Professional Documents
Culture Documents
by Sean K Reynolds
Requires use of the Dungeons & Dragons Third Edition Core Books, published by
Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Creative Director: Sean K Reynolds
Design: Sean K Reynolds
Editing: Penny Williams
Cover: Sean K Reynolds and Clipart.com
Interior Illustrations: Andy Hopp, ClipArt.com
Developer: Sean K Reynolds
Proofreading: Je Alex Blake Bristol, Aaron Cale,
Alfred Neutronium Dragon Hailey, Michael
Munro, John Belatrix Murray, & Mike Ring
Design & Typeseing: Marc Schmalz
Playtesters: Lou Agresta, Alexander Austin, Heather
Beecher, Maieu Begin, Ma Budner, Stewart Boyles,
Ross Cook, Ma Donaldson, Clay Fleischer, JanPhilipp Grtler, David Hall, Kristian Hartmann,
Table of Contents
Chapter 1: Lycanthropy ...................................................... 3
Lycanthropy Issues and Variants .................................. 3
Denitions of Terms ........................................................ 3
Chapter 2: Templates ......................................................... 16
Simple Lycanthrope ...................................................... 16
Cursed Lycanthrope ..................................................... 19
Fey Lycanthrope ............................................................ 20
Chapter 3: Curse of the Moon Feats ................................ 23
Chapter 4: Moon Deities ................................................... 35
www.seankreynolds.com/skrg
d20 System and the d20 System logo are Trademarks
owned by Wizards of the Coast, Inc. and are used according
to the terms of the d20 System License version 6.0. A copy
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Registered Trademarks of Wizards of the Coast, and are
used with Permission. All rights reserved. The mention of
or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
All other content is 2005 Sean K Reynolds. This edition
of Curse of the Moon is produced under version 1.0a, 4.0,
and/or draft versions of the Open Game License, the
d20 System Trademark Logo Guide, and the System
Reference Document by permission of Wizards of the
Coast, Inc. Subsequent versions of this product will
Chapter 1: Lycanthropy
Lycanthropy is a complex condition. The rules
provided for it in the MM are problematic, leave
unanswered questions, and open the door for
expanded discussion on many topics. Most of this
chapter is dedicated to pointing out problems,
asking important questions, and providing new
rules to address those issues.
Definitions of Terms
Transformation Time
Transformation Speed
The biggest complaint players usually have about lycanthrope PCs is the level adjustment of the lycanthrope template, which is annoying
for most characters and crippling for spellcasters. If your players complain a lot about the LA (or if one player becomes particularly vocal),
heres a big secret that might help you: You dont need to use level adjustment.
Level adjustment is in the game only so that all the PCs can be at the same power level. If you dont care whether your PCs are the
same power level (and your players dont either), dont use the LA. If three of your PCs are 5th-level humans and the fourth is a 5th-level
human werewolf, and nobody cares that the werewolf is more powerful than the other characters, then you dont need to use the LAjust
treat the werewolf as a 5th-level character. Sure, the group will have a slightly easier time dealing with EL 5 encounters, but thats all right.
In the long run, you might want to consider giving the LA +0 characters an interesting ability or two (or perhaps a really cool magic item) to
help make up for the disparity in character power, but as long as everyone is happy with the situation, no action is required.
The same applies if the characters have different LAs stemming from different templates. If one character is a half-end, one is a halfdragon, one is a werebear, and the last is a normal human, and everyone is comfortable not using LA, go for it.
If you have four 5th-level werewolf PCs, theres no reason to use LA because all the characters gain the same abilities from the
template. (In fact, ignoring the LA treats the characters more evenly than the LA system does in terms of comparing spellcasters and
nonspellcasters.). Just treat the party like a group of 5th-level PCs. Theyll have an easier time with EL 5 encounters than your typical
5th-level party, and you might want to throw bigger challenges at them from time to time to reect this disparity, but there is absolutely no
reason why you have to use LA if every person involved (players and DM) is comfortable without it.
Taking this idea to the extreme, you dont really have to use LA at all for any PC. If your party includes vampires, drow, or any other
creature with a level adjustment, you dont need to use it if nobody cares that the characters arent exactly the same power level.
