamplight	Theodolite	Steel	+6	
5000’ Altitude	Daylight	Air Pressure Measure	Processed Food	+7	
10000’ Altitude	Desert Sun	Clockwork Sequencer	Iron	+8	
-	Lightning	Inertial Measure	Glass	+9	
Tear Gas	Blinding Flash	Sound Recording	Polished Wood/Cooked Food	+10	
-	-	Programmable Sequencer	Refined Ore	+11	
Sickening	-	Picture Recording	Tooled Wood	+12	
Vacuum	-	Automated Calculator	Cut Wood Pieces	+13	
Poisonous	-	Light Measure	Plowed Field	+14	
-	-	Direct Sound	Raw Ore/Raw Food	+15	
-	-	Direct Wire Control	Broken Ground	+16	
-	-	Direct Picture	Broken or Cut Trees	+17	
-	-	Indirect Sound Transmission	Cleared Raw Ground	+18	
-	-	Indirect Remote Control	Raw Wooded Ground	+19	
-	-	Indirect Picture Transmission	Broken Stone	+20	
-	-	-	Raw Stone	+21	
* This deals with not only the state of the air, but the air pressure as well.  Note, this can be a change to or from any of these conditions, so a device that purifies poisonous air is just a complex as one that creates poisonous air
** This category is used differently than the others.  Find the initial state and end state of the object to be altered.  Subtract the higher number from the lower number, this is the DC modifier.  When reducing an object to a rougher state subtract an additional 4 from the DC modifier, this cannot go below 0.

Duration Modifier Chart
For each type that has a longer duration, look it up on this chart and add the appropriate modifier to the DC.
Desired Duration	Damage	Vertical	Horizontal	Environment	
Momentary	0	0	0	0	
1-3 Rounds	+1	+1	0	0	
4-6 Rounds	+2	+3	0	+1	
7-9 Rounds	+4	+5	+1	+2	
1-3 Minutes	+6	+7	+2	+3	
4-5 Minutes	+8	+11	+3	+4	
1-2 Hours	+10	+13	+4	+6	
3-6 Hours	+11	+15	+5	+8	
1 Day	+13	+16	+6	+12	
1 Week	+14	+18	+7	+14	
Permanent	+16	+20	+10	+20	
  Retry: Yes, but the character must go up a level in Tinker or gain knowledge that would be relevant to the design of the device before they can retry.
  Special: Once the Tinker successfully has a design he may build it.  The building time for the device is 1d4 x (DC – 10) hours.  Each device must contain at least (DC – 10) appropriate parts, or (DC – 15) for an insane Gnome.  The price for various parts is in the equipment section.  A gnome can construct these parts from basic materials, but this triples building time.

Gnomish Insanity (Wisdom)
This skill is the chance that a Gnome becomes an insane Gnome.
  Check: The DC for this skill is 30.  If a Gnome rolls a natural 20 on the check, but that is still a failure, they get an extra skill roll at a +10 bonus.  This is because even a 1st level Gnome can be insane.
  Retry: Yes, every gnome may make a roll for this skill once every time they go up a level.  
  Special: A Gnome that succeeds this skill role may never roll again as they are now insane Gnomes.  They are no longer tolerated in Gnomish society.  Their inventions remove many unnecessary parts and noise.  They also get a +10 bonus to all Design rolls.  If they have Wisdom over 12, they get a –10 penalty to their Wisdom checks for building complicated inventions, as they know that their inventions work more often than not.  The chance for disastrous results when attempting to use an invention is also reduced.

Use Invention (Intelligence)
This skill determines what happens when someone attempts to use a Gnomish invention.  
  Check: The DC for this skill is one half of the DC for the Design of the device being used.  
  Retry: Yes, this skill can be retried if the device is still usable after a failed attempt.
  Special: If the skill check fails by DC/5 or less it has unpredictable results.  If a skill check fails by more than DC/5 the device fails.  If the user is an insane gnome they can fail by up to DC/10 to have unpredictable results.  Every successful roll gives a +1 to all subsequent rolls for that device.  Every failed roll gives a –1 to all subsequent rolls with that device.  Unpredictable results are rolled on the Gnome Mishap table, also any design flaws are rolled on that table.  A failed device has a 15% chance to explode.  Any gnomish device explosion does damage equal to ((DC-15)/3)d6.  An exploding device has a radius of 5 x size category feet.  Anyone caught in the explosion may make a Reflex save for half damage with a DC of 15 + size category.  If a device fails and does not explode it no longer functions.  Any gnome Tinker with the original design plans can repair it.  These repairs take 1d6 x 10 x (DC – 10) minutes using the DC of the original design.

