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Digital-first GM
OSE Rules
Characters
Player Characters
Game Statistics
Creating a Character
Ability Scores
Alignment
Languages
Advancement
Classes
Character Classes
Cleric
Dwarf
Elf
Fighter
Halfling
Magic-User
Thief
Equipment & Services
Wealth
Adventuring Gear
Equipment
Weapons And Armor
Mounts
Rules for Vehicles
Land Vehicles
Water Vessels
Retainers
Mercenaries
Specialists
Strongholds
Magic
Rules of Magic
Spell Books
Magical Research
Cleric Spells
Cure Light Wounds (Cause Light Wounds)
Detect Evil (C)
Detect Magic (C)
Light (Darkness) (C)
Protection from Evil (C)
Purify Food and Water
Remove Fear (Cause Fear)
Resist Cold
Bless (Blight)
Find Traps
Hold Person (C)
Know Alignment
Resist Fire
Silence 15’ Radius
Snake Charm
Speak with Animals
Continual Light (Continual Darkness) (C)
Cure Disease (Cause Disease)
Growth of Animal
Locate Object (C)
Remove Curse (Curse) (C)
Striking
Create Water
Cure Serious Wounds (Cause Serious Wounds)
Neutralize Poison
Protection from Evil 10’ Radius (C)
Speak with Plants
Sticks to Snakes
Commune
Create Food
Dispel Evil
Insect Plague
Quest (Remove Quest)
Raise Dead (Finger of Death)
Magic-User Spells
Charm Person
Detect Magic (MU)
Floating Disc
Hold Portal
Light (Darkness) (MU)
Magic Missile
Protection from Evil (MU)
Read Languages
Read Magic
Shield
Sleep
Ventriloquism
Continual Light (Continual Darkness) (MU)
Detect Evil (MU)
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object (MU)
Mirror Image
Phantasmal Force
Web
Wizard Lock
Clairvoyance
Dispel Magic
Fire Ball
Fly
Haste
Hold Person (MU)
Infravision
Invisibility 10’ Radius
Lightning Bolt
Protection from Evil 10’ Radius (MU)
Protection from Normal Missiles
Water Breathing
Charm Monster
Confusion
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Polymorph Others
Polymorph Self
Remove Curse (Curse) (MU)
Wall of Fire
Wall of Ice
Wizard Eye
Animate Dead
Cloudkill
Conjure Elemental
Contact Higher Plane
Feeblemind
Hold Monster
Magic Jar
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud (Mud to Rock)
Wall of Stone
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Geas (Remove Geas)
Invisible Stalker (MU)
Lower Water
Move Earth
Part Water
Projected Image
Reincarnation
Stone to Flesh (Flesh to Stone)
Cleric Spells
Cure Light Wounds (Cause Light Wounds)
Detect Evil (C)
Detect Magic (C)
Light (Darkness) (C)
Protection from Evil (C)
Purify Food and Water
Remove Fear (Cause Fear)
Resist Cold
Bless (Blight)
Find Traps
Hold Person (C)
Know Alignment
Resist Fire
Silence 15’ Radius
Snake Charm
Speak with Animals
Continual Light (Continual Darkness) (C)
Cure Disease (Cause Disease)
Growth of Animal
Locate Object (C)
Remove Curse (Curse) (C)
Striking
Create Water
Cure Serious Wounds (Cause Serious Wounds)
Neutralize Poison
Protection from Evil 10’ Radius (C)
Speak with Plants
Sticks to Snakes
Commune
Create Food
Dispel Evil
Insect Plague
Quest (Remove Quest)
Raise Dead (Finger of Death)
Magic-User Spells
Charm Person
Detect Magic (MU)
Floating Disc
Hold Portal
Light (Darkness) (MU)
Magic Missile
Protection from Evil (MU)
Read Languages
Read Magic
Shield
Sleep
Ventriloquism
Continual Light (Continual Darkness) (MU)
Detect Evil (MU)
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object (MU)
Mirror Image
Phantasmal Force
Web
Wizard Lock
Clairvoyance
Dispel Magic
Fire Ball
Fly
Haste
Hold Person (MU)
Infravision
Invisibility 10’ Radius
Lightning Bolt
