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SEAL OF THE 3RD EDITION

TRADEMARK GUIDELINES VERSION 1.0

 

Per the terms of the Seal of the 3rd Edition Trademark License version 1.0 (the “License”), incorporated herein by reference, you agree to abide by all the terms and conditions described in this guide.

 

You are entitled to display and use the “Seal of the 3rd Edition” trademark and trademarked logo (the “Licensed Marks”) in accordance with these guidelines read together with the Seal of the 3rd Edition Trademark License version 1.0.

 

This document is subject to change without notice.  If updated or revised, new versions of this Guide will contain a different version number.

 

1. COVERED PRODUCTS

A “Covered Product” means any published or unpublished document using the Licensed Marks, including:

All Covered Products must display the Seal of the 3rd Edition trademarked logo or, in the specific case of an ASCII text file, include the words “Seal of the 3rd Edition”.

 

2. NOTICE OF TRADEMARK

You must include the following notice of trademark in any Covered Product using the Licensed Marks:

 

“The Seal of the 3rd Edition™ and the Seal of the 3rd Edition trademarked logo are owned by Justin Alexander. Used with permission under the terms of the Seal of the 3rd Edition Trademark License version 1.0.”

 

Permission is granted to translate this notice into a non-English language, provided that the English text is also included and that the translated text is identified as non-official.

 

This notice must be readily visible and located in a reasonable section of the Covered Product (on the copyrights or credits page, for example). For material published as web pages, this notice may be on a separate web page, but there must be a clearly visible and labeled link. This link must either be associated directly with the trademark logo or clearly visible and labeled (“Seal of the 3rd Edition Trademark Notice”) from the page containing the material to the page containing the required notice.

 

3. USE IN MARKETING

Permission is granted to use the Licensed Marks for the purposes of marketing a Covered Product. When doing so, the marketing content must include the Notice of Trademark in section 2 of these guidelines.

 

4. PROPER USE OF LICENSED MARKS

You may not alter the typography, design, or color of the Licensed Marks in any way except as specified below.

 

Color: The Licensed Marks are available in four versions – a color version, a grayscale version, a black version, and a white version. You are responsible for choosing the correct version of the logo for your specific material. You will not be held responsible for any printouts or other manufacturing material that is not under your control. (For example, you are not responsible for the color of the ink used by someone else printing out a downloaded copy of your material.)

 

Minimum Size and Resolution: The Licensed Marks must be reproduced at least once with a minimum size of one-half inch square. If using the Licensed Marks as a graphic on a website, the minimum dimension is 72 pixels by 72 pixels. If using the Licensed Mark in print media (including electronic files designed to be downloaded and printed), the logo must be reproduced at a sufficient resolution to be legible and attractive.

 

Distortions: You may not distort the Licensed Marks in any way, by stretching it more in one direction or another, skewing it, applying a graphical texture or effect, or in any other way. You may not overprint the logo with another graphic or with additional text. You may not print the logo onto a distracting or confusing background. All parts of the logo must remain visible, clear, and legible.

 

Text Blocks: All text blocks required by this Guide must be a reasonably legible font and color.  Text blocks used in a Covered Product must be the same font, color, and size as the surrounding text.  Text blocks used on the front or back cover, or title page must be no smaller than 10-point and no larger than 12-point.

 

5. COMPATIBILITY

The Licensed Marks may only be used on products maintaining reasonable compatibility with the “Third Edition Fantasy Roleplaying” rules (as made available in the SRD originally released in 1999, 2000, or 2003). No product shall be deemed reasonably compatible if it changes the definitions of the following terms:

 

·         ability check: A roll of 1d20 + an ability modifier vs. a DC.

·         ability modifier: The modifier is the number you apply to the die roll when your character tries to do something related to that ability. A player also uses the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

·        Armor Class (AC): The attack roll result that a character needs to achieve to hit an opponent. AC is equal to the following: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier.

·        attack of opportunity: A single extra melee attack that a combatant can make when an opponent within reach takes an action that provokes attacks of opportunity.

·        Charisma (Cha): An ability score measuring a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting.

·        Constitution (Con): An ability measure measuring a character’s health and stamina.

·        DC: Difficulty Class.

·         Dexterity (Dex): An ability score measuring hand-eye coordination, agility, reflexes, and balance.

·        Difficulty Class (DC): The target number that a player must score as the result of a skill check or saving throw in order to succeed.

·        extraordinary ability (Ex): A nonmagical special ability (as opposed to a spell-like or supernatural ability).

·        flat-footed: Characers are flat-footed before their first regular turn in the initiative order. They can’t use your Dexterity bonus to AC (if any) while flat-footed. A flat-footed character can’t make attacks of opportunity.

·        Fortitude save: A saving throw that measures a character’s ability to stand up to physical punishment or attacks against your vitality and health.

·        hit points (hp): Hit points measure how hard a character is to kill or an object is to destroy.

·        hp: Hit points.

·         Intelligence (Int): An ability score measuring how well a character learns and reasons.

·         melee attack roll: A roll of 1d20 + base attack bonus + Strength modifier + size modifier vs. a target’s AC.

·        natural ability: A capability that is neither extraordinary or magical. (For example, walking or swimming.)

·        nonlethal damage: Damage that won’t kill a character. If a character takes sufficient nonlethal damage, the character falls unconscious, but the character doesn’t die.

·        ranged attack roll:  A roll of 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty vs. a target’s AC.

·        Reflex save: A saving throw that measures a character’s ability to withstand damage thanks to his agility or quick reactions.

·        saving throw (save): A roll of 1d20 + the relevant save vs. a DC to avoid or reduce the effect of an unusual or magical attack.

·        skill: A bonus or penalty representing talent, training, or general capability in an area of knowledge or expertise.

·        skill check: A roll of 1d20 + a skill bonus or penalty vs. a DC.

·        spell-like ability (Sp): A special ability that usually produces an effect identical to the spell of the same name.

·        strength (Str): An ability score measuring a character’s muscle and physical power.

·        subdual damage: Damage that won’t kill a character. If a character takes sufficient nonlethal damage, the character falls unconscious, but the character doesn’t die.

·        supernatural ability (Su): A special ability that goes away in an antimagic field, but is not subject so spell resistance, counterspells, or to being dispelled.

·        take 10: To make a skill check by calculating the result as if you had rolled a 10.

·        Take 20: To make a skill check by calculating the result as if you had rolled a 20.

·        Will save: A saving throw that measures a character’s ability to withstand damage thanks to their mental toughness.

·        wisdom ( Wis ): An ability score measuring a character’s willpower, common sense, perception, and intuition.


6. LICENSED MARKS

 

COLOR VERSION

 

 GRAYSCALE VERSION

 

 

BLACK VERSION

 

WHITE VERSION

 

 

OPEN GAME LICENSE Version 1.0a

 

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

 

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

 

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

 

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

 

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

 

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

 

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

 

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

 

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

 

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

 

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

 

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

 

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

 

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

 

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

 

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

 

System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

 

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, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

 

Seal of the 3rd Edition Trademark Guidelines; Justin Alexander (http://www.thealexandrian.net).

 

DESIGNATION OF OPEN CONTENT: All terms defined in section 5.