Gnome Mishap Table    
D20 Roll	Description of Occurrence	
1-8	Needs Another Part	
9	Communication Glitch	
10-11	Improper Alteration	
12	Unexpected Glow	
13	Olfactory Malfunction	
14	Unbearable Temperature Change	
15	Horrendous Sound	
16	Move Uncontrollably Downward	
17	Move Uncontrollably Upward	
18	Reversed Direction, with Damage	
19	Machine Pursuit	
20	Explosion!	
  Needs Another Part: The device requires another device to be built before it can function correctly.  The new device must be a useful device on its own and have a demonstrated use to fixing the original device.  
  Communication Glitch: If the device was designed to communicate, it will function in unexpected ways at the DM’s discretion.  If it was not designed to communicate, it will communicate in a way that is worst for the user.
  Improper Alteration: If designed to alter objects, the machine will do it incorrectly.  If it was not designed to alter objects, it will badly alter objects placed in it.
  Unexpected Glow: The machine glows so brightly that the operator and anyone within 10 feet are blinded for 1 minute.  No other functions work at all.
  Olfactory Malfunction: If the device was designed to affect the state of the atmosphere it will have the reverse effect.  If not designed to affect the air, it will create a tear gas affect with a radius of 5 x size category feet.  All in the area must make a Con check (DC 13) or flee the area.  Any who remain suffer a –5 penalty to attacks and AC and –3 penalties to Dex checks until the area is cleared.  The gas remains until the machine is deactivated and for 1d6 minutes after.
  Unbearable Temperature Change: If designed to create a certain temperature, the device will have the opposite effect.  If not the device will get hot (50%) or cold (50%).  The temperature will change the amount indicated on the temperature change DC modifiers table based on the size category.  So if the size category is 12 the temperature of the device will change up or down the amount with a DC of +12.  This may result in the destruction of the device if the temperature changes enough to ignite it or change its state.
  Horrendous Sound: The device makes a deafening sound that affects everyone with a radius of 5 x size category feet.  All in the area must make a Con check (DC 13) or flee the area.  Any who remain suffer a –5 penalty to attacks and AC and –3 penalties to Dex checks until the area is cleared.  The noise continues until the machine is deactivated and for 1d6 rounds after.
  Moves Uncontrollably Downward: Regardless of the intentions for the device, it suddenly takes off on its own.  If the device was designed to move downward substitute the next result instead of this one.  Otherwise the device digs or submerges straight down its DC in feet per round.  It continues down for one minute.  No direction control is possible.
  Moves Uncontrollably Upward: Regardless of the intentions for the device, it heads for the sky.  If the device was designed to fly substitute the previous result instead of this one.  The device flies straight up a distance equal to its DC in feet per round.  It moves up for 5 rounds and then hovers until turned off.  When turned off it results in a fall back to the ground.
  Reverse Direction, with Damage: The device changes direction (if moving) and inflicts its damage to its controller.  If not designed to do damage it will inflict damage on the damage based on size category.  So if the size category is 5 the damage the device inflicts will be the amount with a DC of +12.  
  Machine Pursuit: The device attacks its operator for damage equal to the damage it would inflict in the previous result.  It chases its operator for 5 + 1d6 rounds or until shut off.  The operator of the device must make a Dex check (DC 16) to turn it off.  The device has an attack bonus equal to its size category.
  Explosion!:  The device explodes for standard gnomish machine damage.

Equipment
  Use the prices for normal equipment as given in the PHB, but use Steel Pieces (Stp) instead of Gold Pieces.
  Magic items may be purchased, but only at a very few select item shops.  Most magic item prices are at least 5 to 10 times as much as the listed prices in the DMG due to the scarcity of magic items.  Potions and scrolls are also available for purchase between list price and double list price.  The cost of making items is normal.
Monetary Values	
2 Ip (Iron)	=	1 Stp	
2 Bp (Bronze)	=	1 Stp	
20 Sp (Silver)	=	1 Stp	
40 Gp (Gold)	=	1 Stp	
100 Cp (Copper)	=	1 Stp	
1 Pp (Platinum)	=	1 Stp	

Weapon	Cost	Damage	Critical	Range Increment	Weight	Type	
Hoopak	15 Stp	1d6/1d6, 1d8, 1d4, 1d6	x2, x3, x2, x3	40 ft	7 lb	Bludgeoning and Piercing	

  Hoopak: The Hoopak is a medium sized exotic weapon.  The Hoopak is a Kender weapon that can be used as a quarterstaff, spear, or sling.  The sling on the top can also be used to fire small arrows for 1d6 points of damage, but it has a –2 penalty to hit this way due to the difficulty of launching an arrow from a sling.  The Hoopak can be planted into the ground.  When used in this way to fire projectiles it allows the user to use his strength bonus of up to +4, but it requires a move equivalent action to reload.  As a full round action a Hoopak can be whirled around above the user’s head to create a loud eerie howling.  This warns any kender in the vicinity of danger and any non-Kender hearing it must make a will save (DC 12) or lose their action for their next round due to the unusual sound.  Creatures can only be affect by this ability once per encounter and do not lose their Dex bonus while affected.  A Hoopak user may switch attack methods with it as a free action.  A whipik is a female version of the Hoopak.  Most whipiks do not have a spear point on the end, but other than that they are nearly identical to the Hoopak.