Protection from Evil 10’ Radius (MU)
Protection from Normal Missiles
Water Breathing
Charm Monster
Confusion
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Polymorph Others
Polymorph Self
Remove Curse (Curse) (MU)
Wall of Fire
Wall of Ice
Wizard Eye
Animate Dead
Cloudkill
Conjure Elemental
Contact Higher Plane
Feeblemind
Hold Monster
Magic Jar
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud (Mud to Rock)
Wall of Stone
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Geas (Remove Geas)
Invisible Stalker (MU)
Lower Water
Move Earth
Part Water
Projected Image
Reincarnation
Stone to Flesh (Flesh to Stone)
Adventures
Party Organisation
Time, Weight, Movement
Checks, Damage, Saves
Damage, Healing, and Death
Saving Throws
Ability Checks
Hazards and Challenges
Dungeon Adventuring
Wilderness Adventuring
Waterborne Adventuring
Encounters
Evasion and Pursuit
Combat
Other Combat Issues
Morale (Optional Rule)
Combat Tables
Running Adventures
The Referee’s Role
Handling PCs
Running the Game
Monsters and NPCs
Adventure Scenarios
Designing a Dungeon
Designing a Wilderness
Designing a Base Town
Awarding XP
Monsters
General
Monster Descriptions
Dungeon Encounters
Wilderness Encounters
Adventuring Parties
Stronghold Encounters
Monster Stats
Acolyte
Ape, White
Bandit
Basilisk
Bat
Bear
Beetle, Giant
Berserker
Black Pudding
Blink Dog
Boar
Brigand
Buccaneer
Bugbear
Caecilia
Camel
Carcass Crawler
Cat, Great
Cave Locust
Centaur
Centipede, Giant
Chimera
Cockatrice
Crab, Giant
Crocodile
Cyclops
Dervish
Djinni (Lesser)
Doppelgänger
Dragon Turtle
Dragon
Driver Ant
Dryad
Dwarf (Monster)
Efreeti (Lesser)
Elemental
Elephant
Elf (Monster)
Ferret, Giant
Fish, Giant
Gargoyle
Gelatinous Cube
Ghoul
Giant
Gnoll
Gnome
Goblin
Golem
Gorgon
Green Slime
Grey Ooze
Griffon
Halfling (Monster)
Harpy
Hawk
Hellhound
Herd Animal
Hippogriff
Hobgoblin
Horse
Hydra
Insect Swarm
Invisible Stalker (Monster)
Killer Bee
Kobold
Leech, Giant
Living Statue
Lizard, Giant
Lizard Man
Lycanthrope
Manticore
Mastodon
Medium
Medusa
Merchant
Merman
Minotaur
Mule
Mummy
Neanderthal (Caveman)
Nixie
Noble
Nomad
Normal Human
Ochre Jelly
Octopus, Giant
Ogre
Orc
Owl Bear
Pegasus
Pirate
Pixie
Pterosaur
Purple Worm
Rat
Rhagodessa
Rhinoceros
Robber Fly
Roc
Rock Baboon
Rust Monster
Salamander
Scorpion, Giant
Sea Serpent (Lesser)
Shadow
Shark
Shrew, Giant
Shrieker
Skeleton
Snake
Spectre
Spider, Giant
Sprite
Squid, Giant
Stegosaurus
Stirge
Thoul
Titanothere
Toad, Giant
Trader
Treant
Triceratops
Troglodyte
Troll
Tyrannosaurus Rex
Unicorn
Vampire
Veteran
Warp Beast
Water Termite
Weasel, Giant
Whale
Wight
Wolf
Wraith
Wyvern
Yellow Mould
Zombie
Treasures
Placing Treasure
Treasure Types
Gems and Jewellery
Magic Items (General)
Armor and Shields
Miscellaneous
Amulet of Protection Against Scrying
Bag of Devouring
Bag of Holding
Boots of Levitation
Boots of Speed
Boots of Travelling and Leaping
Broom of Flying
Scarab of Protection
Crystal Ball
Displacer Cloak
Drums of Panic
Efreeti Bottle
Elemental Summoning Device
Elven Cloak and Boots
Flying Carpet
Gauntlets of Ogre Power
Girdle of Giant Strength
Helm of Alignment Changing
Helm of Reading Languages and Magic
Helm of Telepathy
Helm of Teleportation
Horn of Blasting
Medallion of ESP 30’
Medallion of ESP 90’
Mirror of Life Trapping
Rope of Climbing
Potions
Potion of Clairaudience
Potion of Clairvoyance
Potion of Control
Potion of Delusion
Potion of Diminution
Potion of ESP
Potion of Fire Resistance
Potion of Flying