Lesser Scent
10
11
12
Disease or Curse
Injury 15
1 day
1d2 Int
13
Variant : Regeneration/Silver
14
Voluntary Change
Natural to hybrid
Natural to animal
Hybrid to natural
Hybrid to animal
Animal to natural
Animal to hybrid
Will Save DC
Full Moon
Not Full Moon
18
15
20
15
20
18
If you wish, you can use the simple lycanthrope template to build a
gargoyle-like character. The characters lycanthrope animal is probably
a bat, cat, or tiger, and his natural form is his hybrid form. If the player
is willing to forego the characters humanoid form entirely, its fair to
give the lycanthrope-gargoyle the true gargoyles freeze ability and
darkvision to compensate. Good feat choices for a lycanthrope-gargoyle
include Lycanthrope Flesh, Lycanthrope Freak (armor plates), Wereform
Movement, and Wereform Weapons (2 claws). Cosmetically, the
character looks stonelike but isnt actually stone.
20
18
18
18
18
15
Adaptive Lycanthropy
15
16
Chapter 2 : Templates
This chapter presents new templates relating to
lycanthropes. When using these templates, forget
what you know about the MM lycanthrope,
and dont assume that any aspects of the MM
lycanthrope template are automatically included
here. If a particular ability isnt given for one of
these templates, then its not among the abilities
granted. For example, if a template doesnt mention
lycanthropic empathy, dont assume that the
creature gets it just because the MM template has
it. The templates described here are complete, and
you dont need to refer to the MM to use them.
Simple Lycanthrope
1
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
17
18
Human simple
werebear War1; CR 1/2;
Medium humanoid
(lycanthrope,
shapechanger); HD
1d8+1; hp 5; Init +0;
Spd 20 .; AC 15,
touch 10, at-footed
15; Base Atk +1; Grp
+2; Atk/Full Atk see
below; Space/Reach
5 ./5 .; SA curse of
lycanthropy (DC 15);
SQ animal form, hybrid
form, lycanthrope rage
(in animal or hybrid form it gets Alertness, lowlight vision, lesser scent, limited actions, and 20
moon hit points); AL N; SV Fort +3, Ref +0, Will -1;
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
Hybrid form: Atk +2 melee (1d4+1, bite), or
+4 melee (1d8+1/x3, masterwork baleaxe), or
+2 ranged (1d10/19-20, heavy crossbow and
masterwork bolt); Full Atk +2 melee (1d4+1, bite),
or +4 melee (1d8+1/x3, masterwork baleaxe), -3
melee (1d4, bite), or +2 ranged (1d10/19-20, heavy
crossbow and masterwork bolt).
Natural human form: Atk/Full Atk +4 melee
(1d8+1/x3, masterwork baleaxe) or +2 ranged
(1d10/19-20, heavy crossbow and masterwork bolt).
Skills and Feats: Balance -3, Climb +2, Escape
Artist -3, Hide -3, Jump +2, Listen +0, Move Silently
-3, Spot +0, Swim -5, Tumble -3; Metamorph
Healing (1/day heal 10 hp when transforming),
Weapon Focus (baleaxe).
Gear: Masterwork breastplate, masterwork
baleaxe, heavy crossbow, 20 masterwork
crossbow bolts, potion of cure light wounds, 17 gp.
19
Cursed Lycanthrope
20
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
4d6
1
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
21
AC 16, touch 10, at-footed 16 (14, touch 8, atfooted 14 in wereform); Base Atk +1; Grp +2*;
Atk/Full Atk see below; Space/Reach 5 ./5 .; SQ
hybrid form (gains Alertness, blood curse, lowlight vision, lesser scent, rage, and 20 moon hit
points); AL N (detects as CE in wereform); SV Fort
+3*, Ref +0, Will 1*; Str 13 (17 in wereform), Dex
11, Con 12 (16 in wereform), Int 10, Wis 9, Cha 8.
Skills and Feats: Balance -5, Climb +0*, Escape
Artist -5, Hide -5, Jump +0*, Move Silently -5, Spot
+1, Swim 9*, Tumble -5; Improved Initiative,
Power Aack.
Hybrid Form: Atk +4 melee (1d6+3, bite); Full Atk
+4 melee (1d6+3, bite), -1 melee (1d4+1, 2 claws).
Natural human form: Atk/Full Atk +3 melee
(1d8+1/19-20, masterwork longsword) or +3 ranged
(1d6/x3, shortbow and masterwork arrow).
Gear: Masterwork chainmail, small steel shield,
masterwork longsword, shortbow, 20 masterwork
arrows, potion of cure light wounds, potion of jump, oil
of magic weapon, 22 gp.