Gnomish Parts
Multiply the cost of each part by the size category of the device they are used in, if they are larger than a chest.  Prices are all in steel pieces.
Part	Price	
Mechanical Transmissions		
    Pulleys	5	
    Shafts	10	
    Gears	20	
    Belts	100	
    Screws	500	
    Blades	1000	
Other Transmissions		
    Fins (Vanes)	10	
    Rods (Steel)	20	
    Glass Rods & Panes	40	
    Bellows	200	
    Pumps	1000	
    Tuning Forks	2000	
Drive Sources		
    Counterweights	50	
    Springs	60	
    Waterwheel	100	
    Windmill/Coal Fire	200	
    Steam Pipes & Boiler	1000	
    Sun Mirror	2000	
Basic Frames		
    Stonework	5	
    Wood Frames	10	
    Iron Frames	20	
Mechanical Components		
    Clockworks*	50	
* Clockworks are required for any device that has a delayed action, programmed sequence, or any kind of information storage.

Magic
All spells in the PHB work as normal in Krynn.  Any spellcaster that does not need to prepare spells ahead of time may gain extra spell slots by sacrificing some of their hit points as a free action.  The spellcaster must sacrifice 2 hit points per level of the slot they wish to gain, or 1 hit point for a 0 level spell.  Hit points sacrificed in this manner may not be healed through any means other than rest for the next 24 hours.  The day after hit points are sacrificed they may be healed through normal magical means.

New Spells

Kiss Of Nights Guardian
Evocation
Level: Sor 9
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 Creature Kissed
Duration: 1 Passage
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell grants protection to anyone entering the Shoikan Grove.  The caster confers this protection by means of a kiss on the forehead.  To creatures of good or neutral alignment this kiss seems to sear their flesh.  To those of evil alignment the kiss confers a pleasant, warm sensation.  This spell leaves a scar visible only to the undead of the Shoikan Grove.  Using a weapon or spell while under the influence of this spell negates the spell.  This spell is unique to the Master of the Tower in Palanthus, so sorcerers may only learn this spell if they study a spell book containing this spell as well as having a 9th level spell slot available.

Mindspin
Illusion (Phantasm)
Level: Sor 7
Components: V, S
Casting Time: 3 Hours
Range: Touch (Special See Text)
Target: 1 Creature
Duration: Until Target Awakens
Saving Throw: Will negates
Spell Resistance: Yes
Mindspin takes the innermost nightmares of the target and makes them real in a very vivid illusion.  The illusions take the form of dreamshadows and dreamwraiths.  
  During the long casting time of this spell the caster and target must both be undisturbed as the caster sifts through the mind of the target and gives is nightmares tangible form.  A charmed victim receives no saving throw, but still receives spell resistance.  
  There are 3 layers of reality to the spell.  They are referred to as levels of the dream.  
  The first level of the dream alters the character’s perception of space and time.  The terrain the character sees is not the actual terrain around him, and distance is distorted.  A character may move man miles in reality, but only perceive him self moving a short distance in the dream or vice versa.  
  The character’s perception of time is also distorted.  He may perceive that only minutes pass by, but in reality days may pass.  Dreamwraiths and dreamshadows will be intermixed with real objects and creatures, forcing the character to determine what is real and not.  Saving throws, magic, and abilities all work as normal in this level of the dream.  
  The second level of the dream distorts the character’s sense of reality even further.  He no longer knows which of his companions are real or not.  All dreamwraiths and dreamshadows have SR 13 in this level of the dream.  
  The third level of the dream is the core of the dream and even distorts the character’s perception of him self.  All the affects of the previous levels are in place and the character’s strength are all now weaknesses.  All if a character’s good saving throws become bad saving throw, and all of his bad saving throws become good ones.  Base Attack Bonuses are reversed.  Fighters, Barbarians and Rangers all use the attack bonus for a Sorcerer.  Sorcerers use the attack bonus of a Fighter.  Any skill role that would be a failure is a success and any role that is a success is a failure.  Also there are different changes for each class.  Divine spell casters subtract their Wisdom from 20 and use that as their Wisdom while in this level, Wisdom cannot go below 1 this way.  When turning undead the charisma check table is reversed so that high numbers subtract from level and low numbers add.  Any undead below the clerics level after these modifiers are not turned, and any above this level are turned.  Any undead greater than 2 times this level are destroyed.  Arcane spell casters can cast spells as if they were 1 level higher than normal.  If this allows them to cast a level of spells they do not know any spells in, they can choose 1 spell of that level and cast it, however this spell has only illusionary effects unlike the rest of their spells.  
  All effects of this spell disappear if the target is awakened.  The dreamer is always present and a central figure of anything that happens in the dream.  Mindspin expands one mile per hour and has a maximum range that depends on the level of the dream.  The range depends upon the intelligence of the creature it is cast upon.  The first level extends up to 20 miles times the creature’s intelligence.  The second level is up to 1 mile times the character’s intelligence.  The third level extends up to 20 feet times the creature’s intelligence.  The ranges may be slightly shortened to best fit the terrain.
  This is a unique spell and any Sorcerer who wishes to learn it must study a spell book that contains it as well as having an open 7th level or higher spell slot.