Potion of Gaseous Form
Potion of Giant Strength
Potion of Growth
Potion of Healing
Potion of Heroism
Potion of Invisibility
Potion of Invulnerability
Potion of Levitation
Potion of Longevity
Potion of Poison
Potion of Polymorph Self
Potion of Speed
Potion of Treasure Finding
Rings
Ring of Controlling Animals
Ring of Controlling Humans
Ring of Controlling Plants
Ring of Delusion
Ring of Djinni Summoning
Ring of Fire Resistance
Ring of Invisibility
Ring of Protection
Ring of Regeneration
Ring of Spell Storing
Ring of Spell Turning
Ring of Telekinesis
Ring of Water Walking
Ring of Weakness
Ring of Wishes
Ring of X-Ray Vision
Rods, Staves, Wands
Rod of Cancellation
Staff of Commanding
Staff of Healing
Staff of Power
Staff of Snakes
Staff of Striking
Staff of Withering
Staff of Wizardry
Wand of Cold
Wand of Enemy Detection
Wand of Fear
Wand of Fire Balls
Wand of Illusion
Wand of Lightning Bolts
Wand of Magic Detection
Wand of Metal Detection
Wand of Negation
Wand of Paralyzation
Wand of Polymorph
Wand of Secret Door Detection
Wand of Trap Detection
Swords
Weapons
Sensory Powers of Sentient Swords
Sentient Swords
Special Purpose of Sentient Swords
Extraordinary Powers of Sentient Swords
Scrolls and Maps
Potions
Potion of Clairaudience
Potion of Clairvoyance
Potion of Control
Potion of Delusion
Potion of Diminution
Potion of ESP
Potion of Fire Resistance
Potion of Flying
Potion of Gaseous Form
Potion of Giant Strength
Potion of Growth
Potion of Healing
Potion of Heroism
Potion of Invisibility
Potion of Invulnerability
Potion of Levitation
Potion of Longevity
Potion of Poison
Potion of Polymorph Self
Potion of Speed
Potion of Treasure Finding
Miscellaneous
Amulet of Protection Against Scrying
Bag of Devouring
Bag of Holding
Boots of Levitation
Boots of Speed
Boots of Travelling and Leaping
Broom of Flying
Scarab of Protection
Crystal Ball
Displacer Cloak
Drums of Panic
Efreeti Bottle
Elemental Summoning Device
Elven Cloak and Boots
Flying Carpet
Gauntlets of Ogre Power
Girdle of Giant Strength
Helm of Alignment Changing
Helm of Reading Languages and Magic
Helm of Telepathy
Helm of Teleportation
Horn of Blasting
Medallion of ESP 30’
Medallion of ESP 90’
Mirror of Life Trapping
Rope of Climbing
Rods, Staves, Wands
Rod of Cancellation
Staff of Commanding
Staff of Healing
Staff of Power
Staff of Snakes
Staff of Striking
Staff of Withering
Staff of Wizardry
Wand of Cold
Wand of Enemy Detection
Wand of Fear
Wand of Fire Balls
Wand of Illusion
Wand of Lightning Bolts
Wand of Magic Detection
Wand of Metal Detection
Wand of Negation
Wand of Paralyzation
Wand of Polymorph
Wand of Secret Door Detection
Wand of Trap Detection
Rings
Ring of Controlling Animals
Ring of Controlling Humans
Ring of Controlling Plants
Ring of Delusion
Ring of Djinni Summoning
Ring of Fire Resistance
Ring of Invisibility
Ring of Protection
Ring of Regeneration
Ring of Spell Storing
Ring of Spell Turning
Ring of Telekinesis
Ring of Water Walking
Ring of Weakness
Ring of Wishes
Ring of X-Ray Vision
License
Puzzle Dungeon: The Seers Sanctum
A Familiar Tower
Directsun Games
Return to the Puzzle Dungeon blog
OSE Rules
Treasures
Rods, Staves, Wands
Wand of Enemy Detection
Wand of Enemy Detection
Grants the power to detect nearby enemies.
Expending a charge:
Causes enemies within 60’ to be haloed in a fiery glow.
Hidden enemies:
Even enemies that are concealed or invisible are affected.
Dice
Type
1d20+5
or
/help
, then press Enter.