*These values increase by +2 in wereform
because of the Strength and Constitution increases
from the rage ability. These bonuses are already
included in the werewolfs hybrid form aack and
damage values.
Though the werewolf automatically takes
wereform when it enters combat, the use of magic
such as calm emotions may force it back into its
natural humanoid form during a ght, therefore its
aack values in that form are listed here.
Fey Lycanthrope
22
Diminutive
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
3d6
23
24
Feat Descriptions
Argent Ability
Argent Spell
Bonus Moon Hit Points
Celestial Wereform
Extra Lycanthrope Animal
Fast Lycanthrope Afiction
Fast Wereform
Faster Flight
Fiendish Wereform
Hearts Power
Improved Damage Reduction
Improved Flight Maneuverability
Larger Beastform
Larger Hybrid Form
Lycanthrope Empathy
Lycanthrope Flesh
Lycanthrope Freak
Lycanthrope Bite
Lycanthrope Spawn
Metamorph Healing
Moon Over Body
Moonbite Survivor
Mooname Breath
Prerequisite
Sensitive Ears
Smaller Beastform
25
Benet
Swarm Animalform
Wereform Enhancement
Wereform Movement
Wereform Rage Clarity
Wereform Scent
Wereform Special Ability
Wereform Speech
Wereform Weapons
Wolfskinner
Prerequisite
Benet
26
27
28
29
Blink dog
Bulette
Chimera
Cockatrice
Darkmantle
Displacer beast
Dragonne
Girallon
Gorgon
Griffon
Hippogriff
Hydra
Krenshar
Lammasu
Manticore
Minotaur
Owlbear
Pegasus
Sea cat
Shocker lizard
Sphinx
Unicorn
Winter wolf
Worg
*This ability can be used once per day. If you select the Wereform
Special Ability again and choose this same ability again, you
gain an additional daily use of it.
**This ability can be selected multiple times. See the ability
description for the effects of doing so.
30
Natural Weapons
Creature
Basilisk
Behir
Blink dog
Bulette
Chimera
Cockatrice
Darkmantle
Displacer beast
Dragonne
Girallon**
Gorgon
Griffon
Hippogriff
Hydra**
Krenshar
Lammasu
Manticore
Minotaur
Owlbear
Pegasus
Sea cat
Shocker lizard
Sphinx
Unicorn
Winter wolf
2 claws
1 bite, 1 bite, 2 claws
2 tentacles
2 claws
2 claws, 2 claws
2 claws
2 claws
1 bite, 1 bite, 1 bite, 1 bite
2 claws
1 claw
2 claws, 1 spike
2 claws
2 hooves
2 claws
Worg
*Choose one option at the time you select the feat. This
choice cannot be altered once selected, though you can
select the feat again if you want yet another attack.
**You may select the Wereform Weapons feat multiple
times (up to the number of attack sets indicated for the
creature). Each time you select it, you gain another attack
or set of attacks from the creatures list. For example, if
your lycanthrope creature is a chimera, you could select
the feat up to three times, gaining 1 bite the rst time, 1
bite the second time, and 2 claws the third time.
For the chimeras extra bite, the hydras extra bites, and
the girallons second set of claw attacks, you actually gain
extra heads or arms. These extra body parts have no
effect other than to provide extra attacks and cannot be
used for any other purpose. Thus, an extra head is not
subject to attacks from a vorpal weapon, nor can it keep
you alive if your true head is severed. Extra arms cannot
wear additional magic items, and so on.
31
For the curious, the monsters for the Lycanthrope Freak list were
selected because they all have animal-like shapes, none of them are
insectlike or spiderlike, and none of them are aberrations, dragons,
outsiders, or undead.
Sprint Healing
Sprint healing is just like fast healing, except it has a limit to the number
of hit points it can cure in any 24-hour period; this limit is shown after
the points-per-round value. For example, a creature with sprint healing
5/20 heals 5 hit points per round in the manner of fast healing until it has
healed 20 hit points in this manner, at which point the fast healing ends
until 24 hours have past from the time of the initial injury.
Sprint healing is a good way to give a PC the fast healing ability.
Normal fast healing is powerful in the hands of a PC because it means
they can wait a few minutes to heal up completely in between every
battle. By using sprint healing we give the PC the automatic per-round
benet of fast healing without the big power boost of an unlimited supply
of healing power.