Spawn Draconian
Transmutation
Level: Mystic 7, Sor 7
Components: V, S, M
Casting Time: 2 hours
Range: Touch
Target: 1 Dragon Egg
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell requires that both a Divine spell caster and an Arcane spell caster cast it at the same time.  Once the spell casting is complete the dragon egg breaks open and many baby draconians emerge.  This spell is normally cast only on good dragon eggs, however it is possible to cast this spell on evil dragon eggs and other lizard-like creature’s eggs.  It is up to the DM to decide the outcome of casting this spell on something besides a good dragon egg.  Casting this spell on eggs other than dragon eggs has a spell failure chance of at least 50% or higher if the DM believes it necessary and will only result in one baby being produced per egg.  If cast on a dragon egg, good or evil, 4d10 baby draconians will emerge from the egg.  Their sex can be determined by the caster to have the entire group be a certain sex.  If the caster does not specify one sex each baby’s sex will be determined randomly with an 80% chance to be male.  The material component of this spell is the egg that it is cast on.
  This is a unique spell, so any Sorcerer or Mystic who wishes to learn it must study a spell book that contains it as well as having an open 7th level or higher spell slot.  Both Mystics and Sorcerers can study the same book to learn this spell even though when they cast the spell they each cast it differently.

Timeheal
Evocation
Level: Sor 5
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Will negates (See Text)
Spell Resistance: Yes
This spell takes the targets body and brings it forward in time from a point in which it was in better health simulating healing without any clerical powers.  Time is of the essence in the Timeheal spell, the greater amount of time, the greater chance of failure.  
  Each caster level guarantees 1 round of damage.  For every round of damage the caster wishes to heal before that the arcane spell failure chance increases by 5%.  This arcane spell failure chance stacks with any other arcane spell failure chance.  Multiple Timeheals cannot increase the amount of time to be healed.  Timeheal will not recall a spirit from death.  A dead creature that has this spell cast on him will be healed of the damage sustained in that time, but will remain dead.  This spell has no effect on the mind of the target or on his equipment or any spells currently in affect on him.  A creature would be healed of the damage from a fireball and a flesh to stone would be reversed, but a slowed creature would remain slowed until the duration ended.  Timeheal can also be used offensively to undo an enemy healing it self for example.  This would have the effect of undoing any healing it had cast on itself as well as any damage sustained in those rounds.  The creature would not regain the ability to cast those healing spells though.  In this case the target creature gets a saving throw to resist the Timeheal.
  This spell is unique to the Master of Past and Present, so any Sorcerer who wishes to learn it must study a spell book containing it as well as having a 5th level or higher spell slot available. 

Timereaver
Evocation
Level: Sor 9
Components: V, S, M
Casting Time: 1 hour
Range: 5 feet
Area of Affect: 5 foot radius
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell sends those creatures in the area of affect to any time and place in Krynn’s past or future.  This spell requires 3 days of preparation, even for spell casters not normally required to prepare spells.  No other spells can be prepared while this one is being prepared.  After this spell is cast all other spells the caster had prepared are gone and any free spell slots the spell caster had for the day are also gone. 
  This spell is unique to the Masters of the Towers, so any sorcerer who wants to learn this spell must study a spell book containing it as well as having a 9th level spell slot available. 
  Arcane Material Component: Silver dust spread in a circle on the floor worth 5000 Stp.

  Note to DMs: The DM must take care to study the events of the time and place this spell takes a creature to before describing the result of this spell.  Also any time this spell is cast in the 5th Age the DM must take into account the events of Dragons of a Fallen Sun.