Right; I should probably go into some details about the mechanics of the game. +0 seems odd, but it's not ana amazing template, so I'll accept it, especially since I'm allowing up to +2 for free, anyway. Just wanted to make sure. Also,a s far as the spell, I can't find it, but it should be good... as for which 3rd level to remove? I've, effectively, played the party Beguiler for the last 3 levels, and he's only used two different 3rds; Haste and Dispel Magic. Haste is abuse, anyway, so that can be traded away. *wicked grin*<br/><br/>No; the player's skill checks will make little to no impact. I'll just go down the list of mechanics now.<br/><br/>The Dungeon Lord will be able to perform three actions per day; any given minion can only perform one. Actions include Building a Room, Raiding, Trap Crafting, Plotting (Lord only), Recruiting (Lord only), or Guarding (Generally Minion only).<br/><br/>Building a room is a three step process: Planning (Lord Only, no check.) This is simply an action to lay out the specifics of the room for the minions. Digging, which is removing the stone and dirt, to carve out the room. A slow, tedious process; an average strength minion can, generally, clear 1 5x5x5 cube per day. Stronger and larger minions can work faster; this is usually done by assigning multiple minions, and usually takes 3-4 days for an average room. Finally, Furnishing, which is smoothing the walls, laying the flagstone tiles, and placing furniture. This is usually fairly quick; one minion usually covers four tiles in a day.<br/><br/>Raiding is a simple process; the participants, as a group, decide on one of three methods for acquiring goods: Brute, Cunning, or Guile. The collected creatures make a stat check, based on the choice, STR, DEX, or INT, respectively, plus a bonus equal to half of level/CR. The DC, initially, will be 19; every success, and every three points over the target number, grants a single loot point. Loot points are a percentile roll after every attempt, success or not, at Raiding. Roll equal to or less than the number of loot points, you acquire something and the total resets to 15. Fail, and keep your points for the next attempt. Only one raiding party can leave for the day, per Lord, though if the Lord spends multiple actions Raiding, they may make multiple checks int he same day.<br/><br/>Trap Crafting is a straight INT+half level check, against a DC based on the CR of the trap; success means it's placed, failure means no trap is built. Only one trap project may be begun per day, and additional minions can add bonuses to the check.<br/><br/>Plotting works similar to Raiding, in that a success acquires Plot points, towards a percentile roll to come up with a devious plan. The difference is that it starts at 0, and Plots tend to be far more important that Loot; enough Plots completed, and the game is won.<br/><br/>Recruiting is a Lord only activity, usually relying on STR, WIS, or CHA, to make a check against a creature or creatures to convince them to join you. Similar math to above.<br/><br/>Guarding means the creature takes no action but to patrol the lair; this means that, if you are attacked that day, the creature may be deployed into combat at your choice, rather than forced to remain in its given space, when heroes invade.<br/><br/>Other options may appear, as the game progresses.