Because a typical CR encounter lasts somewhere in the neighborhood
of 4 rounds, giving an NPC or monster sprint healing with a daily limit
equal to 4 times its healing rate is about the same as giving it normal
(limitless) fast healing with that value. For example, fast healing 15
is about the same as sprint healing 15/60 on an NPC or monster,
because in a typical battle either method is going to heal the creature
approximately the same number of hit points. Use this rule of thumb as
a guideline for giving a monster PC an appropriate sprint healing value
corresponding to their monster type.
Full
Three-quarters
Half
One-quarter
New
15
20
25
30
32
33
34
Badger
Bat
Bear
Bison
Boar
Cheetah
Crocodile
Eagle
Elephant
Hyena
Leopard
Lion
Octopus
Owl
Porpoise
Rhinoceros
Shark
Snake, constrictor
Snake, viper
Squid
Tiger
Weasel
Whale
Wolf
Rage
Blindsense 40 ft.
Improved grab (claw)
Stampede
Ferocity
Sprint, trip (claw or bite)
Improved grab (bite)
Evasion
Stampede
Trip (bite)
Improved grab (bite), pounce, rake
Improved grab (bite), pounce, rake
Constrict, improved grab (arm), ink cloud, jet
Superior low-light vision
Blindsight 120 ft.
Powerful charge
Blindsense 30 ft., keen scent
Constrict, improved grab (bite)
Poison
Constrict, improved grab (tentacle), ink
cloud, jet
Improved grab (claw or bite), pounce, rake
Attach
Blindsight 120 ft.
Trip (bite)
35
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
WEREFORM Weapons
Animal
Ape
Badger
Bear
Cat
Cheetah
Crocodile
Eagle
Elephant
Horse
Leopard
Lion
Mule
Octopus
Owl
Pony
Raven
Squid
Tiger
Wolverine
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
1
1d2
1d3
1d4
1d6
1d8
Wolfskinner [General]
36
37
Deity Descriptions
Artemis (Greek)
Hekate (Greek)
38
Luna (Fictional)
39
Nanna (Sumerian)
Thoth (Egyptian)
Symbol: Ibis
Alignment: LN
Portfolio: Magic, wisdom, writing, the moon, the
measurement of time
Domains: Knowledge, Law, Magic, Moon
Favored Weapon: Quartersta
Thoth is a wise and learned Egyptian deity who
acts as the scribe of the underworld and is partly
responsible for judging the souls of the dead.
Known mainly for his dominion over knowledge
and magic, he also keeps measure of time. Since
all three of these areas are tied to the moon in
Egyptian mythology, Thoth also has a minor aspect
as a lunar deity. He is most commonly known by
his Greek name (Thoth) rather than his Egyptian
name (Djeheuty).
The god is usually shown as a human male
with the head of an ibis. He typically wears a
lunar crescent on his head, though he is sometimes
represented just as an ibis or even as a baboona
form particularly related to his moon aspect. Both
of these animals are sacred to him.
40
Tragus (Fictional)
41
Item Descriptions
Weapons
Curse of lycanthropy
50 gp
50 gp
50 gp
50 gp
50 gp
50 gp
50 gp
300 gp
300 gp
300 gp
300 gp
300 gp
750 gp
750 gp
800 gp
800 gp
Market Price
Market Price
Market Price
Market Price
Market Price
42
Market Price
1,125 gp
Moonstride
Skin of the bat
Lunar sanctuary
Market Price
375 gp
425 gp
Market Price
Lesser scent
Moon healing
Moonlight to sunlight
Skin of the boar
Skin of the wolf
Scrolls
Market Price
150 gp
150 gp
150 gp
150 gp
150 gp
Market Price
25 gp
25 gp
25 gp
25 gp
25 gp
25 gp
25 gp
25 gp
25 gp
150 gp
150 gp
150 gp
150 gp
150 gp
375 gp
375 gp
425 gp
700 gp
700 gp
750 gp
1,125 gp
3,825 gp
43
Bard Spells
Druid Spells
Cleric Spells
Moon Domain
44
Paladin Spells
Sorcerer/Wizard Spells
Ranger Spells
1st-Level Ranger Spells
Spell Descriptions
45
Lunar Sanctuary
Curse of Lycanthropy
Transmutation [Curse]
Level: Druid 5, Moon 5, Sorcerer/Wizard 5
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target gains the cursed lycanthrope template
(see Chapter 2: Templates) and automatically takes
beastform at the next full moon. You must choose the
targets lycanthrope animal (bat, wolf, or the like) at
the time of casting. The subject remains unaware of
its condition until circumstances make it clear.
Arcane Material Component: A few drops of
lycanthrope blood or a pinch of lycanthrope
hair, which must be taken from a lycanthrope in
beastform. The lycanthrope providing the hair
need not match the lycanthrope animal you wish to
assign to the subject.
Note: If you use the Lycanthropy As Disease
variant from Chapter 1: Lycanthropes, this spell
also has the disease descriptor.
Lycanthrope Shapes
Transmutation
Level: Druid 9, Moon 9
Lesser Scent
Transmutation
Level: Druid 2, Ranger 2, Sorcerer/Wizard 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
46
Moonglow
Moon Healing
Moonlight to Sunlight
Full
Full sunlight
Three-quarters
Half sunlight
Half
Weak sunlight
One-quarter
Daylight spell
New
Moonglow spell
47
Moonshadow, Greater
Transmutation
Level: Druid 3, Ranger 3, Sorcerer/Wizard 4
Duration: 1 day/level
This spell functions like moonshadow, except as
noted above.
Arcane Material Component: A crushed
moonstone worth at least 50 gp, mixed with black
earth or tar.
Moonstride
Transmutation
Level: Cleric 3, Druid 3, Ranger 3
Duration: 1 minute/level
Moonshadow
Transmutation
Level: Cleric 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 . + 5 ./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Scent Marker
Transmutation
Level: Druid 1, Ranger 1, Sorcerer/Wizard 2
Components: V, S, M, DF (see text)
48
Transmutation
Level: Druid 1, Ranger 1, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Transmutation
Level: Druid 1, Ranger 2, Sorcerer/Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You assume the form of an animal of your choice.
This change is primarily a cosmetic transformation.
Your size does not change, and you do not gain the
new forms special aacks, special qualities, ability
49
Transmutation
Level: Druid 4, Ranger 4
This spell functions like skin of the bat, except that
you take the shape of a Large brown bear.
Focus: The skin of a bear or bearlike creature. This
skin becomes a part of your body for the duration of
the spell and returns to normal when it ends.
1
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
Transmutation
Level: Druid 2, Ranger 3
This spell functions like skin of the bat, except that
you take the shape of a Medium boar.
Focus: The skin of a boar or boarlike creature.
This skin becomes a part of your body for the
duration of the spell and returns to normal when it
ends.
Transmutation
Level: Druid 1, Ranger 2
This spell functions like skin of the bat, except that
you take the shape of a Small dire rat.
Focus: The skin of a rat or ratlike creature. This
skin becomes a part of your body for the duration
of the spell and returns to normal when it ends.
Transmutation
Level: Druid 4, Ranger 4
This spell functions like skin of the bat, except that
you take the shape of a Large tiger.
Focus: The skin of a tiger or tigerlike creature. This
skin becomes a part of your body for the duration of
the spell and returns to normal when it ends.
Transmutation
Level: Druid 3, Ranger 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Transmutation
Level: Druid 2, Moon 2, Ranger 3
This spell functions like skin of the bat, except that
you take the shape of a Medium wolf.
Focus: The skin of a wolf or wolike creature. This
skin becomes a part of your body for the duration of
the spell and returns to normal when it ends.
50
BAB
+0
+1
+2
Fort
+2
+3
+3
Ref
+2
+3
+3
Will
+0
+0
+1
Lycanthrope Spellcaster
Racial Class
Level BAB Fort Ref Will Special
1st
2nd
3rd
Special
Bonus feat
Bonus feat
Bonus feat
+0
+1
+2
+0
+0
+1
+2
+3
+3
+0
+0
+1
Bonus feat
Bonus feat
Bonus feat
Spellcasting
51
52
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15. Copyright Notice:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
d20 System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, and Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Curse of the Moon Copyright 2006 Sean K Reynolds. All rights reserved.
character or creature; the names, statistics and descriptions for the feats,
items, spells, rules, and variant rules; and anything else contained herein
which is already Open Game Content by virtue of appearing in the System
Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate
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are hereby added to Open Game Content and if so used, should bear the
COPYRIGHT NOTICE Curse of the Moon, 2006 Sean K Reynolds.
53